267 lines
7.4 KiB
C++
267 lines
7.4 KiB
C++
/*
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Copyright (C) 2003, 2010 - Wolfire Games
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Copyright (C) 2010-2017 - Lugaru contributors (see AUTHORS file)
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This file is part of Lugaru.
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Lugaru is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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Lugaru is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Lugaru. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "Math/XYZ.hpp"
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bool PointInTriangle(XYZ* p, XYZ normal, XYZ* p1, XYZ* p2, XYZ* p3)
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{
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static float u0, u1, u2;
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static float v0, v1, v2;
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static float a, b;
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static float max;
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static int i, j;
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static bool bInter = 0;
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static float pointv[3];
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static float p1v[3];
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static float p2v[3];
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static float p3v[3];
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static float normalv[3];
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bInter = 0;
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pointv[0] = p->x;
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pointv[1] = p->y;
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pointv[2] = p->z;
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p1v[0] = p1->x;
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p1v[1] = p1->y;
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p1v[2] = p1->z;
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p2v[0] = p2->x;
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p2v[1] = p2->y;
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p2v[2] = p2->z;
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p3v[0] = p3->x;
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p3v[1] = p3->y;
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p3v[2] = p3->z;
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normalv[0] = normal.x;
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normalv[1] = normal.y;
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normalv[2] = normal.z;
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#define ABS(X) (((X) < 0.f) ? -(X) : (X))
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#define MAX(A, B) (((A) < (B)) ? (B) : (A))
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max = MAX(MAX(ABS(normalv[0]), ABS(normalv[1])), ABS(normalv[2]));
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#undef MAX
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if (max == ABS(normalv[0])) {
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i = 1; // y, z
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j = 2;
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}
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if (max == ABS(normalv[1])) {
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i = 0; // x, z
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j = 2;
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}
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if (max == ABS(normalv[2])) {
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i = 0; // x, y
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j = 1;
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}
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#undef ABS
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u0 = pointv[i] - p1v[i];
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v0 = pointv[j] - p1v[j];
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u1 = p2v[i] - p1v[i];
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v1 = p2v[j] - p1v[j];
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u2 = p3v[i] - p1v[i];
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v2 = p3v[j] - p1v[j];
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if (u1 > -1.0e-05f && u1 < 1.0e-05f) { // == 0.0f)
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b = u0 / u2;
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if (0.0f <= b && b <= 1.0f) {
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a = (v0 - b * v2) / v1;
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if ((a >= 0.0f) && ((a + b) <= 1.0f)) {
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bInter = 1;
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}
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}
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} else {
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b = (v0 * u1 - u0 * v1) / (v2 * u1 - u2 * v1);
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if (0.0f <= b && b <= 1.0f) {
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a = (u0 - b * u2) / u1;
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if ((a >= 0.0f) && ((a + b) <= 1.0f)) {
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bInter = 1;
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}
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}
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}
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return bInter;
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}
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bool LineFacet(XYZ p1, XYZ p2, XYZ pa, XYZ pb, XYZ pc, XYZ* p)
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{
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static float d;
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static float denom, mu;
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static XYZ n;
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//Calculate the parameters for the plane
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n.x = (pb.y - pa.y) * (pc.z - pa.z) - (pb.z - pa.z) * (pc.y - pa.y);
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n.y = (pb.z - pa.z) * (pc.x - pa.x) - (pb.x - pa.x) * (pc.z - pa.z);
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n.z = (pb.x - pa.x) * (pc.y - pa.y) - (pb.y - pa.y) * (pc.x - pa.x);
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Normalise(&n);
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d = -n.x * pa.x - n.y * pa.y - n.z * pa.z;
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//Calculate the position on the line that intersects the plane
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denom = n.x * (p2.x - p1.x) + n.y * (p2.y - p1.y) + n.z * (p2.z - p1.z);
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if (fabs(denom) < 0.0000001) { // Line and plane don't intersect
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return 0;
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}
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mu = -(d + n.x * p1.x + n.y * p1.y + n.z * p1.z) / denom;
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p->x = p1.x + mu * (p2.x - p1.x);
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p->y = p1.y + mu * (p2.y - p1.y);
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p->z = p1.z + mu * (p2.z - p1.z);
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if (mu < 0 || mu > 1) { // Intersection not along line segment
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return 0;
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}
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if (!PointInTriangle(p, n, &pa, &pb, &pc)) {
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return 0;
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}
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return 1;
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}
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float LineFacetd(XYZ p1, XYZ p2, XYZ pa, XYZ pb, XYZ pc, XYZ* p)
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{
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static float d;
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static float denom, mu;
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static XYZ n;
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//Calculate the parameters for the plane
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n.x = (pb.y - pa.y) * (pc.z - pa.z) - (pb.z - pa.z) * (pc.y - pa.y);
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n.y = (pb.z - pa.z) * (pc.x - pa.x) - (pb.x - pa.x) * (pc.z - pa.z);
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n.z = (pb.x - pa.x) * (pc.y - pa.y) - (pb.y - pa.y) * (pc.x - pa.x);
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Normalise(&n);
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d = -n.x * pa.x - n.y * pa.y - n.z * pa.z;
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//Calculate the position on the line that intersects the plane
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denom = n.x * (p2.x - p1.x) + n.y * (p2.y - p1.y) + n.z * (p2.z - p1.z);
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if (fabs(denom) < 0.0000001) { // Line and plane don't intersect
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return 0;
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}
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mu = -(d + n.x * p1.x + n.y * p1.y + n.z * p1.z) / denom;
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p->x = p1.x + mu * (p2.x - p1.x);
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p->y = p1.y + mu * (p2.y - p1.y);
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p->z = p1.z + mu * (p2.z - p1.z);
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if (mu < 0 || mu > 1) { // Intersection not along line segment
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return 0;
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}
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if (!PointInTriangle(p, n, &pa, &pb, &pc)) {
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return 0;
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}
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return 1;
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}
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float LineFacetd(XYZ p1, XYZ p2, XYZ pa, XYZ pb, XYZ pc, XYZ n, XYZ* p)
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{
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static float d;
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static float denom, mu;
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//Calculate the parameters for the plane
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d = -n.x * pa.x - n.y * pa.y - n.z * pa.z;
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//Calculate the position on the line that intersects the plane
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denom = n.x * (p2.x - p1.x) + n.y * (p2.y - p1.y) + n.z * (p2.z - p1.z);
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if (fabs(denom) < 0.0000001) { // Line and plane don't intersect
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return 0;
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}
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mu = -(d + n.x * p1.x + n.y * p1.y + n.z * p1.z) / denom;
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p->x = p1.x + mu * (p2.x - p1.x);
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p->y = p1.y + mu * (p2.y - p1.y);
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p->z = p1.z + mu * (p2.z - p1.z);
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if (mu < 0 || mu > 1) { // Intersection not along line segment
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return 0;
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}
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if (!PointInTriangle(p, n, &pa, &pb, &pc)) {
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return 0;
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}
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return 1;
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}
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float LineFacetd(XYZ* p1, XYZ* p2, XYZ* pa, XYZ* pb, XYZ* pc, XYZ* p)
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{
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static float d;
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static float denom, mu;
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static XYZ n;
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//Calculate the parameters for the plane
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n.x = (pb->y - pa->y) * (pc->z - pa->z) - (pb->z - pa->z) * (pc->y - pa->y);
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n.y = (pb->z - pa->z) * (pc->x - pa->x) - (pb->x - pa->x) * (pc->z - pa->z);
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n.z = (pb->x - pa->x) * (pc->y - pa->y) - (pb->y - pa->y) * (pc->x - pa->x);
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Normalise(&n);
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d = -n.x * pa->x - n.y * pa->y - n.z * pa->z;
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//Calculate the position on the line that intersects the plane
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denom = n.x * (p2->x - p1->x) + n.y * (p2->y - p1->y) + n.z * (p2->z - p1->z);
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if (fabs(denom) < 0.0000001) { // Line and plane don't intersect
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return 0;
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}
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mu = -(d + n.x * p1->x + n.y * p1->y + n.z * p1->z) / denom;
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p->x = p1->x + mu * (p2->x - p1->x);
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p->y = p1->y + mu * (p2->y - p1->y);
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p->z = p1->z + mu * (p2->z - p1->z);
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if (mu < 0 || mu > 1) { // Intersection not along line segment
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return 0;
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}
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if (!PointInTriangle(p, n, pa, pb, pc)) {
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return 0;
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}
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return 1;
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}
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float LineFacetd(XYZ* p1, XYZ* p2, XYZ* pa, XYZ* pb, XYZ* pc, XYZ* n, XYZ* p)
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{
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static float d;
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static float denom, mu;
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//Calculate the parameters for the plane
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d = -n->x * pa->x - n->y * pa->y - n->z * pa->z;
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//Calculate the position on the line that intersects the plane
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denom = n->x * (p2->x - p1->x) + n->y * (p2->y - p1->y) + n->z * (p2->z - p1->z);
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if (fabs(denom) < 0.0000001) { // Line and plane don't intersect
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return 0;
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}
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mu = -(d + n->x * p1->x + n->y * p1->y + n->z * p1->z) / denom;
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p->x = p1->x + mu * (p2->x - p1->x);
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p->y = p1->y + mu * (p2->y - p1->y);
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p->z = p1->z + mu * (p2->z - p1->z);
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if (mu < 0 || mu > 1) { // Intersection not along line segment
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return 0;
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}
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if (!PointInTriangle(p, *n, pa, pb, pc)) {
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return 0;
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}
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return 1;
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}
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XYZ::operator Json::Value()
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{
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Json::Value xyz;
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xyz[0] = x;
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xyz[1] = y;
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xyz[2] = z;
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return xyz;
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}
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