static void calcTriNormal(const float* v0, const float* v1, const float* v2, float* norm) { float e0[3], e1[3]; rcVsub(e0, v1, v0); rcVsub(e1, v2, v0); rcVcross(norm, e0, e1); rcVnormalize(norm); }
static void calcTriNormal(const dtCoordinates& v0, const dtCoordinates& v1, const dtCoordinates& v2, dtCoordinates& norm) { dtCoordinates e0, e1; rcVsub(e0, v1, v0); rcVsub(e1, v2, v0); rcVcross(norm, e0, e1); rcVnormalize(norm); }
static bool intersectSegmentTriangle(const float* sp, const float* sq, const float* a, const float* b, const float* c, float &t) { float v, w; float ab[3], ac[3], qp[3], ap[3], norm[3], e[3]; rcVsub(ab, b, a); rcVsub(ac, c, a); rcVsub(qp, sp, sq); // Compute triangle normal. Can be precalculated or cached if // intersecting multiple segments against the same triangle rcVcross(norm, ab, ac); // Compute denominator d. If d <= 0, segment is parallel to or points // away from triangle, so exit early float d = rcVdot(qp, norm); if (d <= 0.0f) return false; // Compute intersection t value of pq with plane of triangle. A ray // intersects iff 0 <= t. Segment intersects iff 0 <= t <= 1. Delay // dividing by d until intersection has been found to pierce triangle rcVsub(ap, sp, a); t = rcVdot(ap, norm); if (t < 0.0f) return false; if (t > d) return false; // For segment; exclude this code line for a ray test // Compute barycentric coordinate components and test if within bounds rcVcross(e, qp, ap); v = rcVdot(ac, e); if (v < 0.0f || v > d) return false; w = -rcVdot(ab, e); if (w < 0.0f || v + w > d) return false; // Segment/ray intersects triangle. Perform delayed division t /= d; return true; }