Barycentric coordinates: Difference between revisions
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(use glm) |
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// Compute barycentric coordinates (u, v, w) for |
// Compute barycentric coordinates (u, v, w) for |
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// point p with respect to triangle (a, b, c) |
// point p with respect to triangle (a, b, c) |
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glm::vec3 barycentric(glm::vec3 a, glm::vec3 b, glm::vec3 c, glm::vec3 p) |
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void Barycentric(Point p, Point a, Point b, Point c, float &u, float &v, float &w) |
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{ |
{ |
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auto v0 = b - a; |
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auto v1 = c - a; |
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auto v2 = p - a; |
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⚫ | |||
float |
float d00 = glm::dot(v0, v0); |
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float |
float d01 = glm::dot(v0, v1); |
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float d11 = glm::dot(v1, v1); |
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float d20 = glm::dot(v2, v0); |
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float d21 = glm::dot(v2, v1); |
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float denom = d00 * d11 - d01 * d01; |
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float v = (d11 * d20 - d01 * d21) / denom; |
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float w = (d00 * d21 - d01 * d20) / denom; |
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⚫ | |||
return glm::vec3(u, v, w); |
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} |
} |
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</source> |
</source> |
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<source lang="C++"> |
<source lang="C++"> |
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// https://stackoverflow.com/a/11262425 |
// https://stackoverflow.com/a/11262425 |
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glm::vec3 cartesian(glm::vec3 a, glm::vec3 b, glm::vec3 c, glm::vec3 p) |
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Vector3d Tri::cartesian(const Vector3d& barycentric) const |
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{ |
{ |
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return |
return a * p.x + b * p.y + c * p.z; |
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} |
} |
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</source> |
</source> |
Revision as of 13:43, 29 December 2019
Conversion from cartesian
// https://gamedev.stackexchange.com/a/23745
// Compute barycentric coordinates (u, v, w) for
// point p with respect to triangle (a, b, c)
glm::vec3 barycentric(glm::vec3 a, glm::vec3 b, glm::vec3 c, glm::vec3 p)
{
auto v0 = b - a;
auto v1 = c - a;
auto v2 = p - a;
float d00 = glm::dot(v0, v0);
float d01 = glm::dot(v0, v1);
float d11 = glm::dot(v1, v1);
float d20 = glm::dot(v2, v0);
float d21 = glm::dot(v2, v1);
float denom = d00 * d11 - d01 * d01;
float v = (d11 * d20 - d01 * d21) / denom;
float w = (d00 * d21 - d01 * d20) / denom;
float u = 1.0f - v - w;
return glm::vec3(u, v, w);
}
Conversion to cartesian
// https://stackoverflow.com/a/11262425
glm::vec3 cartesian(glm::vec3 a, glm::vec3 b, glm::vec3 c, glm::vec3 p)
{
return a * p.x + b * p.y + c * p.z;
}