Add function to find closest point in triangle to another point
New function is closest_to_tri_v3() in BLI_math_geom.
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@@ -72,6 +72,9 @@ float closest_to_line_v2(float r[2], const float p[2], const float l1[2], const
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void closest_to_line_segment_v3(float r[3], const float p[3], const float l1[3], const float l2[3]);
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void closest_to_plane_v3(float r[3], const float plane_co[3], const float plane_no_unit[3], const float pt[3]);
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/* Set 'r' to the point in triangle (t1, t2, t3) closest to point 'p' */
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void closest_on_tri_to_point_v3(float r[3], const float p[3], const float t1[3], const float t2[3], const float t3[3]);
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float line_point_factor_v3(const float p[3], const float l1[3], const float l2[3]);
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float line_point_factor_v2(const float p[2], const float l1[2], const float l2[2]);
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@@ -296,6 +296,88 @@ float dist_to_line_segment_v3(const float v1[3], const float v2[3], const float
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return len_v3v3(closest, v1);
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}
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/* Adapted from "Real-Time Collision Detection" by Christer Ericson,
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* published by Morgan Kaufmann Publishers, copyright 2005 Elsevier Inc.
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*
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* Set 'r' to the point in triangle (a, b, c) closest to point 'p' */
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void closest_on_tri_to_point_v3(float r[3], const float p[3],
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const float a[3], const float b[3], const float c[3])
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{
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float ab[3], ac[3], ap[3], d1, d2;
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float bp[3], d3, d4, vc, cp[3], d5, d6, vb, va;
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float denom, v, w;
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/* Check if P in vertex region outside A */
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sub_v3_v3v3(ab, b, a);
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sub_v3_v3v3(ac, c, a);
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sub_v3_v3v3(ap, p, a);
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d1 = dot_v3v3(ab, ap);
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d2 = dot_v3v3(ac, ap);
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if (d1 <= 0.0f && d2 <= 0.0f) {
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/* barycentric coordinates (1,0,0) */
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copy_v3_v3(r, a);
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return;
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}
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/* Check if P in vertex region outside B */
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sub_v3_v3v3(bp, p, b);
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d3 = dot_v3v3(ab, bp);
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d4 = dot_v3v3(ac, bp);
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if (d3 >= 0.0f && d4 <= d3) {
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/* barycentric coordinates (0,1,0) */
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copy_v3_v3(r, b);
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return;
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}
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/* Check if P in edge region of AB, if so return projection of P onto AB */
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vc = d1*d4 - d3*d2;
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if (vc <= 0.0f && d1 >= 0.0f && d3 <= 0.0f) {
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float v = d1 / (d1 - d3);
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/* barycentric coordinates (1-v,v,0) */
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madd_v3_v3v3fl(r, a, ab, v);
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return;
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}
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/* Check if P in vertex region outside C */
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sub_v3_v3v3(cp, p, c);
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d5 = dot_v3v3(ab, cp);
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d6 = dot_v3v3(ac, cp);
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if (d6 >= 0.0f && d5 <= d6) {
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/* barycentric coordinates (0,0,1) */
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copy_v3_v3(r, c);
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return;
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}
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/* Check if P in edge region of AC, if so return projection of P onto AC */
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vb = d5*d2 - d1*d6;
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if (vb <= 0.0f && d2 >= 0.0f && d6 <= 0.0f) {
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float w = d2 / (d2 - d6);
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/* barycentric coordinates (1-w,0,w) */
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madd_v3_v3v3fl(r, a, ac, w);
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return;
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}
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/* Check if P in edge region of BC, if so return projection of P onto BC */
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va = d3*d6 - d5*d4;
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if (va <= 0.0f && (d4 - d3) >= 0.0f && (d5 - d6) >= 0.0f) {
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float w = (d4 - d3) / ((d4 - d3) + (d5 - d6));
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/* barycentric coordinates (0,1-w,w) */
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sub_v3_v3v3(r, c, b);
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mul_v3_fl(r, w);
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add_v3_v3(r, b);
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return;
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}
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/* P inside face region. Compute Q through its barycentric coordinates (u,v,w) */
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denom = 1.0f / (va + vb + vc);
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v = vb * denom;
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w = vc * denom;
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/* = u*a + v*b + w*c, u = va * denom = 1.0f - v - w */
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/* ac * w */
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mul_v3_fl(ac, w);
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/* a + ab * v */
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madd_v3_v3v3fl(r, a, ab, v);
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/* a + ab * v + ac * w */
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add_v3_v3(r, ac);
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}
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/******************************* Intersection ********************************/
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/* intersect Line-Line, shorts */
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