BEPUphysics.CollisionTests.CollisionAlgorithms.GJK.SimpleSimplex.GetPointOnTriangleClosestToOrigin C# (CSharp) Method

GetPointOnTriangleClosestToOrigin() public method

Gets the closest point on the triangle to the origin.
public GetPointOnTriangleClosestToOrigin ( Microsoft.Xna.Framework.Vector3 &point ) : void
point Microsoft.Xna.Framework.Vector3 Closest point.
return void
        public void GetPointOnTriangleClosestToOrigin(out Vector3 point)
        {
            Vector3 ab, ac;
            Vector3.Subtract(ref B, ref A, out ab);
            Vector3.Subtract(ref C, ref A, out ac);
            //The point we are comparing against the triangle is 0,0,0, so instead of storing an "A->P" vector,
            //just use -A.
            //Same for B->, C->P...

            //CAN'T BE IN A'S REGION.

            //CAN'T BE IN B'S REGION.

            //CAN'T BE IN AB'S REGION.

            //Check to see if it's outside C.
            //TODO: Note that in a boolean-style GJK, it shouldn't be possible to be outside C.
            float d5, d6;
            Vector3.Dot(ref ab, ref C, out d5);
            Vector3.Dot(ref ac, ref C, out d6);
            d5 = -d5;
            d6 = -d6;
            if (d6 >= 0f && d5 <= d6)
            {
                //It is C!
                State = SimplexState.Point;
                A = C;
                point = A;
                return;
            }

            //Check if it's outside AC.            
            float d1, d2;
            Vector3.Dot(ref ab, ref A, out d1);
            Vector3.Dot(ref ac, ref A, out d2);
            d1 = -d1;
            d2 = -d2;
            float vb = d5 * d2 - d1 * d6;
            if (vb <= 0f && d2 > 0f && d6 < 0f) //Note > instead of >= and < instead of <=; prevents bad denominator
            {
                //Get rid of B.  Compress C into B.
                State = SimplexState.Segment;
                B = C;
                float V = d2 / (d2 - d6);
                Vector3.Multiply(ref ac, V, out point);
                Vector3.Add(ref point, ref A, out point);
                return;
            }

            //Check if it's outside BC.
            float d3, d4;
            Vector3.Dot(ref ab, ref B, out d3);
            Vector3.Dot(ref ac, ref B, out d4);
            d3 = -d3;
            d4 = -d4;
            float va = d3 * d6 - d5 * d4;
            float d3d4;
            float d6d5;
            if (va <= 0f && (d3d4 = d4 - d3) > 0f && (d6d5 = d5 - d6) > 0f)//Note > instead of >= and < instead of <=; prevents bad denominator
            {
                //Throw away A.  C->A.
                //TODO: Does B->A, C->B work better?
                State = SimplexState.Segment;
                A = C;
                float U = d3d4 / (d3d4 + d6d5);

                Vector3 bc;
                Vector3.Subtract(ref C, ref B, out bc);
                Vector3.Multiply(ref bc, U, out point);
                Vector3.Add(ref point, ref B, out point);
                return;
            }


            //On the face of the triangle.
            float vc = d1 * d4 - d3 * d2;
            float denom = 1f / (va + vb + vc);
            float v = vb * denom;
            float w = vc * denom;

            Vector3.Multiply(ref ab, v, out point);
            Vector3 acw;
            Vector3.Multiply(ref ac, w, out acw);
            Vector3.Add(ref A, ref point, out point);
            Vector3.Add(ref point, ref acw, out point);




        }