• 获得一点到三角形最近点


    FmVec3 GetClosestPointTriangle(FmVec3 p, FmVec3 a, FmVec3 b, FmVec3 c)
    {
        FmVec3 result;
        FmVec3 ab, ac, ap;
        ab = b - a;
        ac = c - a;
        ap = p - a;
    
        float d1 = ab.dot(ap);
        float d2 = ac.dot(ap);
        if (d1 <= 0.0f && d2 <= 0.0f)
        {
            result = a;
            return result;
        }
    
        FmVec3 bp;
        bp = p - b;
        float d3 = ab.dot(bp);
        float d4 = ac.dot(bp);
        if (d3 >= 0.0f && d4 <= d3)
        {
            // barycentric coordinates (0,1,0)
            result = b;
            return result;
        }
    
        // Check if P in edge region of AB, if so return projection of P onto AB
        float vc = d1 * d4 - d3 * d2;
        if (vc <= 0.0f && d1 >= 0.0f && d3 <= 0.0f)
        {
            // barycentric coordinates (1-v,v,0)
            float v = d1 / (d1 - d3);
            result.x = a.x + v * ab.x;
            result.y = a.y + v * ab.y;
            result.z = a.z + v * ab.z;
            return result;
        }
    
        FmVec3 cp = p - c;
        float d5 = ab.dot(cp);
        float d6 = ac.dot(cp);
        if (d6 >= 0.0f && d5 <= d6)
        {
            // barycentric coordinates (0,0,1)
            result = c;
            return result;
        }
    
        // Check if P in edge region of AC, if so return projection of P onto AC
        float vb = d5 * d2 - d1 * d6;
        if (vb <= 0.0f && d2 >= 0.0f && d6 <= 0.0f)
        {
            // barycentric coordinates (1-w,0,w)
            float w = d2 / (d2 - d6);
            result.x = a.x + w * ac.x;
            result.y = a.y + w * ac.y;
            result.z = a.z + w * ac.z;
            return result;
        }
    
        // Check if P in edge region of BC, if so return projection of P onto BC
        float va = d3 * d6 - d5 * d4;
        if (va <= 0.0f && (d4 - d3) >= 0.0f && (d5 - d6) >= 0.0f)
        {
            // barycentric coordinates (0,1-w,w)
            float w = (d4 - d3) / ((d4 - d3) + (d5 - d6));
            result.x = b.x + w * (c.x - b.x);
            result.y = b.y + w * (c.y - b.y);
            result.z = b.z + w * (c.z - b.z);
            return result;
        }
    
        // P inside face region. Compute Q through its barycentric coordinates (u,v,w)
        float denom = 1.0f / (va + vb + vc);
        float v = vb * denom;
        float w = vc * denom;
        result.x = a.x + ab.x * v + ac.x * w;
        result.y = a.y + ab.y * v + ac.y * w;
        result.z = a.z + ab.z * v + ac.z * w;
    
        return result;
    }
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  • 原文地址:https://www.cnblogs.com/ylwn817/p/12714299.html
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