/**/ /* Triangle/triangle intersection test routine, * by Tomas Moller, 1997. * See article "A Fast Triangle-Triangle Intersection Test", * Journal of Graphics Tools, 2(2), 1997 * * Updated June 1999: removed the divisions -- a little faster now! * Updated October 1999: added {} to CROSS and SUB macros * * int NoDivTriTriIsect(float V0[3],float V1[3],float V2[3], * float U0[3],float U1[3],float U2[3]) * * parameters: vertices of triangle 1: V0,V1,V2 * vertices of triangle 2: U0,U1,U2 * result : returns 1 if the triangles intersect, otherwise 0 * */ #include < math.h > #define FABS(x) (float(fabs(x))) /* implement as is fastest on your machine */ /**/ /* if USE_EPSILON_TEST is true then we do a check: if |dv|<EPSILON then dv=0.0; else no check is done (which is less robust)*/ #define USE_EPSILON_TEST TRUE #define EPSILON 0.000001 /**/ /* some macros */ #define CROSS(dest,v1,v2){ dest[ 0 ] = v1[ 1 ] * v2[ 2 ] - v1[ 2 ] * v2[ 1 ]; dest[ 1 ] = v1[ 2 ] * v2[ 0 ] - v1[ 0 ] * v2[ 2 ]; dest[ 2 ] = v1[ 0 ] * v2[ 1 ] - v1[ 1 ] * v2[ 0 ];} #define DOT(v1,v2) (v1[0]*v2[0]+v1[1]*v2[1]+v1[2]*v2[2]) #define SUB(dest,v1,v2){ dest[ 0 ] = v1[ 0 ] - v2[ 0 ]; dest[ 1 ] = v1[ 1 ] - v2[ 1 ]; dest[ 2 ] = v1[ 2 ] - v2[ 2 ];} /**/ /* sort so that a<=b */ #define SORT(a,b) if (a > b) ... { float c; c=a; a=b; b=c; } /**/ /* this edge to edge test is based on Franlin Antonio's gem: "Faster Line Segment Intersection", in Graphics Gems III, pp. 199-202 */ #define EDGE_EDGE_TEST(V0,U0,U1) Bx = U0[i0] - U1[i0]; By = U0[i1] - U1[i1]; Cx = V0[i0] - U0[i0]; Cy = V0[i1] - U0[i1]; f = Ay * Bx - Ax * By; d = By * Cx - Bx * Cy; if ((f > 0 && d >= 0 && d <= f) || (f < 0 && d <= 0 && d >= f)) ... { e=Ax*Cy-Ay*Cx; if(f>0) ...{ if(e>=0 && e<=f) return 1; } else ...{ if(e<=0 && e>=f) return 1; } } #define EDGE_AGAINST_TRI_EDGES(V0,V1,U0,U1,U2) ... { float Ax,Ay,Bx,By,Cx,Cy,e,d,f; Ax=V1[i0]-V0[i0]; Ay=V1[i1]-V0[i1]; /**//* test edge U0,U1 against V0,V1 */ EDGE_EDGE_TEST(V0,U0,U1); /**//* test edge U1,U2 against V0,V1 */ EDGE_EDGE_TEST(V0,U1,U2); /**//* test edge U2,U1 against V0,V1 */ EDGE_EDGE_TEST(V0,U2,U0); } #define POINT_IN_TRI(V0,U0,U1,U2) ... { float a,b,c,d0,d1,d2; /**//* is T1 completly inside T2? */ /**//* check if V0 is inside tri(U0,U1,U2) */ a=U1[i1]-U0[i1]; b=-(U1[i0]-U0[i0]); c=-a*U0[i0]-b*U0[i1]; d0=a*V0[i0]+b*V0[i1]+c; a=U2[i1]-U1[i1]; b=-(U2[i0]-U1[i0]); c=-a*U1[i0]-b*U1[i1]; d1=a*V0[i0]+b*V0[i1]+c; a=U0[i1]-U2[i1]; b=-(U0[i0]-U2[i0]); c=-a*U2[i0]-b*U2[i1]; d2=a*V0[i0]+b*V0[i1]+c; if(d0*d1>0.0) ...{ if(d0*d2>0.0) return 1; } } int coplanar_tri_tri( float N[ 3 ], float V0[ 3 ], float V1[ 3 ], float V2[ 3 ], float U0[ 3 ], float U1[ 3 ], float U2[ 3 ]) ... { float A[3]; short i0,i1; /**//* first project onto an axis-aligned plane, that maximizes the area */ /**//* of the triangles, compute indices: i0,i1. */ A[0]=FABS(N[0]); A[1]=FABS(N[1]); A[2]=FABS(N[2]); if(A[0]>A[1]) ...{ if(A[0]>A[2]) ...{ i0=1; /**//* A[0] is greatest */ i1=2; } else ...{ i0=0; /**//* A[2] is greatest */ i1=1; } } else /**//* A[0]<=A[1] */ ...{ if(A[2]>A[1]) ...{ i0=0; /**//* A[2] is greatest */ i1=1; } else ...{ i0=0; /**//* A[1] is greatest */ i1=2; } } /**//* test all edges of triangle 1 against the edges of triangle 2 */ EDGE_AGAINST_TRI_EDGES(V0,V1,U0,U1,U2); EDGE_AGAINST_TRI_EDGES(V1,V2,U0,U1,U2); EDGE_AGAINST_TRI_EDGES(V2,V0,U0,U1,U2); /**//* finally, test if tri1 is totally contained in tri2 or vice versa */ POINT_IN_TRI(V0,U0,U1,U2); POINT_IN_TRI(U0,V0,V1,V2); return 0;} #define NEWCOMPUTE_INTERVALS(VV0,VV1,VV2,D0,D1,D2,D0D1,D0D2,A,B,C,X0,X1) ... { if(D0D1>0.0f) ...{ /**//* here we know that D0D2<=0.0 */ /**//* that is D0, D1 are on the same side, D2 on the other or on the plane */ A=VV2; B=(VV0-VV2)*D2; C=(VV1-VV2)*D2; X0=D2-D0; X1=D2-D1; } else if(D0D2>0.0f) ...{ /**//* here we know that d0d1<=0.0 */ A=VV1; B=(VV0-VV1)*D1; C=(VV2-VV1)*D1; X0=D1-D0; X1=D1-D2; } else if(D1*D2>0.0f || D0!=0.0f) ...{ /**//* here we know that d0d1<=0.0 or that D0!=0.0 */ A=VV0; B=(VV1-VV0)*D0; C=(VV2-VV0)*D0; X0=D0-D1; X1=D0-D2; } else if(D1!=0.0f) ...{ A=VV1; B=(VV0-VV1)*D1; C=(VV2-VV1)*D1; X0=D1-D0; X1=D1-D2; } else if(D2!=0.0f) ...{ A=VV2; B=(VV0-VV2)*D2; C=(VV1-VV2)*D2; X0=D2-D0; X1=D2-D1; } else ...{ /**//* triangles are coplanar */ return coplanar_tri_tri(N1,V0,V1,V2,U0,U1,U2); } } int NoDivTriTriIsect( float V0[ 3 ], float V1[ 3 ], float V2[ 3 ], float U0[ 3 ], float U1[ 3 ], float U2[ 3 ]) ... { float E1[3],E2[3]; float N1[3],N2[3],d1,d2; float du0,du1,du2,dv0,dv1,dv2; float D[3]; float isect1[2], isect2[2]; float du0du1,du0du2,dv0dv1,dv0dv2; short index; float vp0,vp1,vp2; float up0,up1,up2; float bb,cc,max; /**//* compute plane equation of triangle(V0,V1,V2) */ SUB(E1,V1,V0); SUB(E2,V2,V0); CROSS(N1,E1,E2); d1=-DOT(N1,V0); /**//* plane equation 1: N1.X+d1=0 */ /**//* put U0,U1,U2 into plane equation 1 to compute signed distances to the plane*/ du0=DOT(N1,U0)+d1; du1=DOT(N1,U1)+d1; du2=DOT(N1,U2)+d1; /**//* coplanarity robustness check */#if USE_EPSILON_TEST==TRUE if(FABS(du0)<EPSILON) du0=0.0; if(FABS(du1)<EPSILON) du1=0.0; if(FABS(du2)<EPSILON) du2=0.0;#endif du0du1=du0*du1; du0du2=du0*du2; if(du0du1>0.0f && du0du2>0.0f) /**//* same sign on all of them + not equal 0 ? */ return 0; /**//* no intersection occurs */ /**//* compute plane of triangle (U0,U1,U2) */ SUB(E1,U1,U0); SUB(E2,U2,U0); CROSS(N2,E1,E2); d2=-DOT(N2,U0); /**//* plane equation 2: N2.X+d2=0 */ /**//* put V0,V1,V2 into plane equation 2 */ dv0=DOT(N2,V0)+d2; dv1=DOT(N2,V1)+d2; dv2=DOT(N2,V2)+d2;#if USE_EPSILON_TEST==TRUE if(FABS(dv0)<EPSILON) dv0=0.0; if(FABS(dv1)<EPSILON) dv1=0.0; if(FABS(dv2)<EPSILON) dv2=0.0;#endif dv0dv1=dv0*dv1; dv0dv2=dv0*dv2; if(dv0dv1>0.0f && dv0dv2>0.0f) /**//* same sign on all of them + not equal 0 ? */ return 0; /**//* no intersection occurs */ /**//* compute direction of intersection line */ CROSS(D,N1,N2); /**//* compute and index to the largest component of D */ max=(float)FABS(D[0]); index=0; bb=(float)FABS(D[1]); cc=(float)FABS(D[2]); if(bb>max) max=bb,index=1; if(cc>max) max=cc,index=2; /**//* this is the simplified projection onto L*/ vp0=V0[index]; vp1=V1[index]; vp2=V2[index]; up0=U0[index]; up1=U1[index]; up2=U2[index]; /**//* compute interval for triangle 1 */ float a,b,c,x0,x1; NEWCOMPUTE_INTERVALS(vp0,vp1,vp2,dv0,dv1,dv2,dv0dv1,dv0dv2,a,b,c,x0,x1); /**//* compute interval for triangle 2 */ float d,e,f,y0,y1; NEWCOMPUTE_INTERVALS(up0,up1,up2,du0,du1,du2,du0du1,du0du2,d,e,f,y0,y1); float xx,yy,xxyy,tmp; xx=x0*x1; yy=y0*y1; xxyy=xx*yy; tmp=a*xxyy; isect1[0]=tmp+b*x1*yy; isect1[1]=tmp+c*x0*yy; tmp=d*xxyy; isect2[0]=tmp+e*xx*y1; isect2[1]=tmp+f*xx*y0; SORT(isect1[0],isect1[1]); SORT(isect2[0],isect2[1]); if(isect1[1]<isect2[0] || isect2[1]<isect1[0]) return 0; return 1;}