lygia
/geometry
/triangle
/closestPoint
)Returns the closest point on the surface of a triangle
Dependencies:
Use:
<vec3> closestDistance(<Triangle> tri, <vec3> _pos)
#ifndef FNC_TRIANGLE_CLOSEST_POINT
#define FNC_TRIANGLE_CLOSEST_POINT
// https://github.com/nmoehrle/libacc/blob/master/primitives.h#L71
vec3 closestPoint(Triangle _tri, vec3 _triNormal, vec3 _pos) {
vec3 ab = _tri.b - _tri.a;
vec3 ac = _tri.c - _tri.a;
vec3 normal = _triNormal;
vec3 p = _pos - dot(_triNormal, _pos - _tri.a) * _triNormal;
vec3 ap = p - _tri.a;
vec3 bcoords = barycentric(ab, ac, ap);
if (bcoords.x < 0.0f) {
vec3 bc = _tri.c - _tri.b;
float n = length( bc );
float t = max(0.0f, min( dot(bc, p - _tri.b)/n, n));
return _tri.b + t / n * bc;
}
if (bcoords.y < 0.0f) {
vec3 ca = _tri.a - _tri.c;
float n = length( ca );
float t = max(0.0f, min( dot(ca, p - _tri.c)/n, n));
return _tri.c + t / n * ca;
}
if (bcoords.z < 0.0f) {
float n = length( ab );
float t = max(0.0f, min( dot(ab, p - _tri.a)/n, n));
return _tri.a + t / n * ab;
}
return (_tri.a * bcoords.x + _tri.b * bcoords.y + _tri.c * bcoords.z);
}
// https://github.com/nmoehrle/libacc/blob/master/primitives.h#L71
vec3 closestPoint(Triangle _tri, vec3 _pos) {
vec3 ab = _tri.b - _tri.a;
vec3 ac = _tri.c - _tri.a;
vec3 normal = normalize( cross(ac,ab) );
vec3 p = _pos - dot(normal, _pos - _tri.a) * normal;
vec3 ap = p - _tri.a;
vec3 bcoords = barycentric(ab, ac, ap);
if (bcoords.x < 0.0f) {
vec3 bc = _tri.c - _tri.b;
float n = length( bc );
float t = max(0.0f, min( dot(bc, p - _tri.b)/n, n));
return _tri.b + t / n * bc;
}
if (bcoords.y < 0.0f) {
vec3 ca = _tri.a - _tri.c;
float n = length( ca );
float t = max(0.0f, min( dot(ca, p - _tri.c)/n, n));
return _tri.c + t / n * ca;
}
if (bcoords.z < 0.0f) {
float n = length( ab );
float t = max(0.0f, min( dot(ab, p - _tri.a)/n, n));
return _tri.a + t / n * ab;
}
return (_tri.a * bcoords.x + _tri.b * bcoords.y + _tri.c * bcoords.z);
}
#endif
Dependencies:
Use:
<float3> closestDistance(<Triangle> tri, <float3> _pos)
#ifndef FNC_TRIANGLE_CLOSEST_POINT
#define FNC_TRIANGLE_CLOSEST_POINT
// https://github.com/nmoehrle/libacc/blob/master/primitives.h#L71
float3 closestPoint(Triangle _tri, float3 _triNormal, float3 _pos) {
float3 ab = _tri.b - _tri.a;
float3 ac = _tri.c - _tri.a;
float3 normal = _triNormal;
float3 p = _pos - dot(_triNormal, _pos - _tri.a) * _triNormal;
float3 ap = p - _tri.a;
float3 bcoords = barycentric(ab, ac, ap);
if (bcoords.x < 0.0f) {
float3 bc = _tri.c - _tri.b;
float n = length( bc );
float t = max(0.0f, min( dot(bc, p - _tri.b)/n, n));
return _tri.b + t / n * bc;
}
if (bcoords.y < 0.0f) {
float3 ca = _tri.a - _tri.c;
float n = length( ca );
float t = max(0.0f, min( dot(ca, p - _tri.c)/n, n));
return _tri.c + t / n * ca;
}
if (bcoords.z < 0.0f) {
float n = length( ab );
float t = max(0.0f, min( dot(ab, p - _tri.a)/n, n));
return _tri.a + t / n * ab;
}
return (_tri.a * bcoords.x + _tri.b * bcoords.y + _tri.c * bcoords.z);
}
// https://github.com/nmoehrle/libacc/blob/master/primitives.h#L71
float3 closestPoint(Triangle _tri, float3 _pos) {
float3 ab = _tri.b - _tri.a;
float3 ac = _tri.c - _tri.a;
float3 normal = normalize( cross(ac,ab) );
float3 p = _pos - dot(normal, _pos - _tri.a) * normal;
float3 ap = p - _tri.a;
float3 bcoords = barycentric(ab, ac, ap);
if (bcoords.x < 0.0f) {
float3 bc = _tri.c - _tri.b;
float n = length( bc );
float t = max(0.0f, min( dot(bc, p - _tri.b)/n, n));
return _tri.b + t / n * bc;
}
if (bcoords.y < 0.0f) {
float3 ca = _tri.a - _tri.c;
float n = length( ca );
float t = max(0.0f, min( dot(ca, p - _tri.c)/n, n));
return _tri.c + t / n * ca;
}
if (bcoords.z < 0.0f) {
float n = length( ab );
float t = max(0.0f, min( dot(ab, p - _tri.a)/n, n));
return _tri.a + t / n * ab;
}
return (_tri.a * bcoords.x + _tri.b * bcoords.y + _tri.c * bcoords.z);
}
#endif
Dependencies:
lygia
/geometry
/triangle
/triangle
.glsl
lygia
/geometry
/triangle
/barycentric
.glsl
lygia
/math
/length
.glsl
lygia
/math
/normalize
.glsl
lygia
/math
/operations
.glsl
Use:
<float3> closestDistance(<Triangle> tri, <float3> _pos)
#ifndef FNC_TRIANGLE_CLOSEST_POINT
#define FNC_TRIANGLE_CLOSEST_POINT
// https://github.com/nmoehrle/libacc/blob/master/primitives.h#L71
inline __host__ __device__ float3 closestPoint(const Triangle& _tri, const float3& _triNormal, const float3& _pos) {
float3 ab = _tri.b - _tri.a;
float3 ac = _tri.c - _tri.a;
float3 p = _pos - dot(_triNormal, _pos - _tri.a) * _triNormal;
float3 ap = p - _tri.a;
float3 bcoords = barycentric(ab, ac, ap);
if (bcoords.x < 0.0f) {
float3 bc = _tri.c - _tri.b;
float n = length( bc );
float t = max(0.0f, min( dot(bc, p - _tri.b)/n, n));
return _tri.b + t / n * bc;
}
if (bcoords.y < 0.0f) {
float3 ca = _tri.a - _tri.c;
float n = length( ca );
float t = max(0.0f, min( dot(ca, p - _tri.c)/n, n));
return _tri.c + t / n * ca;
}
if (bcoords.z < 0.0f) {
float n = length( ab );
float t = max(0.0f, min( dot(ab, p - _tri.a)/n, n));
return _tri.a + t / n * ab;
}
return (_tri.a * bcoords.x + _tri.b * bcoords.y + _tri.c * bcoords.z);
}
// https://github.com/nmoehrle/libacc/blob/master/primitives.h#L71
inline __host__ __device__ float3 closestPoint(const Triangle& _tri, const float3& _pos) {
float3 ab = _tri.b - _tri.a;
float3 ac = _tri.c - _tri.a;
float3 normal = normalize( cross(ac,ab) );
float3 p = _pos - dot(normal, _pos - _tri.a) * normal;
float3 ap = p - _tri.a;
float3 bcoords = barycentric(ab, ac, ap);
if (bcoords.x < 0.0f) {
float3 bc = _tri.c - _tri.b;
float n = length( bc );
float t = max(0.0f, min( dot(bc, p - _tri.b)/n, n));
return _tri.b + t / n * bc;
}
if (bcoords.y < 0.0f) {
float3 ca = _tri.a - _tri.c;
float n = length( ca );
float t = max(0.0f, min( dot(ca, p - _tri.c)/n, n));
return _tri.c + t / n * ca;
}
if (bcoords.z < 0.0f) {
float n = length( ab );
float t = max(0.0f, min( dot(ab, p - _tri.a)/n, n));
return _tri.a + t / n * ab;
}
return (_tri.a * bcoords.x + _tri.b * bcoords.y + _tri.c * bcoords.z);
}
#endif
LYGIA is dual-licensed under the Prosperity License and the Patron License for sponsors and contributors.
Sponsors and contributors are automatically added to the Patron License and they can ignore the any non-commercial rule of the Prosperity Licensed software (please take a look to the exception).
It's also possible to get a permanent comercial license hook to a single and specific version of LYGIA.
Sign up for the news letter bellow, joing the LYGIA's channel on Discord or follow the Github repository