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intersect_triangle_3d.h

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00001 /** @file
00002  *  @author Bram de Greve (bramz@users.sourceforge.net)
00003  *  @author Tom De Muer (tomdemuer@users.sourceforge.net)
00004  *
00005  *  *** BEGIN LICENSE INFORMATION ***
00006  *  
00007  *  The contents of this file are subject to the Common Public Attribution License 
00008  *  Version 1.0 (the "License"); you may not use this file except in compliance with 
00009  *  the License. You may obtain a copy of the License at 
00010  *  http://lass.sourceforge.net/cpal-license. The License is based on the 
00011  *  Mozilla Public License Version 1.1 but Sections 14 and 15 have been added to cover 
00012  *  use of software over a computer network and provide for limited attribution for 
00013  *  the Original Developer. In addition, Exhibit A has been modified to be consistent 
00014  *  with Exhibit B.
00015  *  
00016  *  Software distributed under the License is distributed on an "AS IS" basis, WITHOUT 
00017  *  WARRANTY OF ANY KIND, either express or implied. See the License for the specific 
00018  *  language governing rights and limitations under the License.
00019  *  
00020  *  The Original Code is LASS - Library of Assembled Shared Sources.
00021  *  
00022  *  The Initial Developer of the Original Code is Bram de Greve and Tom De Muer.
00023  *  The Original Developer is the Initial Developer.
00024  *  
00025  *  All portions of the code written by the Initial Developer are:
00026  *  Copyright (C) 2004-2007 the Initial Developer.
00027  *  All Rights Reserved.
00028  *  
00029  *  Contributor(s):
00030  *
00031  *  Alternatively, the contents of this file may be used under the terms of the 
00032  *  GNU General Public License Version 2 or later (the GPL), in which case the 
00033  *  provisions of GPL are applicable instead of those above.  If you wish to allow use
00034  *  of your version of this file only under the terms of the GPL and not to allow 
00035  *  others to use your version of this file under the CPAL, indicate your decision by 
00036  *  deleting the provisions above and replace them with the notice and other 
00037  *  provisions required by the GPL License. If you do not delete the provisions above,
00038  *  a recipient may use your version of this file under either the CPAL or the GPL.
00039  *  
00040  *  *** END LICENSE INFORMATION ***
00041  */
00042 
00043 #ifndef LASS_GUARDIAN_OF_INCLUSION_PRIM_IMPL_INTERSECT_TRIANGLE_3D_H
00044 #define LASS_GUARDIAN_OF_INCLUSION_PRIM_IMPL_INTERSECT_TRIANGLE_3D_H
00045 
00046 #include "../../num/floating_point_consistency.h"
00047 
00048 namespace lass
00049 {
00050 namespace prim
00051 {
00052 namespace impl
00053 {
00054 
00055 /** @internal
00056  *
00057  *  @par Algorithm:
00058  *  @arg Tomas Möller and Ben Trumbore.
00059  *  "Fast, minimum storage ray-triangle intersection."
00060  *  Journal of Graphics Tools, 2(1):21--28, 1997.
00061  *  http://www.graphics.cornell.edu/pubs/1997/MT97.html
00062  *  
00063  *  @arg comp.graphics.algorithms Frequently Asked Questions: 
00064  *  Subject 5.06: "How do I determine the intersection between a ray and a triangle?"
00065  *  http://www.faqs.org/faqs/graphics/algorithms-faq/ *
00066  */
00067 template <typename Point, typename Vector, typename T> inline
00068 Result intersectTriangle3D(const Point& iVertex0, const Vector& iEdge1, const Vector& iEdge2,
00069                            const Point& iSupport, const Vector& iDirection,
00070                            T& oU, T& oV, T& oT, const T& iMinT)
00071 {
00072     typedef typename Vector::TNumTraits TNumTraits;
00073     typedef num::Consistent<T> TConsistent;
00074 
00075     const Vector pvec = cross(iDirection, iEdge2);
00076     const T det = dot(pvec, iEdge1);
00077 
00078     if (det == TNumTraits::zero)
00079     {
00080         return rNone;
00081     }
00082 
00083     const T invDet = num::inv(det);
00084 
00085     const Vector tvec = iSupport - iVertex0;
00086     const T u = dot(tvec, pvec) * invDet;
00087     if (u < TNumTraits::zero || u > TNumTraits::one)
00088     {
00089         return rNone;
00090     }
00091 
00092     const Vector qvec = cross(tvec, iEdge1);
00093     const T v = dot(iDirection, qvec) * invDet;
00094     if (v < TNumTraits::zero || (u + v) > TNumTraits::one)
00095     {
00096         return rNone;
00097     }
00098 
00099     const TConsistent t = dot(iEdge2, qvec) * invDet;
00100     if (t <= iMinT)
00101     {
00102         return rNone;
00103     }
00104 
00105     oU = u;
00106     oV = v;
00107     oT = t.value();
00108     return rOne;
00109 }
00110 
00111 }
00112 }
00113 }
00114 
00115 #endif
00116 
00117 // EOF

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