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// SPDX-FileCopyrightText: Copyright (c) Ken Martin, Will Schroeder, Bill Lorensen
// SPDX-FileCopyrightText: Copyright (c) 2003 Shaun David Ramsey, Kristin Potter, Charles Hansen
// SPDX-License-Identifier: BSD-3-Clause AND MIT
#include "vtkBilinearQuadIntersection.h"
#include "vtkMath.h"
#define RAY_EPSILON 1e-12 // some small epsilon for flt pt
VTK_ABI_NAMESPACE_BEGIN
namespace
{
double GetBestDenominator(
double v, double M1, double M2, double J1, double J2, double K1, double K2, double R1, double R2)
{
double denom = (v * (M1 - M2) + J1 - J2);
double d2 = (v * M1 + J1);
if (fabs(denom) > fabs(d2)) // which denominator is bigger
{
return (v * (K2 - K1) + R2 - R1) / denom;
}
return -(v * K1 + R1) / d2;
}
double ComputeIntersectionFactor(
const vtkVector3d& dir, const vtkVector3d& orig, const vtkVector3d& srfpos)
{
// if x is bigger than y and z
if (fabs(dir.GetX()) >= fabs(dir.GetY()) && fabs(dir.GetX()) >= fabs(dir.GetZ()))
{
return (srfpos.GetX() - orig.GetX()) / dir.GetX();
}
// if y is bigger than x and z
else if (fabs(dir.GetY()) >= fabs(dir.GetZ())) // && fabs(dir.GetY()) >= fabs(dir.GetX()))
{
return (srfpos.GetY() - orig.GetY()) / dir.GetY();
}
// otherwise x isn't bigger than both and y isn't bigger than both
else // if(fabs(dir.GetZ()) >= fabs(dir.GetX()) && fabs(dir.GetZ()) >= fabs(dir.GetY()))
{
return (srfpos.GetZ() - orig.GetZ()) / dir.GetZ();
}
}
}
//------------------------------------------------------------------------------
vtkBilinearQuadIntersection::vtkBilinearQuadIntersection(const vtkVector3d& pt00,
const vtkVector3d& pt01, const vtkVector3d& pt10, const vtkVector3d& pt11)
: Point00(pt00.GetData())
, Point01(pt01.GetData())
, Point10(pt10.GetData())
, Point11(pt11.GetData())
{
}
//------------------------------------------------------------------------------
double* vtkBilinearQuadIntersection::GetP00Data()
{
return this->Point00.GetData();
}
//------------------------------------------------------------------------------
double* vtkBilinearQuadIntersection::GetP01Data()
{
return this->Point01.GetData();
}
//------------------------------------------------------------------------------
double* vtkBilinearQuadIntersection::GetP10Data()
{
return this->Point10.GetData();
}
//------------------------------------------------------------------------------
double* vtkBilinearQuadIntersection::GetP11Data()
{
return this->Point11.GetData();
}
//------------------------------------------------------------------------------
vtkVector3d vtkBilinearQuadIntersection::ComputeCartesianCoordinates(double u, double v)
{
vtkVector3d respt;
respt.SetX(((1.0 - u) * (1.0 - v) * this->Point00.GetX() + (1.0 - u) * v * this->Point01.GetX() +
u * (1.0 - v) * this->Point10.GetX() + u * v * this->Point11.GetX()));
respt.SetY(((1.0 - u) * (1.0 - v) * this->Point00.GetY() + (1.0 - u) * v * this->Point01.GetY() +
u * (1.0 - v) * this->Point10.GetY() + u * v * this->Point11.GetY()));
respt.SetZ(((1.0 - u) * (1.0 - v) * this->Point00.GetZ() + (1.0 - u) * v * this->Point01.GetZ() +
u * (1.0 - v) * this->Point10.GetZ() + u * v * this->Point11.GetZ()));
int nbOfSwap = this->AxesSwapping;
while (nbOfSwap != 0)
{
double tmp = respt.GetZ();
respt.SetZ(respt.GetY());
respt.SetY(respt.GetX());
respt.SetX(tmp);
nbOfSwap--;
}
return respt;
}
//------------------------------------------------------------------------------
bool vtkBilinearQuadIntersection::RayIntersection(
const vtkVector3d& r, const vtkVector3d& q, vtkVector3d& uv)
{
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Equation of the ray intersection:
// P(u, v) = (1-u)(1-v)this->Point00.+ (1-u)vthis->Point01.+
// u(1-v)this->Point10.+ uvthis->Point11
// Equation of the ray:
// R(t) = r + tq
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
vtkVector3d pos1, pos2; // vtkVector3d pos = ro + t * rd;
int num_sol; // number of solutions to the quadratic
double vsol[2]; // the two roots from quadraticroot
double t2, u; // the t values of the two roots
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Variables for substitution
// a = this->Point11.- this->Point10.- this->Point01.+ this->Point00
// b = this->Point10.- this->Point00
// c = this->Point01.- this->Point00
// d = this->Point00. (d is shown below in the #ifdef ray area)
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Retrieve the xyz of the q part of ray
double qx = q.GetX();
double qy = q.GetY();
double qz = q.GetZ();
double rx = r.GetX();
double ry = r.GetY();
double rz = r.GetZ();
this->AxesSwapping = 0;
while (qz == 0.0 && this->AxesSwapping < 3)
{
this->AxesSwapping++;
double tmp;
tmp = qx;
qx = qy;
qy = qz;
qz = tmp;
tmp = rx;
rx = ry;
ry = rz;
rz = tmp;
tmp = this->Point00.GetX();
this->Point00.SetX(this->Point00.GetY());
this->Point00.SetY(this->Point00.GetZ());
this->Point00.SetZ(tmp);
tmp = this->Point01.GetX();
this->Point01.SetX(this->Point01.GetY());
this->Point01.SetY(this->Point01.GetZ());
this->Point01.SetZ(tmp);
tmp = this->Point10.GetX();
this->Point10.SetX(this->Point10.GetY());
this->Point10.SetY(this->Point10.GetZ());
this->Point10.SetZ(tmp);
tmp = this->Point11.GetX();
this->Point11.SetX(this->Point11.GetY());
this->Point11.SetY(this->Point11.GetZ());
this->Point11.SetZ(tmp);
}
// Find a w.r.t. x, y, z
double ax =
this->Point11.GetX() - this->Point10.GetX() - this->Point01.GetX() + this->Point00.GetX();
double ay =
this->Point11.GetY() - this->Point10.GetY() - this->Point01.GetY() + this->Point00.GetY();
double az =
this->Point11.GetZ() - this->Point10.GetZ() - this->Point01.GetZ() + this->Point00.GetZ();
// Find b w.r.t. x, y, z
double bx = this->Point10.GetX() - this->Point00.GetX();
double by = this->Point10.GetY() - this->Point00.GetY();
double bz = this->Point10.GetZ() - this->Point00.GetZ();
// Find c w.r.t. x, y, z
double cx = this->Point01.GetX() - this->Point00.GetX();
double cy = this->Point01.GetY() - this->Point00.GetY();
double cz = this->Point01.GetZ() - this->Point00.GetZ();
// Find d w.r.t. x, y, z - subtracting r just after
double dx = this->Point00.GetX() - rx;
double dy = this->Point00.GetY() - ry;
double dz = this->Point00.GetZ() - rz;
// Find A1 and A2
double A1 = ax * qz - az * qx;
double A2 = ay * qz - az * qy;
// Find B1 and B2
double B1 = bx * qz - bz * qx;
double B2 = by * qz - bz * qy;
// Find C1 and C2
double C1 = cx * qz - cz * qx;
double C2 = cy * qz - cz * qy;
// Find D1 and D2
double D1 = dx * qz - dz * qx;
double D2 = dy * qz - dz * qy;
double A = A2 * C1 - A1 * C2;
double B = A2 * D1 - A1 * D2 + B2 * C1 - B1 * C2;
double C = B2 * D1 - B1 * D2;
uv.SetX(-2);
uv.SetY(-2);
uv.SetZ(-2);
num_sol = vtkMath::QuadraticRoot(A, B, C, -RAY_EPSILON, 1 + RAY_EPSILON, vsol);
switch (num_sol)
{
case 0:
return false; // no solutions found
case 1:
uv.SetY(vsol[0]);
uv.SetX(::GetBestDenominator(uv.GetY(), A2, A1, B2, B1, C2, C1, D2, D1));
pos1 = this->ComputeCartesianCoordinates(uv.GetX(), uv.GetY());
uv.SetZ(::ComputeIntersectionFactor(q, r, pos1));
return (uv.GetX() < 1 + RAY_EPSILON && uv.GetX() > -RAY_EPSILON && uv.GetZ() > 0);
case 2: // two solutions found
uv.SetY(vsol[0]);
uv.SetX(::GetBestDenominator(uv.GetY(), A2, A1, B2, B1, C2, C1, D2, D1));
pos1 = this->ComputeCartesianCoordinates(uv.GetX(), uv.GetY());
uv.SetZ(::ComputeIntersectionFactor(q, r, pos1));
if (uv.GetX() < 1 + RAY_EPSILON && uv.GetX() > -RAY_EPSILON && uv.GetZ() > 0)
{
u = ::GetBestDenominator(vsol[1], A2, A1, B2, B1, C2, C1, D2, D1);
if (u < 1 + RAY_EPSILON && u > RAY_EPSILON)
{
pos2 = this->ComputeCartesianCoordinates(u, vsol[1]);
t2 = ::ComputeIntersectionFactor(q, r, pos2);
if (t2 < 0 || uv.GetZ() < t2) // t2 is bad or t1 is better
{
return true;
}
// other wise both t2 > 0 and t2 < t1
uv.SetY(vsol[1]);
uv.SetX(u);
uv.SetZ(t2);
return true;
}
return true; // u2 is bad but u1 vars are still okay
}
else // doesn't fit in the root - try other one
{
uv.SetY(vsol[1]);
uv.SetX(::GetBestDenominator(vsol[1], A2, A1, B2, B1, C2, C1, D2, D1));
pos1 = this->ComputeCartesianCoordinates(uv.GetX(), uv.GetY());
uv.SetZ(::ComputeIntersectionFactor(q, r, pos1));
return (uv.GetX() < 1 + RAY_EPSILON && uv.GetX() > -RAY_EPSILON && uv.GetZ() > 0);
}
default:
return false;
}
}
VTK_ABI_NAMESPACE_END
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