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//! if OPC_TRITRI_EPSILON_TEST is true then we do a check (if |dv|<EPSILON then dv=0.0;) else no check is done (which is less robust, but faster)
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#define LOCAL_EPSILON 0.000001f
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//! Edge to edge test based on Franlin Antonio's gem: "Faster Line Segment Intersection", in Graphics Gems III, pp. 199-202
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#define EDGE_EDGE_TEST(V0, U0, U1) \
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Bx = U0[i0] - U1[i0]; \
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By = U0[i1] - U1[i1]; \
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Cx = V0[i0] - U0[i0]; \
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Cy = V0[i1] - U0[i1]; \
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if((f>0.0f && d>=0.0f && d<=f) || (f<0.0f && d<=0.0f && d>=f)) \
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const float e=Ax*Cy - Ay*Cx; \
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if(e>=0.0f && e<=f) return TRUE; \
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if(e<=0.0f && e>=f) return TRUE; \
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#define EDGE_AGAINST_TRI_EDGES(V0, V1, U0, U1, U2) \
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float Bx,By,Cx,Cy,d,f; \
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const float Ax = V1[i0] - V0[i0]; \
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const float Ay = V1[i1] - V0[i1]; \
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/* test edge U0,U1 against V0,V1 */ \
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EDGE_EDGE_TEST(V0, U0, U1); \
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/* test edge U1,U2 against V0,V1 */ \
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EDGE_EDGE_TEST(V0, U1, U2); \
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/* test edge U2,U1 against V0,V1 */ \
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EDGE_EDGE_TEST(V0, U2, U0); \
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#define POINT_IN_TRI(V0, U0, U1, U2) \
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/* is T1 completly inside T2? */ \
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/* check if V0 is inside tri(U0,U1,U2) */ \
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float a = U1[i1] - U0[i1]; \
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float b = -(U1[i0] - U0[i0]); \
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float c = -a*U0[i0] - b*U0[i1]; \
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float d0 = a*V0[i0] + b*V0[i1] + c; \
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a = U2[i1] - U1[i1]; \
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b = -(U2[i0] - U1[i0]); \
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c = -a*U1[i0] - b*U1[i1]; \
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const float d1 = a*V0[i0] + b*V0[i1] + c; \
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a = U0[i1] - U2[i1]; \
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b = -(U0[i0] - U2[i0]); \
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c = -a*U2[i0] - b*U2[i1]; \
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const float d2 = a*V0[i0] + b*V0[i1] + c; \
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if(d0*d2>0.0f) return TRUE; \
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BOOL CoplanarTriTri(const Point& n, const Point& v0, const Point& v1, const Point& v2, const Point& u0, const Point& u1, const Point& u2)
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/* first project onto an axis-aligned plane, that maximizes the area */
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/* of the triangles, compute indices: i0,i1. */
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i0=1; /* A[0] is greatest */
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i0=0; /* A[2] is greatest */
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i0=0; /* A[2] is greatest */
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i0=0; /* A[1] is greatest */
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/* test all edges of triangle 1 against the edges of triangle 2 */
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EDGE_AGAINST_TRI_EDGES(v0, v1, u0, u1, u2);
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EDGE_AGAINST_TRI_EDGES(v1, v2, u0, u1, u2);
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EDGE_AGAINST_TRI_EDGES(v2, v0, u0, u1, u2);
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/* finally, test if tri1 is totally contained in tri2 or vice versa */
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POINT_IN_TRI(v0, u0, u1, u2);
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POINT_IN_TRI(u0, v0, v1, v2);
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#define NEWCOMPUTE_INTERVALS(VV0, VV1, VV2, D0, D1, D2, D0D1, D0D2, A, B, C, X0, X1) \
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/* here we know that D0D2<=0.0 */ \
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/* that is D0, D1 are on the same side, D2 on the other or on the plane */ \
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A=VV2; B=(VV0 - VV2)*D2; C=(VV1 - VV2)*D2; X0=D2 - D0; X1=D2 - D1; \
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/* here we know that d0d1<=0.0 */ \
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A=VV1; B=(VV0 - VV1)*D1; C=(VV2 - VV1)*D1; X0=D1 - D0; X1=D1 - D2; \
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else if(D1*D2>0.0f || D0!=0.0f) \
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/* here we know that d0d1<=0.0 or that D0!=0.0 */ \
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A=VV0; B=(VV1 - VV0)*D0; C=(VV2 - VV0)*D0; X0=D0 - D1; X1=D0 - D2; \
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A=VV1; B=(VV0 - VV1)*D1; C=(VV2 - VV1)*D1; X0=D1 - D0; X1=D1 - D2; \
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A=VV2; B=(VV0 - VV2)*D2; C=(VV1 - VV2)*D2; X0=D2 - D0; X1=D2 - D1; \
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/* triangles are coplanar */ \
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return CoplanarTriTri(N1, V0, V1, V2, U0, U1, U2); \
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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* Triangle/triangle intersection test routine,
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* by Tomas Moller, 1997.
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* See article "A Fast Triangle-Triangle Intersection Test",
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* Journal of Graphics Tools, 2(2), 1997
164
* Updated June 1999: removed the divisions -- a little faster now!
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* Updated October 1999: added {} to CROSS and SUB macros
167
* int NoDivTriTriIsect(float V0[3],float V1[3],float V2[3],
168
* float U0[3],float U1[3],float U2[3])
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* \param V0 [in] triangle 0, vertex 0
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* \param V1 [in] triangle 0, vertex 1
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* \param V2 [in] triangle 0, vertex 2
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* \param U0 [in] triangle 1, vertex 0
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* \param U1 [in] triangle 1, vertex 1
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* \param U2 [in] triangle 1, vertex 2
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* \return true if triangles overlap
178
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
179
BOOL AABBTreeCollider::TriTriOverlap(const Point& V0, const Point& V1, const Point& V2, const Point& U0, const Point& U1, const Point& U2)
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// Modified by S-cubed, Inc.
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// Detect collisions by using TriOverlap.cpp instead of the collision detection by OPCODE
188
cnoid::collision_data c_pair;
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cnoid::Vector3 i0, i1, i2;
190
cnoid::Vector3 p0, p1, p2;
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// Convert coordinates to match the interface of tri_tri_overlap()@TriOerlap.cpp
193
// Ice/IcePointer => Vector3
195
i0[0] = V0.x; i0[1] = V0.y; i0[2] = V0.z;
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i1[0] = V1.x; i1[1] = V1.y; i1[2] = V1.z;
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i2[0] = V2.x; i2[1] = V2.y; i2[2] = V2.z;
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p0[0] = U0.x; p0[1] = U0.y; p0[2] = U0.z;
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p1[0] = U1.x; p1[1] = U1.y; p1[2] = U1.z;
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p2[0] = U2.x; p2[1] = U2.y; p2[2] = U2.z;
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if(collisionPairInserter &&
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collisionPairInserter->detectTriTriOverlap(i0, i1, i2, p0, p1, p2, &c_pair)){
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insert_collision_pair(mNowNode0, mNowNode1, mId0, mId1,
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c_pair.num_of_i_points,
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(MeshInterface*)mIMesh0,
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(MeshInterface*)mIMesh1);
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collisionPairInserter->apply(mNowNode0, mNowNode1, mId0, mId1,
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c_pair.num_of_i_points,
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(MeshInterface*)mIMesh0,
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(MeshInterface*)mIMesh1);