mxwcore-legion/dep/g3dlite/include/G3D/Triangle.h

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/**
\file G3D/Triangle.h
\maintainer Morgan McGuire, http://graphics.cs.williams.edu
\created 2003-04-05
\edited 2011-06-20
\cite Random point method by Greg Turk, Generating random points in triangles. In A. S. Glassner, ed., Graphics Gems, pp. 24-28. Academic Press, 1990
Copyright 2000-2012, Morgan McGuire.
All rights reserved.
*/
#ifndef G3D_Triangle_h
#define G3D_Triangle_h
#include "G3D/platform.h"
#include "G3D/g3dmath.h"
#include "G3D/Vector3.h"
#include "G3D/Plane.h"
#include "G3D/BoundsTrait.h"
#include "G3D/debugAssert.h"
#include <string>
namespace G3D {
/**
A generic triangle representation. This should not be used
as the underlying triangle for creating models; it is intended
for providing fast property queries but requires a lot of
storage and is mostly immutable.
*/
class Triangle {
private:
friend class CollisionDetection;
friend class Ray;
Vector3 _vertex[3];
/** edgeDirection[i] is the normalized vector v[i+1] - v[i] */
Vector3 edgeDirection[3];
float edgeMagnitude[3];
Plane _plane;
Vector3::Axis _primaryAxis;
/** vertex[1] - vertex[0] */
Vector3 _edge01;
/** vertex[2] - vertex[0] */
Vector3 _edge02;
float _area;
void init(const Vector3& v0, const Vector3& v1, const Vector3& v2);
public:
Triangle(class BinaryInput& b);
void serialize(class BinaryOutput& b);
void deserialize(class BinaryInput& b);
Triangle();
Triangle(const Point3& v0, const Point3& v1, const Point3& v2);
~Triangle();
/** 0, 1, or 2 */
inline const Point3& vertex(int n) const {
debugAssert((n >= 0) && (n < 3));
return _vertex[n];
}
/** vertex[1] - vertex[0] */
inline const Vector3& edge01() const {
return _edge01;
}
/** vertex[2] - vertex[0] */
inline const Vector3& edge02() const {
return _edge02;
}
float area() const;
Vector3::Axis primaryAxis() const {
return _primaryAxis;
}
const Vector3& normal() const;
/** Barycenter */
Point3 center() const;
const Plane& plane() const;
/** Returns a random point in the triangle. */
Point3 randomPoint() const;
inline void getRandomSurfacePoint
(Point3& P,
Vector3& N = Vector3::ignore()) const {
P = randomPoint();
N = normal();
}
/**
For two triangles to be equal they must have
the same vertices <I>in the same order</I>.
That is, vertex[0] == vertex[0], etc.
*/
inline bool operator==(const Triangle& other) const {
for (int i = 0; i < 3; ++i) {
if (_vertex[i] != other._vertex[i]) {
return false;
}
}
return true;
}
inline size_t hashCode() const {
return
_vertex[0].hashCode() +
(_vertex[1].hashCode() >> 2) +
(_vertex[2].hashCode() >> 3);
}
void getBounds(class AABox&) const;
/**
@brief Intersect the ray at distance less than @a distance.
@param distance Set to the maximum distance (can be G3D::inf())
to search for an intersection. On return, this is the smaller
of the distance to the intersection, if one exists, and the original
value.
@param baryCoord If a triangle is hit before @a distance, a
the barycentric coordinates of the hit location on the triangle.
Otherwise, unmodified.
@return True if there was an intersection before the original distance.
*/
bool intersect(const class Ray& ray, float& distance, float baryCoord[3]) const;
};
} // namespace G3D
template <> struct HashTrait<G3D::Triangle> {
static size_t hashCode(const G3D::Triangle& key) { return key.hashCode(); }
};
template<> struct BoundsTrait<class G3D::Triangle> {
static void getBounds(const G3D::Triangle& t, G3D::AABox& out) { t.getBounds(out); }
};
#endif