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triangle.cpp
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124 lines (111 loc) · 4.05 KB
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#include <cmath>
#include "triangle.h"
#include "beam.h"
using namespace std;
// Triangle::Triangle(double x1_, double y1_, double z1_,
// double x2_, double y2_, double z2_,
// double x3_, double y3_, double z3_) : x1(x1_), y1(y1_), z1(z1_), x2(x2_), y2(y2_), z2(z2_), x3(x3_), y3(y3_), z3(z3_) {}
// {
// SetTriangle(x1_, y1_, z1_, x2_, y2_, z2_, x3_, y3_, z3_);
// a_Triangle(x1, y1, z1, x2, y2, z2);
// b_Triangle(x1, y1, z1, x3, y3, z3);
// squareTriangle = Get_squareTriangle(a1, a2, a3, b1, b2, b3);
// Get_normalTriangle(a1, a2, a3, b1, b2, b3);
// }
void Triangle::Initialize(void)
{
SetTriangle(x1, y1, z1, x2, y2, z2, x3, y3, z3);
a_Triangle(x1, y1, z1, x2, y2, z2);
b_Triangle(x1, y1, z1, x3, y3, z3);
squareTriangle = Get_squareTriangle(a1, a2, a3, b1, b2, b3);
Get_normalTriangle(a1, a2, a3, b1, b2, b3);
}
/*
* строим треугольник
*/
void Triangle::SetTriangle(double x1_, double y1_, double z1_,
double x2_, double y2_, double z2_,
double x3_, double y3_, double z3_)
{
x1 = x1_; y1 = y1_; z1 = z1_;
x2 = x2_; y2 = y2_; z2 = z2_;
x3 = x3_; y3 = y3_; z3 = z3_;
}
/*
* первый вектор
*/
void Triangle::a_Triangle(double x1_, double y1_, double z1_,
double x2_, double y2_, double z2_)
{
a1 = x2_ - x1_;
a2 = y2_ - y1_;
a3 = z2_ - z1_;
}
/*
* второй вектор
*/
void Triangle::b_Triangle(double x1_, double y1_, double z1_,
double x3_, double y3_, double z3_)
{
b1 = x3_ - x1_;
b2 = y3_ - y1_;
b3 = z3_ - z1_;
}
/*
* находим площадь треугольника
*/
double Triangle::Get_squareTriangle(double a1_, double a2_, double a3_,
double b1_, double b2_, double b3_)
{
return 0.5 * sqrt(pow((a2_*b3_ - a3_*b2_), 2) + pow((a3_*b1_ - a1_*b3_), 2) + pow((a1_*b2_ - a2_*b1_), 2));
}
/*
* находим координаты нормали
*/
void Triangle::Get_normalTriangle(double a1_, double a2_, double a3_,
double b1_, double b2_, double b3_)
{
n1 = (a2_*b3_ - a3_*b2_) / sqrt(pow((a2_*b3_ - a3_*b2_), 2) + pow((a3_*b1_ - a1_*b3_), 2) + pow((a1_*b2_ - a2_*b1_), 2));
n2 = (a3_*b1_ - a1_*b3_) / sqrt(pow((a2_*b3_ - a3_*b2_), 2) + pow((a3_*b1_ - a1_*b3_), 2) + pow((a1_*b2_ - a2_*b1_), 2));
n3 = (a1_*b2_ - a2_*b1_) / sqrt(pow((a2_*b3_ - a3_*b2_), 2) + pow((a3_*b1_ - a1_*b3_), 2) + pow((a1_*b2_ - a2_*b1_), 2));
// double norm = 1/sqrt(pow(n1,2)+pow(n2,2)+pow(n3,2));
// n1 = n1*norm;
// n2 = n2*norm;
// n3 = n3*norm;
}
int Triangle::get_intersection(Beam beam, double *xp,double *yp,double *zp,double *t)
{
//Константы в уравнении
double A = y1*z2 - y1*z3 - y2*z1 + y2*z3 + y3*z1 - y3*z2;
double B = -x1*z2 + x1*z3 + x2*z1 - x2*z3 - x3*z1 + x3*z2;
double C = x1*y2 - x1*y3 - x2*y1 + x2*y3 + x3*y1 - x3*y2;
double D = -x1*y2*z3 + x1*y3*z2 + x2*y1*z3 - x2*y3*z1 - x3*y1*z2 + x3*y2*z1;
//Расстояние
double pogreshnost = MAX_ERROR;
if(abs(A*beam.rx + B*beam.ry + C*beam.rz)<pogreshnost) return 0;
*t = (-D - (A*beam.xq + B*beam.yq + C*beam.zq))/(A*beam.rx + B*beam.ry + C*beam.rz);
if (abs(*t) < pogreshnost) return 0;
if(*t < 0) return 0;
//Координаты точки пересечения с плоскостью
*xp = beam.xq + *t*beam.rx;
*yp = beam.yq + *t*beam.ry;
*zp = beam.zq + *t*beam.rz;
//Проверка попадания в треугольник
double xpa = x1 - *xp;
double ypa = y1 - *yp;
double zpa = z1 - *zp;
double xpb = x2 - *xp;
double ypb = y2 - *yp;
double zpb = z2 - *zp;
double xpc = x3 - *xp;
double ypc = y3 - *yp;
double zpc = z3 - *zp;
double spapb = 0.5 * sqrt(pow((ypa*zpb - zpa*ypb), 2) + pow((zpa*xpb - xpa*zpb), 2) + pow((xpa*ypb - ypa*xpb), 2));
double spapc = 0.5 * sqrt(pow((ypa*zpc - zpa*ypc), 2) + pow((zpa*xpc - xpa*zpc), 2) + pow((xpa*ypc - ypa*xpc), 2));
double spbpc = 0.5 * sqrt(pow((ypb*zpc - zpb*ypc), 2) + pow((zpb*xpc - xpb*zpc), 2) + pow((xpb*ypc - ypb*xpc), 2));
if (((spapb + spapc + spbpc) >= (squareTriangle - pogreshnost)) && ((spapb + spapc + spbpc) <= (squareTriangle + pogreshnost)))
{
return 1;
}
else return 0;
}