/* ColDet - C++ 3D Collision Detection Library * Copyright (C) 2000 Amir Geva * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Library General Public * License as published by the Free Software Foundation; either * version 2 of the License, or (at your option) any later version. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Library General Public License for more details. * * You should have received a copy of the GNU Library General Public * License along with this library; if not, write to the * Free Software Foundation, Inc., 59 Temple Place - Suite 330, * Boston, MA 02111-1307, USA. * * Any comments, questions and bug reports send to: * photon@photoneffect.com * * Or visit the home page: http://photoneffect.com/coldet/ */ #include "sysdep.h" #include "mytritri.h" Vector3D my_tri_tri_intersect(const Triangle& t1, const Triangle& t2) { Plane p1(t1.v1,t1.v2,t1.v3); int other_side=0; { float f1=p1.Classify(t2.v1); float f2=p1.Classify(t2.v2); float f3=p1.Classify(t2.v3); float f12=f1*f2; float f23=f2*f3; if (f12>0.0f && f23>0.0f) return Vector3D::Zero; other_side=(f12<0.0f?(f23<0.0f?1:0):2); } Plane p2(t2.v1,t2.v2,t2.v3); Vector3D n12(p1.normal+p2.normal); TriangleDesc td2(t2,p2); const Vector3D& a2=td2[other_side+1]; const Vector3D& b2=td2[other_side]; const Vector3D& c2=td2[other_side+2]; float t21=-(p1.d+p2.d+a2*n12)/((b2-a2)*n12); TriangleDesc td1(t1,p1); Vector3D P21(a2+t21*(b2-a2)); if (td1.pointInTri(P21)) return P21; float t22=-(p1.d+p2.d+c2*n12)/((b2-c2)*n12); Vector3D P22(c2+t22*(b2-c2)); if (td1.pointInTri(P22)) return P22; { float f1=p2.Classify(t1.v1); float f2=p2.Classify(t1.v2); float f3=p2.Classify(t1.v3); float f12=f1*f2; float f23=f2*f3; if (f12>0.0f && f23>0.0f) return Vector3D::Zero; other_side=(f12<0.0f?(f23<0.0f?1:0):2); } const Vector3D& a1=td1[other_side+1]; const Vector3D& b1=td1[other_side]; const Vector3D& c1=td1[other_side+2]; float t11=-(p1.d+p2.d+a1*n12)/((b1-a1)*n12); Vector3D P11(a1+t11*(b1-a1)); if (td2.pointInTri(P11)) return P11; float t12=-(p1.d+p2.d+c1*n12)/((b1-c1)*n12); Vector3D P12(c1+t12*(b1-c1)); if (td2.pointInTri(P12)) return P12; return Vector3D::Zero; }