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📄 mgcintrlin3tri3.cpp

📁 3D Game Engine Design Source Code非常棒
💻 CPP
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// Magic Software, Inc.
// http://www.magic-software.com
// Copyright (c) 2000, All Rights Reserved
//
// Source code from Magic Software is supplied under the terms of a license
// agreement and may not be copied or disclosed except in accordance with the
// terms of that agreement.  The various license agreements may be found at
// the Magic Software web site.  This file is subject to the license
//
// FREE SOURCE CODE
// http://www.magic-software.com/License/free.pdf

#include "MgcDistLin3Tri3.h"
#include "MgcIntrLin3Tri3.h"

static const MgcReal gs_fEpsilon = 1e-12;

//----------------------------------------------------------------------------
bool MgcTestIntersection (const MgcSegment3& rkSegment,
    const MgcTriangle3& rkTriangle)
{
    return MgcSqrDistance(rkSegment,rkTriangle) <= gs_fEpsilon;
}
//----------------------------------------------------------------------------
bool MgcTestIntersection (const MgcRay3& rkRay,
    const MgcTriangle3& rkTriangle)
{
    return MgcSqrDistance(rkRay,rkTriangle) <= gs_fEpsilon;
}
//----------------------------------------------------------------------------
bool MgcTestIntersection (const MgcLine3& rkLine,
    const MgcTriangle3& rkTriangle)
{
    return MgcSqrDistance(rkLine,rkTriangle) <= gs_fEpsilon;
}
//----------------------------------------------------------------------------
bool MgcFindIntersection (const MgcSegment3& rkSegment,
    const MgcTriangle3& rkTriangle, MgcVector3& rkPoint)
{
    MgcReal fSegP;
    if ( MgcSqrDistance(rkSegment,rkTriangle,&fSegP,0,0) <= gs_fEpsilon )
    {
        rkPoint = rkSegment.Origin() + fSegP*rkSegment.Direction();
        return true;
    }
    return false;
}
//----------------------------------------------------------------------------
bool MgcFindIntersection (const MgcRay3& rkRay,
    const MgcTriangle3& rkTriangle, MgcVector3& rkPoint)
{
    MgcReal fRayP;
    if ( MgcSqrDistance(rkRay,rkTriangle,&fRayP,0,0) <= gs_fEpsilon )
    {
        rkPoint = rkRay.Origin() + fRayP*rkRay.Direction();
        return true;
    }
    return false;
}
//----------------------------------------------------------------------------
bool MgcFindIntersection (const MgcLine3& rkLine,
    const MgcTriangle3& rkTriangle, MgcVector3& rkPoint)
{
    MgcReal fLinP;
    if ( MgcSqrDistance(rkLine,rkTriangle,&fLinP,0,0) <= gs_fEpsilon )
    {
        rkPoint = rkLine.Origin() + fLinP*rkLine.Direction();
        return true;
    }
    return false;
}
//----------------------------------------------------------------------------

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