/******************************************************************************** * ReactPhysics3D physics library, http://www.reactphysics3d.com * * Copyright (c) 2010-2015 Daniel Chappuis * ********************************************************************************* * * * This software is provided 'as-is', without any express or implied warranty. * * In no event will the authors be held liable for any damages arising from the * * use of this software. * * * * Permission is granted to anyone to use this software for any purpose, * * including commercial applications, and to alter it and redistribute it * * freely, subject to the following restrictions: * * * * 1. The origin of this software must not be misrepresented; you must not claim * * that you wrote the original software. If you use this software in a * * product, an acknowledgment in the product documentation would be * * appreciated but is not required. * * * * 2. Altered source versions must be plainly marked as such, and must not be * * misrepresented as being the original software. * * * * 3. This notice may not be removed or altered from any source distribution. * * * ********************************************************************************/ // Libraries #include "mathematics_functions.h" #include "Vector3.h" using namespace reactphysics3d; /// Compute the barycentric coordinates u, v, w of a point p inside the triangle (a, b, c) /// This method uses the technique described in the book Real-Time collision detection by /// Christer Ericson. void reactphysics3d::computeBarycentricCoordinatesInTriangle(const Vector3& a, const Vector3& b, const Vector3& c, const Vector3& p, decimal& u, decimal& v, decimal& w) { const Vector3 v0 = b - a; const Vector3 v1 = c - a; const Vector3 v2 = p - a; decimal d00 = v0.dot(v0); decimal d01 = v0.dot(v1); decimal d11 = v1.dot(v1); decimal d20 = v2.dot(v0); decimal d21 = v2.dot(v1); decimal denom = d00 * d11 - d01 * d01; v = (d11 * d20 - d01 * d21) / denom; w = (d00 * d21 - d01 * d20) / denom; u = decimal(1.0) - v - w; } // Clamp a vector such that it is no longer than a given maximum length Vector3 reactphysics3d::clamp(const Vector3& vector, decimal maxLength) { if (vector.lengthSquare() > maxLength * maxLength) { return vector.getUnit() * maxLength; } return vector; }