File: Wm5DistRay3Triangle3.cpp

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// Geometric Tools, LLC
// Copyright (c) 1998-2014
// Distributed under the Boost Software License, Version 1.0.
// http://www.boost.org/LICENSE_1_0.txt
// http://www.geometrictools.com/License/Boost/LICENSE_1_0.txt
//
// File Version: 5.0.2 (2012/11/22)

#include "Wm5MathematicsPCH.h"
#include "Wm5DistRay3Triangle3.h"
#include "Wm5DistLine3Triangle3.h"
#include "Wm5DistPoint3Triangle3.h"

namespace Wm5
{
//----------------------------------------------------------------------------
template <typename Real>
DistRay3Triangle3<Real>::DistRay3Triangle3 (const Ray3<Real>& ray,
    const Triangle3<Real>& triangle)
    :
    mRay(&ray),
    mTriangle(&triangle)
{
}
//----------------------------------------------------------------------------
template <typename Real>
const Ray3<Real>& DistRay3Triangle3<Real>::GetRay () const
{
    return *mRay;
}
//----------------------------------------------------------------------------
template <typename Real>
const Triangle3<Real>& DistRay3Triangle3<Real>::GetTriangle () const
{
    return *mTriangle;
}
//----------------------------------------------------------------------------
template <typename Real>
Real DistRay3Triangle3<Real>::Get ()
{
    return Math<Real>::Sqrt(GetSquared());
}
//----------------------------------------------------------------------------
template <typename Real>
Real DistRay3Triangle3<Real>::GetSquared ()
{
    Line3<Real> line(mRay->Origin, mRay->Direction);
    DistLine3Triangle3<Real> queryLT(line, *mTriangle);
    Real sqrDist = queryLT.GetSquared();
    mRayParameter = queryLT.GetLineParameter();

    if (mRayParameter >= (Real)0)
    {
        mClosestPoint0 = queryLT.GetClosestPoint0();
        mClosestPoint1 = queryLT.GetClosestPoint1();
        mTriangleBary[0] = queryLT.GetTriangleBary(0);
        mTriangleBary[1] = queryLT.GetTriangleBary(1);
        mTriangleBary[2] = queryLT.GetTriangleBary(2);
    }
    else
    {
        mClosestPoint0 = mRay->Origin;
        DistPoint3Triangle3<Real> queryPT(mClosestPoint0, *mTriangle);
        sqrDist = queryPT.GetSquared();
        mClosestPoint1 = queryPT.GetClosestPoint1();
        mRayParameter = (Real)0;
        mTriangleBary[0] = queryPT.GetTriangleBary(0);
        mTriangleBary[1] = queryPT.GetTriangleBary(1);
        mTriangleBary[2] = queryPT.GetTriangleBary(2);
    }

    return sqrDist;
}
//----------------------------------------------------------------------------
template <typename Real>
Real DistRay3Triangle3<Real>::Get (Real t, const Vector3<Real>& velocity0,
    const Vector3<Real>& velocity1)
{
    Vector3<Real> movedOrigin = mRay->Origin + t*velocity0;
    Vector3<Real> movedV0 = mTriangle->V[0] + t*velocity1;
    Vector3<Real> movedV1 = mTriangle->V[1] + t*velocity1;
    Vector3<Real> movedV2 = mTriangle->V[2] + t*velocity1;
    Ray3<Real> movedRay(movedOrigin, mRay->Direction);
    Triangle3<Real> movedTriangle(movedV0, movedV1, movedV2);
    return DistRay3Triangle3<Real>(movedRay, movedTriangle).Get();
}
//----------------------------------------------------------------------------
template <typename Real>
Real DistRay3Triangle3<Real>::GetSquared (Real t,
    const Vector3<Real>& velocity0, const Vector3<Real>& velocity1)
{
    Vector3<Real> movedOrigin = mRay->Origin + t*velocity0;
    Vector3<Real> movedV0 = mTriangle->V[0] + t*velocity1;
    Vector3<Real> movedV1 = mTriangle->V[1] + t*velocity1;
    Vector3<Real> movedV2 = mTriangle->V[2] + t*velocity1;
    Ray3<Real> movedRay(movedOrigin, mRay->Direction);
    Triangle3<Real> movedTriangle(movedV0, movedV1, movedV2);
    return DistRay3Triangle3<Real>(movedRay, movedTriangle).GetSquared();
}
//----------------------------------------------------------------------------
template <typename Real>
Real DistRay3Triangle3<Real>::GetRayParameter () const
{
    return mRayParameter;
}
//----------------------------------------------------------------------------
template <typename Real>
Real DistRay3Triangle3<Real>::GetTriangleBary (int i) const
{
    return mTriangleBary[i];
}
//----------------------------------------------------------------------------

//----------------------------------------------------------------------------
// Explicit instantiation.
//----------------------------------------------------------------------------
template WM5_MATHEMATICS_ITEM
class DistRay3Triangle3<float>;

template WM5_MATHEMATICS_ITEM
class DistRay3Triangle3<double>;
//----------------------------------------------------------------------------
}