// Copyright (C) 2015 Klaralvdalens Datakonsult AB (KDAB). // SPDX-License-Identifier: LicenseRef-Qt-Commercial OR LGPL-3.0-only OR GPL-2.0-only OR GPL-3.0-only #include "triangleboundingvolume_p.h" #include QT_BEGIN_NAMESPACE namespace Qt3DRender { namespace Render { // Note: a, b, c in clockwise order // RealTime Collision Detection page 192 bool intersectsSegmentTriangle(const RayCasting::QRay3D &ray, const Vector3D &a, const Vector3D &b, const Vector3D &c, Vector3D &uvw, float &t) { const Vector3D ab = b - a; const Vector3D ac = c - a; const Vector3D qp = (ray.origin() - ray.point(ray.distance())); const Vector3D n = Vector3D::crossProduct(ab, ac); const float d = Vector3D::dotProduct(qp, n); if (d <= 0.0f) return false; const Vector3D ap = ray.origin() - a; t = Vector3D::dotProduct(ap, n); if (t < 0.0f || t > d) return false; const Vector3D e = Vector3D::crossProduct(qp, ap); uvw.setY(Vector3D::dotProduct(ac, e)); if (uvw.y() < 0.0f || uvw.y() > d) return false; uvw.setZ(-Vector3D::dotProduct(ab, e)); if (uvw.z() < 0.0f || uvw.y() + uvw.z() > d) return false; const float ood = 1.0f / d; t *= ood; uvw.setY(uvw.y() * ood); uvw.setZ(uvw.z() * ood); uvw.setX(1.0f - uvw.y() - uvw.z()); return true; } TriangleBoundingVolume::TriangleBoundingVolume() : QBoundingVolume() { } /* The vertices a, b, c are assumed to be in counter clockwise order. */ TriangleBoundingVolume::TriangleBoundingVolume(Qt3DCore::QNodeId id, const Vector3D &a, const Vector3D &b, const Vector3D &c) : QBoundingVolume() , m_id(id) , m_a(a) , m_b(b) , m_c(c) {} Qt3DCore::QNodeId TriangleBoundingVolume::id() const { return m_id; } bool TriangleBoundingVolume::intersects(const RayCasting::QRay3D &ray, Vector3D *q, Vector3D *uvw) const { float t = 0.0f; Vector3D uvwr; const bool intersected = intersectsSegmentTriangle(ray, m_c, m_b, m_a, uvwr, t); if (intersected) { if (q != nullptr) *q = ray.point(t); if (uvw != nullptr) *uvw = uvwr; } return intersected; } TriangleBoundingVolume::Type TriangleBoundingVolume::type() const { return RayCasting::QBoundingVolume::Triangle; } Vector3D TriangleBoundingVolume::a() const { return m_a; } Vector3D TriangleBoundingVolume::b() const { return m_b; } Vector3D TriangleBoundingVolume::c() const { return m_c; } void TriangleBoundingVolume::setA(const Vector3D &a) { m_a = a; } void TriangleBoundingVolume::setB(const Vector3D &b) { m_b = b; } void TriangleBoundingVolume::setC(const Vector3D &c) { m_c = c; } TriangleBoundingVolume TriangleBoundingVolume::transformed(const Matrix4x4 &mat) const { const Vector3D tA = mat.map(m_a); const Vector3D tB = mat.map(m_b); const Vector3D tC = mat.map(m_c); return TriangleBoundingVolume(id(), tA, tB, tC); } } // namespace Render } // namespace Qt3DRender QT_END_NAMESPACE