| 12345678910111213141516171819202122232425262728293031323334353637383940414243444546474849 |
- /*
- * Copyright (c) Contributors to the Open 3D Engine Project.
- * For complete copyright and license terms please see the LICENSE at the root of this distribution.
- *
- * SPDX-License-Identifier: Apache-2.0 OR MIT
- *
- */
- #pragma once
- #include <AzCore/Math/Vector3.h>
- namespace UnitTest::IntersectTest
- {
- // Implementation of the Moller Trumbore ray/triangle intersection algorithm.
- // ( https://en.wikipedia.org/wiki/M%C3%B6ller%E2%80%93Trumbore_intersection_algorithm )
- // This is used for cross-verifying that our current ray/triangle intersection logic produces consistent results with other
- // ray/triangle intersection algorithms and to provide comparative timing benchmarks between different algorithms.
- // One-sided version of the algorithm, using counter-clockwise triangle winding.
- bool MollerTrumboreIntersectSegmentTriangleCCW(
- const AZ::Vector3& p, const AZ::Vector3& q,
- const AZ::Vector3& a, const AZ::Vector3& b, const AZ::Vector3& c,
- AZ::Vector3& triNormal, float& t);
- // Two-sided version of the algorithm
- bool MollerTrumboreIntersectSegmentTriangle(
- const AZ::Vector3& p, const AZ::Vector3& q,
- const AZ::Vector3& a, const AZ::Vector3& b, const AZ::Vector3& c,
- AZ::Vector3& triNormal, float& t);
- // Implementation of the Arenberg ray/triangle intersection algorithm.
- // ( http://graphics.stanford.edu/pub/Graphics/RTNews/html/rtnews5b.html )
- // This is used for cross-verifying that our current ray/triangle intersection logic produces consistent results with other
- // ray/triangle intersection algorithms and to provide comparative timing benchmarks between different algorithms.
- // One-sided version of the algorithm, using counter-clockwise triangle winding.
- bool ArenbergIntersectSegmentTriangleCCW(
- const AZ::Vector3& p, const AZ::Vector3& q,
- const AZ::Vector3& a, const AZ::Vector3& b, const AZ::Vector3& c,
- AZ::Vector3& triNormal, float& t);
- // Two-sided version of the algorithm
- bool ArenbergIntersectSegmentTriangle(
- const AZ::Vector3& p, const AZ::Vector3& q,
- const AZ::Vector3& a, const AZ::Vector3& b, const AZ::Vector3& c,
- AZ::Vector3& triNormal, float& t);
- } // namespace UnitTest
|