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mytritri.h

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00001 #ifndef H_MYTRITRI
00002 #define H_MYTRITRI
00003 
00004 #include "box.h"
00005 
00008 Vector3D my_tri_tri_intersect(const Triangle& t1, const Triangle& t2);
00009 
00012 class TriangleDesc : public Triangle
00013 {
00014 public:
00015   TriangleDesc(const Triangle& t, const Plane& p)
00016     : Triangle(t)
00017   {
00018     const Vector3D& n=p.normal;
00019     Vector3D a(flabs(n.x),flabs(n.y),flabs(n.z));
00020     if (a.x>a.y)
00021     {
00022       if (a.x>a.z) { i1=1; i2=2; }
00023       else         { i1=0; i2=1; }
00024     }
00025     else
00026     {
00027       if (a.y>a.z) { i1=0; i2=2; }
00028       else         { i1=0; i2=1; }
00029     }
00030   }
00031 
00032   bool pointInTri(const Vector3D& P)
00033   {
00034     Vector3D u(P[i1]-v1[i1],
00035                v2[i1]-v1[i1],
00036                v3[i1]-v1[i1]);
00037     Vector3D v(P[i2]-v1[i2],
00038                v2[i2]-v1[i2],
00039                v3[i2]-v1[i2]);
00040     float a,b;
00041     if (u.y==0.0f)
00042     {
00043       b=u.x/u.z;
00044       if (b>=0.0f && b<=1.0f) a=(v.x-b*v.z)/v.y;
00045       else return false;
00046     }
00047     else
00048     {
00049       b=(v.x*u.y-u.x*v.y)/(v.z*u.y-u.z*v.y);
00050       if (b>=0.0f && b<=1.0f) a=(u.x-b*u.z)/u.y;
00051       else return false;
00052     }
00053     return (a>=0 && (a+b)<=1);
00054   }
00055 
00056   const Vector3D& operator[] (int index) 
00057   { 
00058     switch (index)
00059     {
00060     case 0: return v1;
00061     case 1: return v2;
00062     case 2: return v3;
00063     case 3: return v1;
00064     }
00065     return v2;
00066   }
00067 
00068   int i1,i2;
00069 };
00070 
00071 
00072 
00073 #endif // H_MYTRITRI

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