| 1 | /**************************************************************************** |
| 2 | ** |
| 3 | ** Copyright (C) 2015 Klaralvdalens Datakonsult AB (KDAB). |
| 4 | ** Contact: https://www.qt.io/licensing/ |
| 5 | ** |
| 6 | ** This file is part of the Qt3D module of the Qt Toolkit. |
| 7 | ** |
| 8 | ** $QT_BEGIN_LICENSE:LGPL$ |
| 9 | ** Commercial License Usage |
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| 15 | ** information use the contact form at https://www.qt.io/contact-us. |
| 16 | ** |
| 17 | ** GNU Lesser General Public License Usage |
| 18 | ** Alternatively, this file may be used under the terms of the GNU Lesser |
| 19 | ** General Public License version 3 as published by the Free Software |
| 20 | ** Foundation and appearing in the file LICENSE.LGPL3 included in the |
| 21 | ** packaging of this file. Please review the following information to |
| 22 | ** ensure the GNU Lesser General Public License version 3 requirements |
| 23 | ** will be met: https://www.gnu.org/licenses/lgpl-3.0.html. |
| 24 | ** |
| 25 | ** GNU General Public License Usage |
| 26 | ** Alternatively, this file may be used under the terms of the GNU |
| 27 | ** General Public License version 2.0 or (at your option) the GNU General |
| 28 | ** Public license version 3 or any later version approved by the KDE Free |
| 29 | ** Qt Foundation. The licenses are as published by the Free Software |
| 30 | ** Foundation and appearing in the file LICENSE.GPL2 and LICENSE.GPL3 |
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| 34 | ** https://www.gnu.org/licenses/gpl-3.0.html. |
| 35 | ** |
| 36 | ** $QT_END_LICENSE$ |
| 37 | ** |
| 38 | ****************************************************************************/ |
| 39 | |
| 40 | #include "triangleboundingvolume_p.h" |
| 41 | #include <Qt3DRender/private/qray3d_p.h> |
| 42 | |
| 43 | QT_BEGIN_NAMESPACE |
| 44 | |
| 45 | namespace Qt3DRender { |
| 46 | |
| 47 | namespace Render { |
| 48 | |
| 49 | // Note: a, b, c in clockwise order |
| 50 | // RealTime Collision Detection page 192 |
| 51 | bool intersectsSegmentTriangle(const RayCasting::QRay3D &ray, |
| 52 | const Vector3D &a, |
| 53 | const Vector3D &b, |
| 54 | const Vector3D &c, |
| 55 | Vector3D &uvw, |
| 56 | float &t) |
| 57 | { |
| 58 | const Vector3D ab = b - a; |
| 59 | const Vector3D ac = c - a; |
| 60 | const Vector3D qp = (ray.origin() - ray.point(t: ray.distance())); |
| 61 | |
| 62 | const Vector3D n = Vector3D::crossProduct(a: ab, b: ac); |
| 63 | const float d = Vector3D::dotProduct(a: qp, b: n); |
| 64 | |
| 65 | if (d <= 0.0f) |
| 66 | return false; |
| 67 | |
| 68 | const Vector3D ap = ray.origin() - a; |
| 69 | t = Vector3D::dotProduct(a: ap, b: n); |
| 70 | |
| 71 | if (t < 0.0f || t > d) |
| 72 | return false; |
| 73 | |
| 74 | const Vector3D e = Vector3D::crossProduct(a: qp, b: ap); |
| 75 | uvw.setY(Vector3D::dotProduct(a: ac, b: e)); |
| 76 | |
| 77 | if (uvw.y() < 0.0f || uvw.y() > d) |
| 78 | return false; |
| 79 | |
| 80 | uvw.setZ(-Vector3D::dotProduct(a: ab, b: e)); |
| 81 | |
| 82 | if (uvw.z() < 0.0f || uvw.y() + uvw.z() > d) |
| 83 | return false; |
| 84 | |
| 85 | const float ood = 1.0f / d; |
| 86 | t *= ood; |
| 87 | uvw.setY(uvw.y() * ood); |
| 88 | uvw.setZ(uvw.z() * ood); |
| 89 | uvw.setX(1.0f - uvw.y() - uvw.z()); |
| 90 | |
| 91 | return true; |
| 92 | } |
| 93 | |
| 94 | TriangleBoundingVolume::TriangleBoundingVolume() |
| 95 | : QBoundingVolume() |
| 96 | { |
| 97 | } |
| 98 | |
| 99 | /* |
| 100 | The vertices a, b, c are assumed to be in counter clockwise order. |
| 101 | */ |
| 102 | TriangleBoundingVolume::TriangleBoundingVolume(Qt3DCore::QNodeId id, const Vector3D &a, const Vector3D &b, const Vector3D &c) |
| 103 | : QBoundingVolume() |
| 104 | , m_id(id) |
| 105 | , m_a(a) |
| 106 | , m_b(b) |
| 107 | , m_c(c) |
| 108 | {} |
| 109 | |
| 110 | Qt3DCore::QNodeId TriangleBoundingVolume::id() const |
| 111 | { |
| 112 | return m_id; |
| 113 | } |
| 114 | |
| 115 | bool TriangleBoundingVolume::intersects(const RayCasting::QRay3D &ray, Vector3D *q, Vector3D *uvw) const |
| 116 | { |
| 117 | float t = 0.0f; |
| 118 | Vector3D uvwr; |
| 119 | const float intersected = intersectsSegmentTriangle(ray, a: m_c, b: m_b, c: m_a, uvw&: uvwr, t); |
| 120 | |
| 121 | if (intersected) { |
| 122 | if (q != nullptr) |
| 123 | *q = ray.point(t); |
| 124 | if (uvw != nullptr) |
| 125 | *uvw = uvwr; |
| 126 | } |
| 127 | return intersected; |
| 128 | } |
| 129 | |
| 130 | TriangleBoundingVolume::Type TriangleBoundingVolume::type() const |
| 131 | { |
| 132 | return RayCasting::QBoundingVolume::Triangle; |
| 133 | } |
| 134 | |
| 135 | Vector3D TriangleBoundingVolume::a() const |
| 136 | { |
| 137 | return m_a; |
| 138 | } |
| 139 | |
| 140 | Vector3D TriangleBoundingVolume::b() const |
| 141 | { |
| 142 | return m_b; |
| 143 | } |
| 144 | |
| 145 | Vector3D TriangleBoundingVolume::c() const |
| 146 | { |
| 147 | return m_c; |
| 148 | } |
| 149 | |
| 150 | void TriangleBoundingVolume::setA(const Vector3D &a) |
| 151 | { |
| 152 | m_a = a; |
| 153 | } |
| 154 | |
| 155 | void TriangleBoundingVolume::setB(const Vector3D &b) |
| 156 | { |
| 157 | m_b = b; |
| 158 | } |
| 159 | |
| 160 | void TriangleBoundingVolume::setC(const Vector3D &c) |
| 161 | { |
| 162 | m_c = c; |
| 163 | } |
| 164 | |
| 165 | TriangleBoundingVolume TriangleBoundingVolume::transformed(const Matrix4x4 &mat) const |
| 166 | { |
| 167 | const Vector3D tA = mat * m_a; |
| 168 | const Vector3D tB = mat * m_b; |
| 169 | const Vector3D tC = mat * m_c; |
| 170 | return TriangleBoundingVolume(id(), tA, tB, tC); |
| 171 | } |
| 172 | |
| 173 | } // namespace Render |
| 174 | |
| 175 | } // namespace Qt3DRender |
| 176 | |
| 177 | QT_END_NAMESPACE |
| 178 | |