Esempio n. 1
0
bool Triangle::Intersect(Ray &ray,Point3 &hitPoint)
{
	vector3 e1 = m_Vertex[1] - m_Vertex[0];
	vector3 e2 = m_Vertex[2] - m_Vertex[0];
	vector3 q = ray.direction.cross(e2);
	float a = e1.dot(q);
	if(abs(a)<0.001) 
	{
		hitPoint.set(Point3(0,0,0));
		return false;
	}
	float f = 1/a;
	vector3 s = ray.position - m_Vertex[0];
	float u = f * s.dot(q);
	if(u<0.0)
	{
		hitPoint.set(Point3(0,0,0));
		return false;
	}
	vector3 r = s.cross(e1);
	float v = f * ray.direction.dot(r);
	if(v<0.0||u+v > 1.0)
	{
		hitPoint.set(Point3(0,0,0));
		return false;
	}
	float t = f * e2.dot(r);
	for(int i =0;i<3;i++)
	{
		hitPoint.cell[i] = ray.position.cell[i] + t * ray.direction.cell[i];
	}
	return true;

}
Esempio n. 2
0
REAL GarlandMeasurer<THEMesh>::collapse_cost(
        TEdge* e, Point3<REAL>& v, Vector3<REAL>& u)
{
    assert( vQuad_.count(e->he_->headVtx_) && 
            vQuad_.count(e->he_->tailVtx_) );

    _VtxQuadric m = vQuad_[e->he_->headVtx_] + 
                    vQuad_[e->he_->tailVtx_];
    Matrix3<REAL> invQ;
    if ( m.Q.inverse(invQ) >= 0 )
    {
        Vector3<REAL> vv = invQ*m.b;
        v.set(vv.x, vv.y, vv.z);
        u.zero();
        return vv.dot(m.Q*vv) - 2.*m.b.dot(vv) + m.d;
    }

    // use head vertex
    Vector3<REAL> vv = e->he_->headVtx_->pos_;
    REAL e0 = vv.dot(m.Q*vv) - 2.*m.b.dot(vv);

    // use tail vertex
    vv = e->he_->tailVtx_->pos_;
    REAL e1 = vv.dot(m.Q*vv) - 2.*m.b.dot(vv);

    if ( e0 > e1 ) 
    {
        e0 = e1;
        v = e->he_->tailVtx_->pos_;
    }
    else
    {
        v = e->he_->headVtx_->pos_;
    }

    vv = (e->he_->headVtx_->pos_ + e->he_->tailVtx_->pos_)*0.5;
    e1 = vv.dot(m.Q*vv) - 2.*m.b.dot(vv);
    if ( e1 < e0 )  
    {
        v = vv;
        return e1 + m.d;
    }
    return e0 + m.d;
}