class CVector
{
public:
union
{
float vec[3];
struct { float x,y,z;};
};
}
class CCommonTools
{
public:
CCommonTools();
virtual ~CCommonTools();
public:
static bool ValidPoint(CVector &LinePoint, CVector &LineV,
CVector &TrianglePoint1, CVector &TrianglePoint2, CVector &TrianglePoint3,CVector &result);
static float Area(float a, float b, float c);
static float Distance(CVector &p1, CVector &p2);
};
///////////////////////////////
CCommonTools::CCommonTools()
{
}
CCommonTools::~CCommonTools()
{
}
//計(jì)算p1到p2的距離的平方
float CCommonTools::Distance(CVector &p1, CVector &p2)
{
float dist;
dist = ((p2.x-p1.x)*(p2.x-p1.x)
+ (p2.y-p1.y)*(p2.y-p1.y)
+ (p2.z-p1.z)*(p2.z-p1.z));
return (float)sqrt(dist);
}
//利用海倫公式求變成為a,b,c的三角形的面積
float CCommonTools::Area(float a, float b, float c)
{
float s = (a+b+c)/2;
return (float)sqrt(s*(s-a)*(s-b)*(s-c));
}
bool CCommonTools::ValidPoint(CVector &LinePoint1, CVector &LinePoint2, CVector &TrianglePoint1, CVector
&TrianglePoint2,CVector &TrianglePoint3,CVector &result)
{
//三角形所在平面的法向量
CVector TriangleV;
//三角形的邊方向向量
CVector VP12, VP13;
//直線與平面的交點(diǎn)
CVector CrossPoint;
//平面方程常數(shù)項(xiàng)
float TriD;
CVector LineV = LinePoint2 - LinePoint1;
/*-------計(jì)算平面的法向量及常數(shù)項(xiàng)-------*/
//point1->point2
VP12.x = TrianglePoint2.x - TrianglePoint1.x;
VP12.y = TrianglePoint2.y - TrianglePoint1.y;
VP12.z = TrianglePoint2.z - TrianglePoint1.z;
//point1->point3
VP13.x = TrianglePoint3.x - TrianglePoint1.x;
VP13.y = TrianglePoint3.y - TrianglePoint1.y;
VP13.z = TrianglePoint3.z - TrianglePoint1.z;
//VP12xVP13
TriangleV.x = VP12.y*VP13.z - VP12.z*VP13.y;
TriangleV.y = -(VP12.x*VP13.z - VP12.z*VP13.x);
TriangleV.z= VP12.x*VP13.y - VP12.y*VP13.x;
//計(jì)算常數(shù)項(xiàng)
TriD = -(TriangleV.x*TrianglePoint1.x
+ TriangleV.y*TrianglePoint1.y
+ TriangleV.z*TrianglePoint1.z);
/*-------求解直線與平面的交點(diǎn)坐標(biāo)---------*/
/* 思路:
* 首先將直線方程轉(zhuǎn)換為參數(shù)方程形式,然后代入平面方程,求得參數(shù)t,
* 將t代入直線的參數(shù)方程即可求出交點(diǎn)坐標(biāo)
*/
float tempU, tempD; //臨時(shí)變量
tempU = TriangleV.x*LinePoint1.x + TriangleV.y*LinePoint1.y
+ TriangleV.z*LinePoint1.z + TriD;
tempD = TriangleV.x*LineV.x + TriangleV.y*LineV.y + TriangleV.z*LineV.z;
//直線與平面平行或在平面上
if(tempD == 0.0)
{
// printf("The line is parallel with the plane.\n");
return false;
}
//計(jì)算參數(shù)t
float t = -tempU/tempD;
//計(jì)算交點(diǎn)坐標(biāo)
CrossPoint.x = LineV.x*t + LinePoint1.x;
CrossPoint.y = LineV.y*t + LinePoint1.y;
CrossPoint.z = LineV.z*t + LinePoint1.z;
/*----------判斷交點(diǎn)是否在三角形內(nèi)部---------*/
//計(jì)算三角形三條邊的長(zhǎng)度
float d12 = Distance(TrianglePoint1, TrianglePoint2);
float d13 = Distance(TrianglePoint1, TrianglePoint3);
float d23 = Distance(TrianglePoint2, TrianglePoint3);
//計(jì)算交點(diǎn)到三個(gè)頂點(diǎn)的長(zhǎng)度
float c1 = Distance(CrossPoint, TrianglePoint1);
float c2 = Distance(CrossPoint, TrianglePoint2);
float c3 = Distance(CrossPoint, TrianglePoint3);
//求三角形及子三角形的面積
float areaD = Area(d12, d13, d23); //三角形面積
float area1 = Area(c1, c2, d12); //子三角形1
float area2 = Area(c1, c3, d13); //子三角形2
float area3 = Area(c2, c3, d23); //子三角形3
//根據(jù)面積判斷點(diǎn)是否在三角形內(nèi)部
if(fabs(area1+area2+area3-areaD) > 0.001)
{
return false;
}
result = CrossPoint;
return true;
}
這幾天同學(xué)問(wèn)我如何判斷空間中的線段和三角面片是否相交,我想這個(gè)也許對(duì)其他人也有點(diǎn)用處。
上面的代碼是判斷兩點(diǎn)構(gòu)成的直線和三點(diǎn)構(gòu)成的面片是否相交,要判斷線段的話,需要再判斷交點(diǎn)是否在線段的兩個(gè)端點(diǎn)之間: 交點(diǎn)和兩個(gè)端點(diǎn)可以形成兩個(gè)向量,判斷這兩個(gè)向量的方向即可。