OpenGTA/coldet/mytritri.cpp
Anonymous Maarten 78c27f03c8 2006-12-10
2015-12-03 01:37:02 +01:00

74 lines
2.5 KiB
C++

/* 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;
}