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Fixed intersectRayTriangle #6
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07d826e185
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@ -44,12 +44,13 @@ namespace glm
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typename genType::value_type & intersectionDistance);
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//! Compute the intersection of a ray and a triangle.
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/// Based om Tomas Möller implementation http://fileadmin.cs.lth.se/cs/Personal/Tomas_Akenine-Moller/raytri/
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//! From GLM_GTX_intersect extension.
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template <typename genType>
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template <typename T, precision P>
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GLM_FUNC_DECL bool intersectRayTriangle(
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genType const & orig, genType const & dir,
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genType const & vert0, genType const & vert1, genType const & vert2,
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genType & baryPosition);
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tvec3<T, P> const& orig, tvec3<T, P> const& dir,
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tvec3<T, P> const& v0, tvec3<T, P> const& v1, tvec3<T, P> const& v2,
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tvec3<T, P>& baryPosition, T& distance);
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//! Compute the intersection of a line and a triangle.
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//! From GLM_GTX_intersect extension.
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@ -23,21 +23,75 @@ namespace glm
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return false;
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}
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template <typename genType>
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template <typename T, precision P>
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GLM_FUNC_QUALIFIER bool intersectRayTriangle
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(
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genType const & orig, genType const & dir,
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genType const & v0, genType const & v1, genType const & v2,
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genType & baryPosition
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tvec3<T, P> const& orig, tvec3<T, P> const& dir,
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tvec3<T, P> const& vert0, tvec3<T, P> const& vert1, tvec3<T, P> const& vert2,
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tvec2<T, P>& baryPosition, T& distance
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)
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{
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genType e1 = v1 - v0;
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genType e2 = v2 - v0;
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// find vectors for two edges sharing vert0
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tvec3<T, P> const edge1 = vert1 - vert0;
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tvec3<T, P> const edge2 = vert2 - vert0;
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genType p = glm::cross(dir, e2);
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// begin calculating determinant - also used to calculate U parameter
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tvec3<T, P> const p = glm::cross(dir, edge2);
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typename genType::value_type a = glm::dot(e1, p);
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// if determinant is near zero, ray lies in plane of triangle
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T const det = glm::dot(edge1, p);
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tvec3<T, P> qvec;
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if(det > std::numeric_limits<T>::epsilon())
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{
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// calculate distance from vert0 to ray origin
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tvec3<T, P> const tvec = orig - vert0;
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// calculate U parameter and test bounds
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baryPosition.x = glm::dot(tvec, p);
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if(baryPosition.x < static_cast<T>(0) || baryPosition.x > det)
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return false;
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// prepare to test V parameter
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qvec = glm::cross(tvec, edge1);
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// calculate V parameter and test bounds
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baryPosition.y = glm::dot(dir, qvec);
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if((baryPosition.y < static_cast<T>(0)) || ((baryPosition.x + baryPosition.y) > det))
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return false;
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}
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else if(det < -std::numeric_limits<T>::epsilon())
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{
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// calculate distance from vert0 to ray origin
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tvec3<T, P> const tvec = orig - vert0;
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// calculate U parameter and test bounds
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baryPosition.x = glm::dot(tvec, p);
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if((baryPosition.x > static_cast<T>(0)) || (baryPosition.x < det))
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return false;
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// prepare to test V parameter
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qvec = glm::cross(tvec, edge1);
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// calculate V parameter and test bounds
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baryPosition.y = glm::dot(dir, qvec);
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if((baryPosition.y > static_cast<T>(0)) || (baryPosition.x + baryPosition.y < det))
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return false;
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}
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else
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return false; // ray is parallel to the plane of the triangle
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T inv_det = static_cast<T>(1) / det;
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// calculate distance, ray intersects triangle
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distance = glm::dot(edge2, qvec) * inv_det;
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baryPosition *= inv_det;
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return true;
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}
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/*
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typename genType::value_type Epsilon = std::numeric_limits<typename genType::value_type>::epsilon();
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if(a < Epsilon && a > -Epsilon)
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return false;
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@ -62,6 +116,7 @@ namespace glm
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return baryPosition.z >= typename genType::value_type(0.0f);
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}
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*/
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template <typename genType>
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GLM_FUNC_QUALIFIER bool intersectLineTriangle
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@ -72,6 +72,7 @@ glm::mat4 camera(float Translate, glm::vec2 const & Rotate)
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#### Fixes:
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- Removed doxygen references to GTC_half_float which was removed in 0.9.4
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- Fixed glm::decompose #448
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- Fixed intersectRayTriangle #6
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#### Deprecation:
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- Removed GLM_GTX_simd_vec4 extension
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@ -1,9 +1,34 @@
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#define GLM_ENABLE_EXPERIMENTAL
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#include <glm/glm.hpp>
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#include <glm/gtc/epsilon.hpp>
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#include <glm/gtx/intersect.hpp>
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int main()
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int test_intersectRayTriangle()
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{
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int Error(0);
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int Error = 0;
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glm::vec3 const Orig(0, 0, 2);
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glm::vec3 const Dir(0, 0, -1);
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glm::vec3 const Vert0(0, 0, 0);
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glm::vec3 const Vert1(-1, -1, 0);
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glm::vec3 const Vert2(1, -1, 0);
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glm::vec2 BaryPosition(0);
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float Distance = 0;
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bool const Result = glm::intersectRayTriangle(Orig, Dir, Vert0, Vert1, Vert2, BaryPosition, Distance);
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Error += glm::all(glm::epsilonEqual(BaryPosition, glm::vec2(0), std::numeric_limits<float>::epsilon())) ? 0 : 1;
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Error += glm::abs(Distance - 2.f) <= std::numeric_limits<float>::epsilon() ? 0 : 1;
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Error += Result ? 0 : 1;
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return Error;
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}
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int main()
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{
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int Error = 0;
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Error += test_intersectRayTriangle();
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return Error;
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}
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