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use crate::Plane;
use mini_math::{Point, Vector3};
#[derive(Debug)]
pub struct Triangle {
pub a: Point,
pub b: Point,
pub c: Point,
}
impl Triangle {
pub fn new(a: Point, b: Point, c: Point) -> Self {
Self { a, b, c }
}
pub fn barycentric_coordinates(&self, p: Point) -> Vector3 {
let e0 = self.b - self.a;
let e1 = self.c - self.a;
let e2 = p - self.a;
let d00 = e0.dot(e0);
let d01 = e0.dot(e1);
let d11 = e1.dot(e1);
let d20 = e2.dot(e0);
let d21 = e2.dot(e1);
let denom = 1.0 / (d00 * d11 - d01 * d01);
let v = (d11 * d20 - d01 * d21) * denom;
let w = (d00 * d21 - d01 * d20) * denom;
let u = 1.0 - v - w;
Vector3::new(u, v, w)
}
pub fn coplanar_point_inside(&self, p: Point) -> bool {
let plane = Plane::from(self);
let edge_cross = (self.b - self.a).cross(p - self.a);
if plane.normal.dot(edge_cross) > 0.0 {
return false;
}
let edge_cross = (self.c - self.b).cross(p - self.b);
if plane.normal.dot(edge_cross) > 0.0 {
return false;
}
let edge_cross = (self.a - self.c).cross(p - self.c);
if plane.normal.dot(edge_cross) > 0.0 {
return false;
}
true
}
pub fn point_closest_to(&self, p: Point) -> Point {
let plane = Plane::from(self);
let q = plane.point_closest_to(p);
let coordinates = self.barycentric_coordinates(q);
if coordinates.x >= 0.0 && coordinates.y >= 0.0 && coordinates.z >= 0.0 {
return q;
}
let p0 = Self::point_closest_to_edge(self.a, self.b, p);
let p1 = Self::point_closest_to_edge(self.b, self.c, p);
let p2 = Self::point_closest_to_edge(self.c, self.a, p);
let d0 = (p0 - p).magnitude_squared();
let d1 = (p1 - p).magnitude_squared();
let d2 = (p2 - p).magnitude_squared();
if d0 < d1 && d0 < d2 {
p0
} else if d1 < d0 && d1 < d2 {
p1
} else {
p2
}
}
fn point_closest_to_edge(e0: Point, e1: Point, p: Point) -> Point {
let edge = e1 - e0;
let edge_length = edge.magnitude();
let edge_direction = edge / edge_length;
let diff = p - e0;
let d = diff.dot(edge_direction);
if d < 0.0 {
e0
} else if d > edge_length {
e1
} else {
e0 + edge_direction * d
}
}
}
#[cfg(test)]
mod tests {
use super::*;
#[test]
fn test_closest_point() {
let triangle = Triangle::new(
Point::new(-1.0, 0.0, -1.0),
Point::new(1.0, 0.0, -1.0),
Point::new(0.0, 0.0, 1.0),
);
let p = Point::new(0.0, 1.0, 0.0);
assert_eq!(triangle.point_closest_to(p), Point::new(0.0, 0.0, 0.0));
let p = Point::new(0.0, 1.0, 2.0);
assert_eq!(triangle.point_closest_to(p), Point::new(0.0, 0.0, 1.0));
let p = Point::new(0.0, -1.0, -2.0);
assert_eq!(triangle.point_closest_to(p), Point::new(0.0, 0.0, -1.0));
}
}