예제 #1
0
Real DistLine3Rectangle3<Real>::GetSquared ()
{
    // Test if line intersects rectangle.  If so, the squared distance is
    // zero.
    Vector3<Real> N = mRectangle->Axis[0].Cross( mRectangle->Axis[1] );
    Real NdD = N.Dot( mLine->Direction );
    if ( Math<Real>::FAbs( NdD ) > Math<Real>::ZERO_TOLERANCE )
    {
        // The line and rectangle are not parallel, so the line intersects
        // the plane of the rectangle.
        Vector3<Real> diff = mLine->Origin - mRectangle->Center;
        Vector3<Real> U, V;
        Vector3<Real>::GenerateComplementBasis( U, V, mLine->Direction );
        Real UdD0 = U.Dot( mRectangle->Axis[0] );
        Real UdD1 = U.Dot( mRectangle->Axis[1] );
        Real UdPmC = U.Dot( diff );
        Real VdD0 = V.Dot( mRectangle->Axis[0] );
        Real VdD1 = V.Dot( mRectangle->Axis[1] );
        Real VdPmC = V.Dot( diff );
        Real invDet = ( ( Real )1 ) / ( UdD0 * VdD1 - UdD1 * VdD0 );

        // Rectangle coordinates for the point of intersection.
        Real s0 = ( VdD1 * UdPmC - UdD1 * VdPmC ) * invDet;
        Real s1 = ( UdD0 * VdPmC - VdD0 * UdPmC ) * invDet;

        if ( Math<Real>::FAbs( s0 ) <= mRectangle->Extent[0]
                &&  Math<Real>::FAbs( s1 ) <= mRectangle->Extent[1] )
        {
            // Line parameter for the point of intersection.
            Real DdD0 = mLine->Direction.Dot( mRectangle->Axis[0] );
            Real DdD1 = mLine->Direction.Dot( mRectangle->Axis[1] );
            Real DdDiff = mLine->Direction.Dot( diff );
            mLineParameter = s0 * DdD0 + s1 * DdD1 - DdDiff;

            // Rectangle coordinates for the point of intersection.
            mRectCoord[0] = s0;
            mRectCoord[1] = s1;

            // The intersection point is inside or on the rectangle.
            mClosestPoint0 = mLine->Origin +
                             mLineParameter * mLine->Direction;

            mClosestPoint1 = mRectangle->Center +
                             s0 * mRectangle->Axis[0] + s1 * mRectangle->Axis[1];

            return ( Real )0;
        }
    }

    // Either (1) the line is not parallel to the rectangle and the point of
    // intersection of the line and the plane of the rectangle is outside the
    // rectangle or (2) the line and rectangle are parallel.  Regardless, the
    // closest point on the rectangle is on an edge of the rectangle.  Compare
    // the line to all four edges of the rectangle.
    Real sqrDist = Math<Real>::MAX_REAL;
    Vector3<Real> scaledDir[2] =
    {
        mRectangle->Extent[0]* mRectangle->Axis[0],
        mRectangle->Extent[1]* mRectangle->Axis[1]
    };
    for ( int i1 = 0; i1 < 2; ++i1 )
    {
        for ( int i0 = 0; i0 < 2; ++i0 )
        {
            Segment3<Real> segment;
            segment.Center = mRectangle->Center +
                             ( ( Real )( 2 * i0 - 1 ) ) * scaledDir[i1];
            segment.Direction = mRectangle->Axis[1 - i1];
            segment.Extent = mRectangle->Extent[1 - i1];
            segment.ComputeEndPoints();

            DistLine3Segment3<Real> queryLS( *mLine, segment );
            Real sqrDistTmp = queryLS.GetSquared();
            if ( sqrDistTmp < sqrDist )
            {
                mClosestPoint0 = queryLS.GetClosestPoint0();
                mClosestPoint1 = queryLS.GetClosestPoint1();
                sqrDist = sqrDistTmp;

                mLineParameter = queryLS.GetLineParameter();
                Real ratio = queryLS.GetSegmentParameter() / segment.Extent;
                mRectCoord[0] = mRectangle->Extent[0] * ( ( 1 - i1 ) * ( 2 * i0 - 1 ) +
                                i1 * ratio );
                mRectCoord[1] = mRectangle->Extent[1] * ( ( 1 - i0 ) * ( 2 * i1 - 1 ) +
                                i0 * ratio );
            }
        }
    }

    return sqrDist;
}
Real DistLine3Triangle3<Real>::GetSquared ()
{
    // Test if line intersects triangle.  If so, the squared distance is zero.
    Vector3<Real> edge0 = mTriangle->V[1] - mTriangle->V[0];
    Vector3<Real> edge1 = mTriangle->V[2] - mTriangle->V[0];
    Vector3<Real> normal = edge0.UnitCross(edge1);
    Real NdD = normal.Dot(mLine->Direction);
    if (Math<Real>::FAbs(NdD) > Math<Real>::ZERO_TOLERANCE)
    {
        // The line and triangle are not parallel, so the line intersects
        // the plane of the triangle.
        Vector3<Real> diff = mLine->Origin - mTriangle->V[0];
        Vector3<Real> U, V;
        Vector3<Real>::GenerateComplementBasis(U, V, mLine->Direction);
        Real UdE0 = U.Dot(edge0);
        Real UdE1 = U.Dot(edge1);
        Real UdDiff = U.Dot(diff);
        Real VdE0 = V.Dot(edge0);
        Real VdE1 = V.Dot(edge1);
        Real VdDiff = V.Dot(diff);
        Real invDet = ((Real)1)/(UdE0*VdE1 - UdE1*VdE0);

        // Barycentric coordinates for the point of intersection.
        Real b1 = (VdE1*UdDiff - UdE1*VdDiff)*invDet;
        Real b2 = (UdE0*VdDiff - VdE0*UdDiff)*invDet;
        Real b0 = (Real)1 - b1 - b2;

        if (b0 >= (Real)0 && b1 >= (Real)0 && b2 >= (Real)0)
        {
            // Line parameter for the point of intersection.
            Real DdE0 = mLine->Direction.Dot(edge0);
            Real DdE1 = mLine->Direction.Dot(edge1);
            Real DdDiff = mLine->Direction.Dot(diff);
            mLineParameter = b1*DdE0 + b2*DdE1 - DdDiff;

            // Barycentric coordinates for the point of intersection.
            mTriangleBary[0] = b0;
            mTriangleBary[1] = b1;
            mTriangleBary[2] = b2;

            // The intersection point is inside or on the triangle.
            mClosestPoint0 = mLine->Origin +
                mLineParameter*mLine->Direction;

            mClosestPoint1 = mTriangle->V[0] + b1*edge0 + b2*edge1;

            return (Real)0;
        }
    }

    // Either (1) the line is not parallel to the triangle and the point of
    // intersection of the line and the plane of the triangle is outside the
    // triangle or (2) the line and triangle are parallel.  Regardless, the
    // closest point on the triangle is on an edge of the triangle.  Compare
    // the line to all three edges of the triangle.
    Real sqrDist = Math<Real>::MAX_REAL;
    for (int i0 = 2, i1 = 0; i1 < 3; i0 = i1++)
    {
        Segment3<Real> segment;
        segment.Center = ((Real)0.5)*(mTriangle->V[i0] +
            mTriangle->V[i1]);
        segment.Direction = mTriangle->V[i1] - mTriangle->V[i0];
        segment.Extent = ((Real)0.5)*segment.Direction.Normalize();
        segment.ComputeEndPoints();

        DistLine3Segment3<Real> queryLS(*mLine, segment);
        Real sqrDistTmp = queryLS.GetSquared();
        if (sqrDistTmp < sqrDist)
        {
            mClosestPoint0 = queryLS.GetClosestPoint0();
            mClosestPoint1 = queryLS.GetClosestPoint1();
            sqrDist = sqrDistTmp;

            mLineParameter = queryLS.GetLineParameter();
            Real ratio = queryLS.GetSegmentParameter()/segment.Extent;
            mTriangleBary[i0] = ((Real)0.5)*((Real)1 - ratio);
            mTriangleBary[i1] = (Real)1 - mTriangleBary[i0];
            mTriangleBary[3-i0-i1] = (Real)0;
        }
    }

    return sqrDist;
}