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PicoGK_MeshMath.cs
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PicoGK_MeshMath.cs
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//
// SPDX-License-Identifier: Apache-2.0
//
// PicoGK ("peacock") is a compact software kernel for computational geometry,
// specifically for use in Computational Engineering Models (CEM).
//
// For more information, please visit https://picogk.org
//
// PicoGK is developed and maintained by LEAP 71 - © 2023 by LEAP 71
// https://leap71.com
//
// Computational Engineering will profoundly change our physical world in the
// years ahead. Thank you for being part of the journey.
//
// We have developed this library to be used widely, for both commercial and
// non-commercial projects alike. Therefore, we have released it under a
// permissive open-source license.
//
// The foundation of PicoGK is a thin layer on top of the powerful open-source
// OpenVDB project, which in turn uses many other Free and Open Source Software
// libraries. We are grateful to be able to stand on the shoulders of giants.
//
// LEAP 71 licenses this file to you under the Apache License, Version 2.0
// (the "License"); you may not use this file except in compliance with the
// License. You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, THE SOFTWARE IS
// PROVIDED “AS IS”, WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED.
//
// See the License for the specific language governing permissions and
// limitations under the License.
//
using System.Numerics;
namespace PicoGK
{
public partial class Mesh
{
public bool bFindTriangleFromSurfacePoint( Vector3 vecSurfacePoint,
out int nTriangle)
{
for (int n = 0; n < nTriangleCount(); n++)
{
GetTriangle( n,
out Vector3 vecA,
out Vector3 vecB,
out Vector3 vecC);
if (bPointLiesOnTriangle(vecSurfacePoint, vecA, vecB, vecC))
{
nTriangle = n;
return true;
}
}
nTriangle = int.MaxValue;
return false;
}
static public bool bPointLiesOnTriangle( Vector3 vecP,
Vector3 vecA,
Vector3 vecB,
Vector3 vecC)
{
// Move the triangle so that the point becomes the
// triangles origin
Vector3 a = vecA - vecP;
Vector3 b = vecB - vecP;
Vector3 c = vecC - vecP;
// Compute the normal vectors for triangles:
// u = normal of PBC
// v = normal of PCA
// w = normal of PAB
Vector3 u = Vector3.Cross(b, c);
Vector3 v = Vector3.Cross(c, a);
Vector3 w = Vector3.Cross(a, b);
// Test to see if the normals are facing
// the same direction, return false if not
if (Vector3.Dot(u, v) < 0)
{
return false;
}
if (Vector3.Dot(u, w) < 0)
{
return false;
}
// All normals facing the same way, return true
return true;
}
}
}