/** * Perform an intersection between Plane and Line, storing intersection point * in reference q. Function returns true if intersection has been found or * false otherwise. */ public static bool Intersect(Plane pl, Line ln, out Vector3 q) { return(Intersector.Intersect(pl, ln.positionA, ln.positionB, out q)); }
/** * Perform an intersection between Plane and Triangle. This is a comprehensive function * which alwo builds a HULL Hirearchy useful for decimation projects. This obviously * comes at the cost of more complex code and runtime checks, but the returned results * are much more flexible. * Results will be filled into the IntersectionResult reference. Check result.isValid() * for the final results. */ public static void Intersect(Plane pl, Triangle tri, ref IntersectionResult result) { // clear the previous results from the IntersectionResult result.Clear(); // grab local variables for easier access Vector3 a = tri.positionA; Vector3 b = tri.positionB; Vector3 c = tri.positionC; // check to see which side of the plane the points all // lay in. SideOf operation is a simple dot product and some comparison // operations, so these are a very quick checks SideOfPlane sa = pl.SideOf(a); SideOfPlane sb = pl.SideOf(b); SideOfPlane sc = pl.SideOf(c); // we cannot intersect if the triangle points all fall on the same side // of the plane. This is an easy early out test as no intersections are possible. if (sa == sb && sb == sc) { return; } // detect cases where two points lay straight on the plane, meaning // that the plane is actually parralel with one of the edges of the triangle else if ((sa == SideOfPlane.ON && sa == sb) || (sa == SideOfPlane.ON && sa == sc) || (sb == SideOfPlane.ON && sb == sc)) { return; } // keep in mind that intersection points are shared by both // the upper HULL and lower HULL hence they lie perfectly // on the plane that cut them Vector3 qa; Vector3 qb; // check the cases where the points of the triangle actually lie on the plane itself // in these cases, there is only going to be 2 triangles, one for the upper HULL and // the other on the lower HULL // we just need to figure out which points to accept into the upper or lower hulls. if (sa == SideOfPlane.ON) { // if the point a is on the plane, test line b-c if (Intersector.Intersect(pl, b, c, out qa)) { // line b-c intersected, construct out triangles and return approprietly result.AddIntersectionPoint(qa); result.AddIntersectionPoint(a); // our two generated triangles, we need to figure out which // triangle goes into the UPPER hull and which goes into the LOWER hull Triangle ta = new Triangle(a, b, qa); Triangle tb = new Triangle(a, qa, c); // generate UV coordinates if there is any if (tri.hasUV) { // the computed UV coordinate if the intersection point Vector2 pq = tri.GenerateUV(qa); Vector2 pa = tri.uvA; Vector2 pb = tri.uvB; Vector2 pc = tri.uvC; ta.SetUV(pa, pb, pq); tb.SetUV(pa, pq, pc); } // generate Normal coordinates if there is any if (tri.hasNormal) { // the computed Normal coordinate if the intersection point Vector3 pq = tri.GenerateNormal(qa); Vector3 pa = tri.normalA; Vector3 pb = tri.normalB; Vector3 pc = tri.normalC; ta.SetNormal(pa, pb, pq); tb.SetNormal(pa, pq, pc); } // generate Tangent coordinates if there is any if (tri.hasTangent) { // the computed Tangent coordinate if the intersection point Vector4 pq = tri.GenerateTangent(qa); Vector4 pa = tri.tangentA; Vector4 pb = tri.tangentB; Vector4 pc = tri.tangentC; ta.SetTangent(pa, pb, pq); tb.SetTangent(pa, pq, pc); } // b point lies on the upside of the plane if (sb == SideOfPlane.UP) { result.AddUpperHull(ta).AddLowerHull(tb); } // b point lies on the downside of the plane else if (sb == SideOfPlane.DOWN) { result.AddUpperHull(tb).AddLowerHull(ta); } } } // test the case where the b point lies on the plane itself else if (sb == SideOfPlane.ON) { // if the point b is on the plane, test line a-c if (Intersector.Intersect(pl, a, c, out qa)) { // line a-c intersected, construct out triangles and return approprietly result.AddIntersectionPoint(qa); result.AddIntersectionPoint(b); // our two generated triangles, we need to figure out which // triangle goes into the UPPER hull and which goes into the LOWER hull Triangle ta = new Triangle(a, b, qa); Triangle tb = new Triangle(qa, b, c); // generate UV coordinates if there is any if (tri.hasUV) { // the computed UV coordinate if the intersection point Vector2 pq = tri.GenerateUV(qa); Vector2 pa = tri.uvA; Vector2 pb = tri.uvB; Vector2 pc = tri.uvC; ta.SetUV(pa, pb, pq); tb.SetUV(pq, pb, pc); } // generate Normal coordinates if there is any if (tri.hasNormal) { // the computed Normal coordinate if the intersection point Vector3 pq = tri.GenerateNormal(qa); Vector3 pa = tri.normalA; Vector3 pb = tri.normalB; Vector3 pc = tri.normalC; ta.SetNormal(pa, pb, pq); tb.SetNormal(pq, pb, pc); } // generate Tangent coordinates if there is any if (tri.hasTangent) { // the computed Tangent coordinate if the intersection point Vector4 pq = tri.GenerateTangent(qa); Vector4 pa = tri.tangentA; Vector4 pb = tri.tangentB; Vector4 pc = tri.tangentC; ta.SetTangent(pa, pb, pq); tb.SetTangent(pq, pb, pc); } // a point lies on the upside of the plane if (sa == SideOfPlane.UP) { result.AddUpperHull(ta).AddLowerHull(tb); } // a point lies on the downside of the plane else if (sa == SideOfPlane.DOWN) { result.AddUpperHull(tb).AddLowerHull(ta); } } } // test the case where the c point lies on the plane itself else if (sc == SideOfPlane.ON) { // if the point c is on the plane, test line a-b if (Intersector.Intersect(pl, a, b, out qa)) { // line a-c intersected, construct out triangles and return approprietly result.AddIntersectionPoint(qa); result.AddIntersectionPoint(c); // our two generated triangles, we need to figure out which // triangle goes into the UPPER hull and which goes into the LOWER hull Triangle ta = new Triangle(a, qa, c); Triangle tb = new Triangle(qa, b, c); // generate UV coordinates if there is any if (tri.hasUV) { // the computed UV coordinate if the intersection point Vector2 pq = tri.GenerateUV(qa); Vector2 pa = tri.uvA; Vector2 pb = tri.uvB; Vector2 pc = tri.uvC; ta.SetUV(pa, pq, pc); tb.SetUV(pq, pb, pc); } // generate Normal coordinates if there is any if (tri.hasNormal) { // the computed Normal coordinate if the intersection point Vector3 pq = tri.GenerateNormal(qa); Vector3 pa = tri.normalA; Vector3 pb = tri.normalB; Vector3 pc = tri.normalC; ta.SetNormal(pa, pq, pc); tb.SetNormal(pq, pb, pc); } // generate Tangent coordinates if there is any if (tri.hasTangent) { // the computed Tangent coordinate if the intersection point Vector4 pq = tri.GenerateTangent(qa); Vector4 pa = tri.tangentA; Vector4 pb = tri.tangentB; Vector4 pc = tri.tangentC; ta.SetTangent(pa, pq, pc); tb.SetTangent(pq, pb, pc); } // a point lies on the upside of the plane if (sa == SideOfPlane.UP) { result.AddUpperHull(ta).AddLowerHull(tb); } // a point lies on the downside of the plane else if (sa == SideOfPlane.DOWN) { result.AddUpperHull(tb).AddLowerHull(ta); } } } // at this point, all edge cases have been tested and failed, we need to perform // full intersection tests against the lines. From this point onwards we will generate // 3 triangles else if (sa != sb && Intersector.Intersect(pl, a, b, out qa)) { // intersection found against a - b result.AddIntersectionPoint(qa); // since intersection was found against a - b, we need to check which other // lines to check (we only need to check one more line) for intersection. // the line we check against will be the line against the point which lies on // the other side of the plane. if (sa == sc) { // we likely have an intersection against line b-c which will complete this loop if (Intersector.Intersect(pl, b, c, out qb)) { result.AddIntersectionPoint(qb); // our three generated triangles. Two of these triangles will end // up on either the UPPER or LOWER hulls. Triangle ta = new Triangle(qa, b, qb); Triangle tb = new Triangle(a, qa, qb); Triangle tc = new Triangle(a, qb, c); // generate UV coordinates if there is any if (tri.hasUV) { // the computed UV coordinate if the intersection point Vector2 pqa = tri.GenerateUV(qa); Vector2 pqb = tri.GenerateUV(qb); Vector2 pa = tri.uvA; Vector2 pb = tri.uvB; Vector2 pc = tri.uvC; ta.SetUV(pqa, pb, pqb); tb.SetUV(pa, pqa, pqb); tc.SetUV(pa, pqb, pc); } // generate Normal coordinates if there is any if (tri.hasNormal) { // the computed Normal coordinate if the intersection point Vector3 pqa = tri.GenerateNormal(qa); Vector3 pqb = tri.GenerateNormal(qb); Vector3 pa = tri.normalA; Vector3 pb = tri.normalB; Vector3 pc = tri.normalC; ta.SetNormal(pqa, pb, pqb); tb.SetNormal(pa, pqa, pqb); tc.SetNormal(pa, pqb, pc); } // generate Tangent coordinates if there is any if (tri.hasTangent) { // the computed Tangent coordinate if the intersection point Vector4 pqa = tri.GenerateTangent(qa); Vector4 pqb = tri.GenerateTangent(qb); Vector4 pa = tri.tangentA; Vector4 pb = tri.tangentB; Vector4 pc = tri.tangentC; ta.SetTangent(pqa, pb, pqb); tb.SetTangent(pa, pqa, pqb); tc.SetTangent(pa, pqb, pc); } if (sa == SideOfPlane.UP) { result.AddUpperHull(tb).AddUpperHull(tc).AddLowerHull(ta); } else { result.AddLowerHull(tb).AddLowerHull(tc).AddUpperHull(ta); } } } else { // in this scenario, the point a is a "lone" point which lies in either upper // or lower HULL. We need to perform another intersection to find the last point if (Intersector.Intersect(pl, a, c, out qb)) { result.AddIntersectionPoint(qb); // our three generated triangles. Two of these triangles will end // up on either the UPPER or LOWER hulls. Triangle ta = new Triangle(a, qa, qb); Triangle tb = new Triangle(qa, b, c); Triangle tc = new Triangle(qb, qa, c); // generate UV coordinates if there is any if (tri.hasUV) { // the computed UV coordinate if the intersection point Vector2 pqa = tri.GenerateUV(qa); Vector2 pqb = tri.GenerateUV(qb); Vector2 pa = tri.uvA; Vector2 pb = tri.uvB; Vector2 pc = tri.uvC; ta.SetUV(pa, pqa, pqb); tb.SetUV(pqa, pb, pc); tc.SetUV(pqb, pqa, pc); } // generate Normal coordinates if there is any if (tri.hasNormal) { // the computed Normal coordinate if the intersection point Vector3 pqa = tri.GenerateNormal(qa); Vector3 pqb = tri.GenerateNormal(qb); Vector3 pa = tri.normalA; Vector3 pb = tri.normalB; Vector3 pc = tri.normalC; ta.SetNormal(pa, pqa, pqb); tb.SetNormal(pqa, pb, pc); tc.SetNormal(pqb, pqa, pc); } // generate Tangent coordinates if there is any if (tri.hasTangent) { // the computed Tangent coordinate if the intersection point Vector4 pqa = tri.GenerateTangent(qa); Vector4 pqb = tri.GenerateTangent(qb); Vector4 pa = tri.tangentA; Vector4 pb = tri.tangentB; Vector4 pc = tri.tangentC; ta.SetTangent(pa, pqa, pqb); tb.SetTangent(pqa, pb, pc); tc.SetTangent(pqb, pqa, pc); } if (sa == SideOfPlane.UP) { result.AddUpperHull(ta).AddLowerHull(tb).AddLowerHull(tc); } else { result.AddLowerHull(ta).AddUpperHull(tb).AddUpperHull(tc); } } } } // if line a-b did not intersect (or the lie on the same side of the plane) // this simplifies the problem a fair bit. This means we have an intersection // in line a-c and b-c, which we can use to build a new UPPER and LOWER hulls // we are expecting both of these intersection tests to pass, otherwise something // went wrong (float errors? missed a checked case?) else if (Intersector.Intersect(pl, c, a, out qa) && Intersector.Intersect(pl, c, b, out qb)) { // in here we know that line a-b actually lie on the same side of the plane, this will // simplify the rest of the logic. We also have our intersection points // the computed UV coordinate of the intersection point result.AddIntersectionPoint(qa); result.AddIntersectionPoint(qb); // our three generated triangles. Two of these triangles will end // up on either the UPPER or LOWER hulls. Triangle ta = new Triangle(qa, qb, c); Triangle tb = new Triangle(a, qb, qa); Triangle tc = new Triangle(a, b, qb); // generate UV coordinates if there is any if (tri.hasUV) { // the computed UV coordinate if the intersection point Vector2 pqa = tri.GenerateUV(qa); Vector2 pqb = tri.GenerateUV(qb); Vector2 pa = tri.uvA; Vector2 pb = tri.uvB; Vector2 pc = tri.uvC; ta.SetUV(pqa, pqb, pc); tb.SetUV(pa, pqb, pqa); tc.SetUV(pa, pb, pqb); } // generate Normal coordinates if there is any if (tri.hasNormal) { // the computed Normal coordinate if the intersection point Vector3 pqa = tri.GenerateNormal(qa); Vector3 pqb = tri.GenerateNormal(qb); Vector3 pa = tri.normalA; Vector3 pb = tri.normalB; Vector3 pc = tri.normalC; ta.SetNormal(pqa, pqb, pc); tb.SetNormal(pa, pqb, pqa); tc.SetNormal(pa, pb, pqb); } // generate Tangent coordinates if there is any if (tri.hasTangent) { // the computed Tangent coordinate if the intersection point Vector4 pqa = tri.GenerateTangent(qa); Vector4 pqb = tri.GenerateTangent(qb); Vector4 pa = tri.tangentA; Vector4 pb = tri.tangentB; Vector4 pc = tri.tangentC; ta.SetTangent(pqa, pqb, pc); tb.SetTangent(pa, pqb, pqa); tc.SetTangent(pa, pb, pqb); } if (sa == SideOfPlane.UP) { result.AddUpperHull(tb).AddUpperHull(tc).AddLowerHull(ta); } else { result.AddLowerHull(tb).AddLowerHull(tc).AddUpperHull(ta); } } }
/** * Helper function to split this triangle by the provided plane and store * the results inside the IntersectionResult structure. * Returns true on success or false otherwise */ public bool Split(Plane pl, IntersectionResult result) { Intersector.Intersect(pl, this, ref result); return(result.isValid); }