#ifndef __IRR_TRIANGLE_3D_H_INCLUDED__
#define __IRR_TRIANGLE_3D_H_INCLUDED__
#include "vector3d.h"
#include "line3d.h"
#include "plane3d.h"
#include "aabbox3d.h"
namespace irr
{
namespace core
{
template <class T>
class triangle3d
{
public:
triangle3d() {}
triangle3d(vector3d<T> v1, vector3d<T> v2, vector3d<T> v3) : pointA(v1), pointB(v2), pointC(v3) {}
bool operator==(const triangle3d<T>& other) const
{
return other.pointA==pointA && other.pointB==pointB && other.pointC==pointC;
}
bool operator!=(const triangle3d<T>& other) const
{
return !(*this==other);
}
bool isTotalInsideBox(const aabbox3d<T>& box) const
{
return (box.isPointInside(pointA) &&
box.isPointInside(pointB) &&
box.isPointInside(pointC));
}
bool isTotalOutsideBox(const aabbox3d<T>& box) const
{
return ((pointA.X > box.MaxEdge.X && pointB.X > box.MaxEdge.X && pointC.X > box.MaxEdge.X) ||
(pointA.Y > box.MaxEdge.Y && pointB.Y > box.MaxEdge.Y && pointC.Y > box.MaxEdge.Y) ||
(pointA.Z > box.MaxEdge.Z && pointB.Z > box.MaxEdge.Z && pointC.Z > box.MaxEdge.Z) ||
(pointA.X < box.MinEdge.X && pointB.X < box.MinEdge.X && pointC.X < box.MinEdge.X) ||
(pointA.Y < box.MinEdge.Y && pointB.Y < box.MinEdge.Y && pointC.Y < box.MinEdge.Y) ||
(pointA.Z < box.MinEdge.Z && pointB.Z < box.MinEdge.Z && pointC.Z < box.MinEdge.Z));
}
core::vector3d<T> closestPointOnTriangle(const core::vector3d<T>& p) const
{
const core::vector3d<T> rab = line3d<T>(pointA, pointB).getClosestPoint(p);
const core::vector3d<T> rbc = line3d<T>(pointB, pointC).getClosestPoint(p);
const core::vector3d<T> rca = line3d<T>(pointC, pointA).getClosestPoint(p);
const T d1 = rab.getDistanceFrom(p);
const T d2 = rbc.getDistanceFrom(p);
const T d3 = rca.getDistanceFrom(p);
if (d1 < d2)
return d1 < d3 ? rab : rca;
return d2 < d3 ? rbc : rca;
}
bool isPointInside(const vector3d<T>& p) const
{
return (isOnSameSide(p, pointA, pointB, pointC) &&
isOnSameSide(p, pointB, pointA, pointC) &&
isOnSameSide(p, pointC, pointA, pointB));
}
bool isPointInsideFast(const vector3d<T>& p) const
{
const vector3d<T> f = pointB - pointA;
const vector3d<T> g = pointC - pointA;
const f32 a = f.dotProduct(f);
const f32 b = f.dotProduct(g);
const f32 c = g.dotProduct(g);
const vector3d<T> vp = p - pointA;
const f32 d = vp.dotProduct(f);
const f32 e = vp.dotProduct(g);
f32 x = (d*c)-(e*b);
f32 y = (e*a)-(d*b);
const f32 ac_bb = (a*c)-(b*b);
f32 z = x+y-ac_bb;
return (( (IR(z)) & ~((IR(x))|(IR(y))) ) & 0x80000000)!=0;
}
bool getIntersectionWithLimitedLine(const line3d<T>& line,
vector3d<T>& outIntersection) const
{
return getIntersectionWithLine(line.start,
line.getVector(), outIntersection) &&
outIntersection.isBetweenPoints(line.start, line.end);
}
bool getIntersectionWithLine(const vector3d<T>& linePoint,
const vector3d<T>& lineVect, vector3d<T>& outIntersection) const
{
if (getIntersectionOfPlaneWithLine(linePoint, lineVect, outIntersection))
return isPointInside(outIntersection);
return false;
}
bool getIntersectionOfPlaneWithLine(const vector3d<T>& linePoint,
const vector3d<T>& lineVect, vector3d<T>& outIntersection) const
{
const vector3d<T> normal = getNormal().normalize();
T t2;
if ( core::iszero ( t2 = normal.dotProduct(lineVect) ) )
return false;
T d = pointA.dotProduct(normal);
T t = -(normal.dotProduct(linePoint) - d) / t2;
outIntersection = linePoint + (lineVect * t);
return true;
}
vector3d<T> getNormal() const
{
return (pointB - pointA).crossProduct(pointC - pointA);
}
bool isFrontFacing(const vector3d<T>& lookDirection) const
{
const vector3d<T> n = getNormal().normalize();
const f32 d = (f32)n.dotProduct(lookDirection);
return F32_LOWER_EQUAL_0(d);
}
plane3d<T> getPlane() const
{
return plane3d<T>(pointA, pointB, pointC);
}
T getArea() const
{
return (pointB - pointA).crossProduct(pointC - pointA).getLength() * 0.5f;
}
void set(const core::vector3d<T>& a, const core::vector3d<T>& b, const core::vector3d<T>& c)
{
pointA = a;
pointB = b;
pointC = c;
}
vector3d<T> pointA;
vector3d<T> pointB;
vector3d<T> pointC;
private:
bool isOnSameSide(const vector3d<T>& p1, const vector3d<T>& p2,
const vector3d<T>& a, const vector3d<T>& b) const
{
vector3d<T> bminusa = b - a;
vector3d<T> cp1 = bminusa.crossProduct(p1 - a);
vector3d<T> cp2 = bminusa.crossProduct(p2 - a);
return (cp1.dotProduct(cp2) >= 0.0f);
}
};
typedef triangle3d<f32> triangle3df;
typedef triangle3d<s32> triangle3di;
}
}
#endif