// Returns true iff the mesh contains two index defined traingles that intersect.
bool check_triangle_intersections(ofMesh &mesh)
{
    
    int len = mesh.getNumIndices();
    for(int i = 0; i < len; i += 3)
    {
        ofVec3f v1 = mesh.getVertex(mesh.getIndex(i));
        ofVec3f v2 = mesh.getVertex(mesh.getIndex(i + 1));
        ofVec3f v3 = mesh.getVertex(mesh.getIndex(i + 2));
        
        for(int j = 0; j < len; j += 3)
        {
            ofVec3f p1 = mesh.getVertex(mesh.getIndex(j));
            ofVec3f p2 = mesh.getVertex(mesh.getIndex(j + 1));
            ofVec3f p3 = mesh.getVertex(mesh.getIndex(j + 2));
            
            int b  = Intersecting(p1, p2, v1, v2, v3);
            int b2 = Intersecting(p2, p3, v1, v2, v3);
            int b3 = Intersecting(p3, p1, v1, v2, v3);
            
            if(b == 1 || b2 == 1 || b3 == 1)
            {
                return true;
            }
            
            if(point_triangle_intersection(v1, v2, v3, p1)||
               point_triangle_intersection(v1, v2, v3, p2)||
               point_triangle_intersection(v1, v2, v3, p3))
            {
                return true;
            }
            
            
        }
        
    }
    
    return false;
    
}
Beispiel #2
0
long t_c_intersection(Triangle3 t)
{
long v1_test,v2_test,v3_test;
float d,denom;
Point3 vect12,vect13,norm;
Point3 hitpp,hitpn,hitnp,hitnn;

/* First compare all three vertexes with all six face-planes */
/* If any vertex is inside the cube, return immediately!     */

   if ((v1_test = face_plane(t.v1)) == INSIDE) return(INSIDE);
   if ((v2_test = face_plane(t.v2)) == INSIDE) return(INSIDE);
   if ((v3_test = face_plane(t.v3)) == INSIDE) return(INSIDE);

/* If all three vertexes were outside of one or more face-planes, */
/* return immediately with a trivial rejection!                   */

   if ((v1_test & v2_test & v3_test) != 0) return(OUTSIDE);

/* Now do the same trivial rejection test for the 12 edge planes */

   v1_test |= bevel_2d(t.v1) << 8; 
   v2_test |= bevel_2d(t.v2) << 8; 
   v3_test |= bevel_2d(t.v3) << 8;
   if ((v1_test & v2_test & v3_test) != 0) return(OUTSIDE);  

/* Now do the same trivial rejection test for the 8 corner planes */

   v1_test |= bevel_3d(t.v1) << 24; 
   v2_test |= bevel_3d(t.v2) << 24; 
   v3_test |= bevel_3d(t.v3) << 24; 
   if ((v1_test & v2_test & v3_test) != 0) return(OUTSIDE);   

/* If vertex 1 and 2, as a pair, cannot be trivially rejected */
/* by the above tests, then see if the v1-->v2 triangle edge  */
/* intersects the cube.  Do the same for v1-->v3 and v2-->v3. */
/* Pass to the intersection algorithm the "OR" of the outcode */
/* bits, so that only those cube faces which are spanned by   */
/* each triangle edge need be tested.                         */

   if ((v1_test & v2_test) == 0)
      if (check_line(t.v1,t.v2,v1_test|v2_test) == INSIDE) return(INSIDE);
   if ((v1_test & v3_test) == 0)
      if (check_line(t.v1,t.v3,v1_test|v3_test) == INSIDE) return(INSIDE);
   if ((v2_test & v3_test) == 0)
      if (check_line(t.v2,t.v3,v2_test|v3_test) == INSIDE) return(INSIDE);

/* By now, we know that the triangle is not off to any side,     */
/* and that its sides do not penetrate the cube.  We must now    */
/* test for the cube intersecting the interior of the triangle.  */
/* We do this by looking for intersections between the cube      */
/* diagonals and the triangle...first finding the intersection   */
/* of the four diagonals with the plane of the triangle, and     */
/* then if that intersection is inside the cube, pursuing        */
/* whether the intersection point is inside the triangle itself. */

/* To find plane of the triangle, first perform crossproduct on  */
/* two triangle side vectors to compute the normal vector.       */  
                                
   SUB(t.v1,t.v2,vect12);
   SUB(t.v1,t.v3,vect13);
   CROSS(vect12,vect13,norm)

/* The normal vector "norm" X,Y,Z components are the coefficients */
/* of the triangles AX + BY + CZ + D = 0 plane equation.  If we   */
/* solve the plane equation for X=Y=Z (a diagonal), we get        */
/* -D/(A+B+C) as a metric of the distance from cube center to the */
/* diagonal/plane intersection.  If this is between -0.5 and 0.5, */
/* the intersection is inside the cube.  If so, we continue by    */
/* doing a point/triangle intersection.                           */
/* Do this for all four diagonals.                                */

   d = norm.x * t.v1.x + norm.y * t.v1.y + norm.z * t.v1.z;

   /* if one of the diagonals is parallel to the plane, the other will intersect the plane */
   if(fabs(denom=(norm.x + norm.y + norm.z))>EPS)
   /* skip parallel diagonals to the plane; division by 0 can occur */
   {
      hitpp.x = hitpp.y = hitpp.z = d / denom;
      if (fabs(hitpp.x) <= 0.5)
         if (point_triangle_intersection(hitpp,t) == INSIDE) return(INSIDE);
   }
   if(fabs(denom=(norm.x + norm.y - norm.z))>EPS)
   {
      hitpn.z = -(hitpn.x = hitpn.y = d / denom);
      if (fabs(hitpn.x) <= 0.5)
         if (point_triangle_intersection(hitpn,t) == INSIDE) return(INSIDE);
   }       
   if(fabs(denom=(norm.x - norm.y + norm.z))>EPS)
   {       
      hitnp.y = -(hitnp.x = hitnp.z = d / denom);
      if (fabs(hitnp.x) <= 0.5)
         if (point_triangle_intersection(hitnp,t) == INSIDE) return(INSIDE);
   }
   if(fabs(denom=(norm.x - norm.y - norm.z))>EPS)
   {
      hitnn.y = hitnn.z = -(hitnn.x = d / denom);
      if (fabs(hitnn.x) <= 0.5)
         if (point_triangle_intersection(hitnn,t) == INSIDE) return(INSIDE);
   }
   
/* No edge touched the cube; no cube diagonal touched the triangle. */
/* We're done...there was no intersection.                          */

   return(OUTSIDE);

}