| 346 | } |
| 347 | |
| 348 | bool isLineSegmentInTriangle(Point3d& lpi, const Point3d& A, const Point3d& B, const Point3d& C, const Point3d& linePoint1, const Point3d& linePoint2) |
| 349 | { |
| 350 | Point3d v0 = C - A; |
| 351 | Point3d v1 = B - A; |
| 352 | |
| 353 | Point3d n = cross(v0.normalize(), v1.normalize()).normalize(); |
| 354 | |
| 355 | Point3d lineVect = linePoint2 - linePoint1; |
| 356 | |
| 357 | // linePlaneIntersect(&P, linePoint, lineVect, A, &n); |
| 358 | const double k = (dot(A, n) - dot(n, linePoint1)) / dot(n, lineVect); |
| 359 | lpi = linePoint1 + lineVect * k; |
| 360 | |
| 361 | // Compute vectors |
| 362 | const Point3d v2 = lpi - A; |
| 363 | |
| 364 | // Compute dot products |
| 365 | const double dot00 = dot(v0, v0); |
| 366 | const double dot01 = dot(v0, v1); |
| 367 | const double dot02 = dot(v0, v2); |
| 368 | const double dot11 = dot(v1, v1); |
| 369 | const double dot12 = dot(v1, v2); |
| 370 | |
| 371 | // Compute barycentric coordinates |
| 372 | const double invDenom = 1.0 / (dot00 * dot11 - dot01 * dot01); |
| 373 | const double u = (dot11 * dot02 - dot01 * dot12) * invDenom; |
| 374 | const double v = (dot00 * dot12 - dot01 * dot02) * invDenom; |
| 375 | |
| 376 | // Check if point is in triangle |
| 377 | return (k >= 0.0) && (k <= 1.0) && (u > 0.0) && (v > 0.0) && (u + v < 1.0); |
| 378 | } |
| 379 | |
| 380 | // P = A + u * (C - A) + v * (B - A) |
| 381 | Point2d computeBarycentricCoordinates(const Point2d& A, const Point2d& B, const Point2d& C, const Point2d& P) |
no test coverage detected