#include #include "Quaternions.h" bool PointInTriangle(XYZ *p, XYZ normal, XYZ *p1, XYZ *p2, XYZ *p3) { bool bInter = false; float pointv[3] { p->x, p->y, p->z }; float p1v[3] { p1->x, p1->y, p1->z }; float p2v[3] { p2->x, p2->y, p2->z }; float p3v[3] { p3->x, p3->y, p3->z }; float normalv[3] { normal.x, normal.y, normal.z }; int i = 0, j = 0; #define ABS(X) (((X)<0.f)?-(X):(X) ) #define MAX(A, B) (((A)<(B))?(B):(A)) float max = MAX(MAX(ABS(normalv[0]), ABS(normalv[1])), ABS(normalv[2])); #undef MAX if (max == ABS(normalv[0])) {i = 1; j = 2;} // y, z if (max == ABS(normalv[1])) {i = 0; j = 2;} // x, z if (max == ABS(normalv[2])) {i = 0; j = 1;} // x, y #undef ABS float u0 = pointv[i] - p1v[i]; float v0 = pointv[j] - p1v[j]; float u1 = p2v[i] - p1v[i]; float v1 = p2v[j] - p1v[j]; float u2 = p3v[i] - p1v[i]; float v2 = p3v[j] - p1v[j]; if (u1 > -1.0e-05f && u1 < 1.0e-05f)// == 0.0f) { float b = u0 / u2; if (0.0f <= b && b <= 1.0f) { float a = (v0 - b * v2) / v1; if ((a >= 0.0f) && (( a + b ) <= 1.0f)) bInter = 1; } } else { float b = (v0 * u1 - u0 * v1) / (v2 * u1 - u2 * v1); if (0.0f <= b && b <= 1.0f) { float a = (u0 - b * u2) / u1; if ((a >= 0.0f) && (( a + b ) <= 1.0f )) bInter = 1; } } return bInter; } extern float d; extern float a1,a2,a3; extern float total,denom,mu; extern XYZ pa1,pa2,pa3,n; float LineFacetd(XYZ p1,XYZ p2,XYZ pa,XYZ pb,XYZ pc, XYZ n, XYZ *p) { //Calculate the parameters for the plane d = - n.x * pa.x - n.y * pa.y - n.z * pa.z; //Calculate the position on the line that intersects the plane denom = n.x * (p2.x - p1.x) + n.y * (p2.y - p1.y) + n.z * (p2.z - p1.z); if (abs(denom) < 0.0000001) // Line and plane don't intersect return 0; mu = - (d + n.x * p1.x + n.y * p1.y + n.z * p1.z) / denom; p->x = p1.x + mu * (p2.x - p1.x); p->y = p1.y + mu * (p2.y - p1.y); p->z = p1.z + mu * (p2.z - p1.z); if (mu < 0 || mu > 1) // Intersection not along line segment return 0; if(!PointInTriangle( p, n, &pa, &pb, &pc)){return 0;} return 1; } float findDistance(XYZ point1, XYZ point2){ return sqrt((point1.x-point2.x)*(point1.x-point2.x)+(point1.y-point2.y)*(point1.y-point2.y)+(point1.z-point2.z)*(point1.z-point2.z)); } XYZ DoRotation(XYZ thePoint, float xang, float yang, float zang){ XYZ newpoint; if(xang){ xang*=6.283185; xang/=360; } if(yang){ yang*=6.283185; yang/=360; } if(zang){ zang*=6.283185; zang/=360; } if(yang){ newpoint.z=thePoint.z*cos(yang)-thePoint.x*sin(yang); newpoint.x=thePoint.z*sin(yang)+thePoint.x*cos(yang); thePoint.z=newpoint.z; thePoint.x=newpoint.x; } if(zang){ newpoint.x=thePoint.x*cos(zang)-thePoint.y*sin(zang); newpoint.y=thePoint.y*cos(zang)+thePoint.x*sin(zang); thePoint.x=newpoint.x; thePoint.y=newpoint.y; } if(xang){ newpoint.y=thePoint.y*cos(xang)-thePoint.z*sin(xang); newpoint.z=thePoint.y*sin(xang)+thePoint.z*cos(xang); thePoint.z=newpoint.z; thePoint.y=newpoint.y; } return thePoint; }