forked from alicevision/AliceVision
-
Notifications
You must be signed in to change notification settings - Fork 1
Expand file tree
/
Copy pathgeometry.cpp
More file actions
477 lines (411 loc) · 17 KB
/
Copy pathgeometry.cpp
File metadata and controls
477 lines (411 loc) · 17 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
// This file is part of the AliceVision project.
// Copyright (c) 2017 AliceVision contributors.
// This Source Code Form is subject to the terms of the Mozilla Public License,
// v. 2.0. If a copy of the MPL was not distributed with this file,
// You can obtain one at https://mozilla.org/MPL/2.0/.
#include "geometry.hpp"
#include <aliceVision/mvsData/geometryTriTri.hpp>
#include <cfloat>
namespace aliceVision {
double pointLineDistance3D(const Point3d& point, const Point3d& linePoint, const Point3d& lineVectNormalized)
{
return cross(lineVectNormalized, linePoint - point).size();
}
Point3d closestPointToLine3D(const Point3d* point, const Point3d* linePoint, const Point3d* lineVectNormalized)
{
return (*linePoint) + (*lineVectNormalized) * dot((*lineVectNormalized), (*point) - (*linePoint));
}
double pointPlaneDistance(const Point3d& point, const Point3d& planePoint, const Point3d& planeNormal)
{
return fabs(dot(point, planeNormal) - dot(planePoint, planeNormal)) / sqrt(dot(planeNormal, planeNormal));
}
double orientedPointPlaneDistance(const Point3d& point, const Point3d& planePoint, const Point3d& planeNormal)
{
return (dot(point, planeNormal) - dot(planePoint, planeNormal)) / std::sqrt(dot(planeNormal, planeNormal));
}
void computeRotCS(Point3d* xax, Point3d* yax, const Point3d* n)
{
xax->x = -n->y + n->z; // get any cross product
xax->y = +n->x + n->z;
xax->z = -n->x - n->y;
if(fabs(xax->x) < 0.0000001 && fabs(xax->y) < 0.0000001 && fabs(xax->z) < 0.0000001)
{
xax->x = -n->y - n->z; // get any cross product (complementar)
xax->y = +n->x - n->z;
xax->z = +n->x + n->y;
}
*xax = xax->normalize();
*yax = cross(*n, *xax);
}
bool lineLineIntersect(double* k, double* l, Point3d* llis, Point3d* lli1, Point3d* lli2, const Point3d& p1,
const Point3d& p2, const Point3d& p3, const Point3d& p4)
{
/*
% [pa, pb, mua, mub] = LineLineIntersect(p1,p2,p3,p4)
%
% Calculates the line segment pa_pb that is the shortest route
% between two lines p1_p2 and p3_p4. Calculates also the values of
% mua and mub where
% pa = p1 + mua (p2 - p1)
% pb = p3 + mub (p4 - p3)
%
% Returns a MATLAB error if no solution exists.
%
% This a simple conversion to MATLAB of the C code posted by Paul
% Bourke at
% http://astronomy.swin.edu.au/~pbourke/geometry/lineline3d/. The
% author of this all too imperfect translation is Cristian Dima
% (csd@cmu.edu)
*/
double d1343, d4321, d1321, d4343, d2121, denom, numer, p13[3], p43[3], p21[3], pa[3], pb[3], muab[2];
p13[0] = p1.x - p3.x;
p13[1] = p1.y - p3.y;
p13[2] = p1.z - p3.z;
p43[0] = p4.x - p3.x;
p43[1] = p4.y - p3.y;
p43[2] = p4.z - p3.z;
if((fabs(p43[0]) < FLT_EPSILON) && (fabs(p43[1]) < FLT_EPSILON) && (fabs(p43[2]) < FLT_EPSILON))
{
return false;
}
p21[0] = p2.x - p1.x;
p21[1] = p2.y - p1.y;
p21[2] = p2.z - p1.z;
if((fabs(p21[0]) < FLT_EPSILON) && (fabs(p21[1]) < FLT_EPSILON) && (fabs(p21[2]) < FLT_EPSILON))
{
return false;
}
d1343 = p13[0] * p43[0] + p13[1] * p43[1] + p13[2] * p43[2];
d4321 = p43[0] * p21[0] + p43[1] * p21[1] + p43[2] * p21[2];
d1321 = p13[0] * p21[0] + p13[1] * p21[1] + p13[2] * p21[2];
d4343 = p43[0] * p43[0] + p43[1] * p43[1] + p43[2] * p43[2];
d2121 = p21[0] * p21[0] + p21[1] * p21[1] + p21[2] * p21[2];
denom = d2121 * d4343 - d4321 * d4321;
if(fabs(denom) < FLT_EPSILON)
{
return false;
}
numer = d1343 * d4321 - d1321 * d4343;
muab[0] = numer / denom;
muab[1] = (d1343 + d4321 * muab[0]) / d4343;
pa[0] = p1.x + muab[0] * p21[0];
pa[1] = p1.y + muab[0] * p21[1];
pa[2] = p1.z + muab[0] * p21[2];
pb[0] = p3.x + muab[1] * p43[0];
pb[1] = p3.y + muab[1] * p43[1];
pb[2] = p3.z + muab[1] * p43[2];
Point3d S;
llis->x = (pa[0] + pb[0]) / 2.0;
llis->y = (pa[1] + pb[1]) / 2.0;
llis->z = (pa[2] + pb[2]) / 2.0;
*k = muab[0];
*l = muab[1];
lli1->x = pa[0];
lli1->y = pa[1];
lli1->z = pa[2];
lli2->x = pb[0];
lli2->y = pb[1];
lli2->z = pb[2];
return true;
}
bool lineLineIntersect(Point3d& out, const Point3d& p1, const Point3d& v1, const Point3d& p2, const Point3d& v2)
{
double k, l;
Point3d lli1, lli2;
Point3d p1v1 = p1 + v1;
Point3d p2v2 = p2 + v2;
return lineLineIntersect(&k, &l, &out, &lli1, &lli2, p1, p1v1, p2, p2v2);
}
Point3d linePlaneIntersect(const Point3d& linePoint, const Point3d& lineVect, const Point3d& planePoint,
const Point3d& planeNormal)
{
const double planePoint_x = planePoint.x;
const double planePoint_y = planePoint.y;
const double planePoint_z = planePoint.z;
const double planeNormal_x = planeNormal.x;
const double planeNormal_y = planeNormal.y;
const double planeNormal_z = planeNormal.z;
const double linePoint_x = linePoint.x;
const double linePoint_y = linePoint.y;
const double linePoint_z = linePoint.z;
const double lineVect_x = lineVect.x;
const double lineVect_y = lineVect.y;
const double lineVect_z = lineVect.z;
const double k = ((planePoint_x * planeNormal_x + planePoint_y * planeNormal_y + planePoint_z * planeNormal_z) - (planeNormal_x * linePoint_x + planeNormal_y * linePoint_y + planeNormal_z * linePoint_z)) / (planeNormal_x * lineVect_x + planeNormal_y * lineVect_y + planeNormal_z * lineVect_z);
return linePoint + lineVect * k;
//---KP---double k = (dot(planePoint, planeNormal) - dot(planeNormal, linePoint)) / dot(planeNormal, lineVect);
//---KP---return linePoint + lineVect * k;
}
void linePlaneIntersect(Point3d* out, const Point3d* linePoint, const Point3d* lineVect, const Point3d* planePoint,
const Point3d* planeNormal)
{
const double planePoint_x = planePoint->x;
const double planePoint_y = planePoint->y;
const double planePoint_z = planePoint->z;
const double planeNormal_x = planeNormal->x;
const double planeNormal_y = planeNormal->y;
const double planeNormal_z = planeNormal->z;
const double linePoint_x = linePoint->x;
const double linePoint_y = linePoint->y;
const double linePoint_z = linePoint->z;
const double lineVect_x = lineVect->x;
const double lineVect_y = lineVect->y;
const double lineVect_z = lineVect->z;
const double k = ((planePoint_x * planeNormal_x + planePoint_y * planeNormal_y + planePoint_z * planeNormal_z) - (planeNormal_x * linePoint_x + planeNormal_y * linePoint_y + planeNormal_z * linePoint_z)) / (planeNormal_x * lineVect_x + planeNormal_y * lineVect_y + planeNormal_z * lineVect_z);
out->x = linePoint_x + (lineVect_x) * k;
out->y = linePoint_y + (lineVect_y) * k;
out->z = linePoint_z + (lineVect_z) * k;
//---KP---double k = (dot(*planePoint, *planeNormal) - dot(*planeNormal, *linePoint)) / dot(*planeNormal, *lineVect);
//---KP---*out = *linePoint + (*lineVect) * k;
}
// this angle is always between 0 and 180
double angleBetwV1andV2(const Point3d& iV1, const Point3d& iV2)
{
Point3d V1, V2;
V1 = iV1.normalize();
V2 = iV2.normalize();
const double a = acos((double)(V1.x * V2.x + V1.y * V2.y + V1.z * V2.z));
if(std::isnan(a))
return 0.0;
return fabs(a / (M_PI / 180.0));
}
double angleBetwABandAC(const Point3d& A, const Point3d& B, const Point3d& C)
{
Point3d V1 = B - A;
Point3d V2 = C - A;
return angleBetwV1andV2(V1, V2);
}
void rotPointAroundVect(double* out, const double* X, const double* vect, const double angle)
{
double ux, uy, uz, vx, vy, vz, wx, wy, wz, sa, ca, x, y, z, u, v, w;
double sizeX = sqrt(X[0] * X[0] + X[1] * X[1] + X[2] * X[2]);
x = X[0] / sizeX;
y = X[1] / sizeX;
z = X[2] / sizeX;
u = vect[0];
v = vect[1];
w = vect[2];
/*Rotate the point (x,y,z) around the vector (u,v,w)*/
ux = u * x;
uy = u * y;
uz = u * z;
vx = v * x;
vy = v * y;
vz = v * z;
wx = w * x;
wy = w * y;
wz = w * z;
sa = sin((double)angle * (M_PI / 180.0));
ca = cos((double)angle * (M_PI / 180.0));
x = u * (ux + vy + wz) + (x * (v * v + w * w) - u * (vy + wz)) * ca + (-wy + vz) * sa;
y = v * (ux + vy + wz) + (y * (u * u + w * w) - v * (ux + wz)) * ca + (wx - uz) * sa;
z = w * (ux + vy + wz) + (z * (u * u + v * v) - w * (ux + vy)) * ca + (-vx + uy) * sa;
u = sqrt(x * x + y * y + z * z);
x /= u;
y /= u;
z /= u;
out[0] = x * sizeX;
out[1] = y * sizeX;
out[2] = z * sizeX;
}
void rotPointAroundVect(Point3d* out, const Point3d* X, const Point3d* vect, const double angle)
{
double o[3];
double dX[3] = {(double)X->x, (double)X->y, (double)X->z};
double dvect[3] = {(double)vect->x, (double)vect->y, (double)vect->z};
rotPointAroundVect(o, dX, dvect, angle);
out->x = o[0];
out->y = o[1];
out->z = o[2];
}
Point2d getLineTriangleIntersectBarycCoords(Point3d* P, const Point3d* A, const Point3d* B, const Point3d* C,
const Point3d* linePoint, const Point3d* lineVect)
{
// flat code instead of all functions calls to improve performances
const double A_x = A->x;
const double A_y = A->y;
const double A_z = A->z;
const double linePoint_x = linePoint->x;
const double linePoint_y = linePoint->y;
const double linePoint_z = linePoint->z;
const double lineVect_x = lineVect->x;
const double lineVect_y = lineVect->y;
const double lineVect_z = lineVect->z;
const double v0_x = C->x - A_x;
const double v0_y = C->y - A_y;
const double v0_z = C->z - A_z;
const double v1_x = B->x - A_x;
const double v1_y = B->y - A_y;
const double v1_z = B->z - A_z;
const double _n_x = v0_y * v1_z - v0_z * v1_y;
const double _n_y = v0_z * v1_x - v0_x * v1_z;
const double _n_z = v0_x * v1_y - v0_y * v1_x;
const double k = ((A_x * _n_x + A_y * _n_y + A_z * _n_z) - (_n_x * linePoint_x + _n_y * linePoint_y + _n_z * linePoint_z)) / (_n_x * lineVect_x + _n_y * lineVect_y + _n_z * lineVect_z);
const double P_x = linePoint_x + lineVect_x * k;
const double P_y = linePoint_y + lineVect_y * k;
const double P_z = linePoint_z + lineVect_z * k;
// Compute vectors
const double v2_x = P_x - A_x;
const double v2_y = P_y - A_y;
const double v2_z = P_z - A_z;
// Compute dot products
const double dot00 = (v0_x * v0_x + v0_y * v0_y + v0_z * v0_z);
const double dot01 = (v0_x * v1_x + v0_y * v1_y + v0_z * v1_z);
const double dot02 = (v0_x * v2_x + v0_y * v2_y + v0_z * v2_z);
const double dot11 = (v1_x * v1_x + v1_y * v1_y + v1_z * v1_z);
const double dot12 = (v1_x * v2_x + v1_y * v2_y + v1_z * v2_z);
// Compute barycentric coordinates
const double invDenom = 1.0 / (dot00 * dot11 - dot01 * dot01);
const double u = (dot11 * dot02 - dot01 * dot12) * invDenom;
const double v = (dot00 * dot12 - dot01 * dot02) * invDenom;
P->x = P_x;
P->y = P_y;
P->z = P_z;
/*
const Point3d v0 = *C - *A;
const Point3d v1 = *B - *A;
const Point3d n = cross(v0.normalize(), v1.normalize()).normalize();
linePlaneIntersect(P, linePoint, lineVect, A, &n);
// Compute vectors
const Point3d v2 = *P - *A;
// Compute dot products
const double dot00 = dot(v0, v0);
const double dot01 = dot(v0, v1);
const double dot02 = dot(v0, v2);
const double dot11 = dot(v1, v1);
const double dot12 = dot(v1, v2);
// Compute barycentric coordinates
const double invDenom = 1.0 / (dot00 * dot11 - dot01 * dot01);
const double u = (dot11 * dot02 - dot01 * dot12) * invDenom;
const double v = (dot00 * dot12 - dot01 * dot02) * invDenom;
*/
// Check if point is in triangle
return Point2d(u, v);
}
bool isLineInTriangle(Point3d* P, const Point3d* A, const Point3d* B, const Point3d* C, const Point3d* linePoint,
const Point3d* lineVect)
{
return isPointInTriangle(getLineTriangleIntersectBarycCoords(P, A, B, C, linePoint, lineVect));
}
bool isLineSegmentInTriangle(Point3d& lpi, const Point3d& A, const Point3d& B, const Point3d& C,
const Point3d& linePoint1, const Point3d& linePoint2)
{
Point3d v0 = C - A;
Point3d v1 = B - A;
Point3d n = cross(v0.normalize(), v1.normalize()).normalize();
Point3d lineVect = linePoint2 - linePoint1;
// linePlaneIntersect(&P, linePoint, lineVect, A, &n);
const double k = (dot(A, n) - dot(n, linePoint1)) / dot(n, lineVect);
lpi = linePoint1 + lineVect * k;
// Compute vectors
const Point3d v2 = lpi - A;
// Compute dot products
const double dot00 = dot(v0, v0);
const double dot01 = dot(v0, v1);
const double dot02 = dot(v0, v2);
const double dot11 = dot(v1, v1);
const double dot12 = dot(v1, v2);
// Compute barycentric coordinates
const double invDenom = 1.0 / (dot00 * dot11 - dot01 * dot01);
const double u = (dot11 * dot02 - dot01 * dot12) * invDenom;
const double v = (dot00 * dot12 - dot01 * dot02) * invDenom;
// Check if point is in triangle
return (k >= 0.0) && (k <= 1.0) && (u > 0.0) && (v > 0.0) && (u + v < 1.0);
}
// P = A + u * (C - A) + v * (B - A)
Point2d computeBarycentricCoordinates(const Point2d& A, const Point2d& B, const Point2d& C, const Point2d& P)
{
// http://www.blackpawn.com/texts/pointinpoly/default.html
const Point2d v0 = C - A;
const Point2d v1 = B - A;
const Point2d v2 = P - A;
// Compute dot products
const double dot00 = dot(v0, v0);
const double dot01 = dot(v0, v1);
const double dot02 = dot(v0, v2);
const double dot11 = dot(v1, v1);
const double dot12 = dot(v1, v2);
// Compute barycentric coordinates
const double invDenom = 1.0 / (dot00 * dot11 - dot01 * dot01);
const double u = (dot11 * dot02 - dot01 * dot12) * invDenom;
const double v = (dot00 * dot12 - dot01 * dot02) * invDenom;
return Point2d(u, v);
}
bool isPointInTriangle(const Point2d& barycUv)
{
// Check if point is in triangle
return (barycUv.x >= 0.0) && (barycUv.y >= 0.0) && (barycUv.x + barycUv.y <= 1.0);
}
bool isPointInTriangle(const Point2d& A, const Point2d& B, const Point2d& C, const Point2d& P)
{
// Check if point is in triangle
return isPointInTriangle(computeBarycentricCoordinates(A, B, C, P));
}
bool lineSegmentsIntersect2DTest(const Point2d& A, const Point2d& B, const Point2d& C, const Point2d& D)
{
const double r = ((A.y - C.y) * (D.x - C.x) - (A.x - C.x) * (D.y - C.y)) /
((B.x - A.x) * (D.y - C.y) - (B.y - A.y) * (D.x - C.x));
const double s = ((A.y - C.y) * (B.x - A.x) - (A.x - C.x) * (B.y - A.y)) /
((B.x - A.x) * (D.y - C.y) - (B.y - A.y) * (D.x - C.x));
return ((r >= 0.0) && (r <= 1.0) && (s >= 0.0) && (s <= 1.0));
}
bool lineSegmentsIntersect2DTest(Point2d& S, const Point2d& A, const Point2d& B, const Point2d& C, const Point2d& D)
{
const double r = ((A.y - C.y) * (D.x - C.x) - (A.x - C.x) * (D.y - C.y)) /
((B.x - A.x) * (D.y - C.y) - (B.y - A.y) * (D.x - C.x));
const double s = ((A.y - C.y) * (B.x - A.x) - (A.x - C.x) * (B.y - A.y)) /
((B.x - A.x) * (D.y - C.y) - (B.y - A.y) * (D.x - C.x));
S = A + (B - A) * r;
return ((r >= 0.0) && (r <= 1.0) && (s >= 0.0) && (s <= 1.0));
}
bool ccw_tri_tri_intersection_2d(const Point2d& p1, const Point2d& q1, const Point2d& r1, const Point2d& p2,
const Point2d& q2, const Point2d& r2)
{
if(ORIENT_2D(p2, q2, p1) > 0.0f)
{
if(ORIENT_2D(q2, r2, p1) > 0.0f)
{
if(ORIENT_2D(r2, p2, p1) > 0.0f)
return true;
else
INTERSECTION_TEST_EDGE(p1, q1, r1, p2, q2, r2)
}
else
{
if(ORIENT_2D(r2, p2, p1) > 0.0f)
INTERSECTION_TEST_EDGE(p1, q1, r1, r2, p2, q2)
else
INTERSECTION_TEST_VERTEX(p1, q1, r1, p2, q2, r2)
}
}
else
{
if(ORIENT_2D(q2, r2, p1) > 0.0f)
{
if(ORIENT_2D(r2, p2, p1) > 0.0f)
INTERSECTION_TEST_EDGE(p1, q1, r1, q2, r2, p2)
else
INTERSECTION_TEST_VERTEX(p1, q1, r1, q2, r2, p2)
}
else
INTERSECTION_TEST_VERTEX(p1, q1, r1, r2, p2, q2)
}
}
bool TrianglesOverlap(const Point2d* t1, const Point2d* t2)
{
if(ORIENT_2D(t1[0], t1[1], t1[2]) < 0.0f)
if(ORIENT_2D(t2[0], t2[1], t2[2]) < 0.0f)
return ccw_tri_tri_intersection_2d(t1[0], t1[2], t1[1], t2[0], t2[2], t2[1]);
else
return ccw_tri_tri_intersection_2d(t1[0], t1[2], t1[1], t2[0], t2[1], t2[2]);
else if(ORIENT_2D(t2[0], t2[1], t2[2]) < 0.0f)
return ccw_tri_tri_intersection_2d(t1[0], t1[1], t1[2], t2[0], t2[2], t2[1]);
else
return ccw_tri_tri_intersection_2d(t1[0], t1[1], t1[2], t2[0], t2[1], t2[2]);
}
bool interectsTriangleTriangle(const Point3d* tri1, const Point3d* tri2)
{
bool ok = (bool)tri_tri_intersect(tri1[0].m, tri1[1].m, tri1[2].m, tri2[0].m, tri2[1].m, tri2[2].m);
return ok;
}
} // namespace aliceVision