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/* ResidualVM - A 3D game interpreter
*
* ResidualVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the AUTHORS
* file distributed with this source distribution.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#include "engines/stark/resources/floorface.h"
#include "engines/stark/debug.h"
#include "engines/stark/formats/xrc.h"
#include "engines/stark/resources/floor.h"
namespace Stark {
namespace Resources {
FloorFace::FloorFace(Object *parent, byte subType, uint16 index, const Common::String &name) :
Object(parent, subType, index, name),
_distanceFromCamera(0),
_unk2(0) {
_type = TYPE;
for (uint i = 0; i < ARRAYSIZE(_indices); i++) {
_indices[i] = 0;
}
}
FloorFace::~FloorFace() {
}
bool FloorFace::isPointInside(const Math::Vector3d &point) const {
// Compute the barycentric coordinates of the point in the triangle
float area = 1.0f / 2.0f
* (-_vertices[1].y() * _vertices[2].x()
+ _vertices[0].y() * (-_vertices[1].x() + _vertices[2].x())
+ _vertices[0].x() * (_vertices[1].y() - _vertices[2].y())
+ _vertices[1].x() * _vertices[2].y());
float s = (_vertices[0].y() * _vertices[2].x() - _vertices[0].x() * _vertices[2].y()
+ (_vertices[2].y() - _vertices[0].y()) * point.x()
+ (_vertices[0].x() - _vertices[2].x()) * point.y())
/ (2.0f * area);
float t = (_vertices[0].x() * _vertices[1].y() - _vertices[0].y() * _vertices[1].x()
+ (_vertices[0].y() - _vertices[1].y()) * point.x()
+ (_vertices[1].x() - _vertices[0].x()) * point.y())
/ (2.0f * area);
// Check the coordinates are in the triangle
return s > 0.0f && t > 0.0f && (1.0f - s - t) > 0.0f;
}
void FloorFace::computePointHeight(Math::Vector3d &point) const {
// Compute the barycentric coordinates of the point in the triangle
float area = 1.0f / 2.0f
* (-_vertices[1].y() * _vertices[2].x()
+ _vertices[0].y() * (-_vertices[1].x() + _vertices[2].x())
+ _vertices[0].x() * (_vertices[1].y() - _vertices[2].y())
+ _vertices[1].x() * _vertices[2].y());
float s = (_vertices[0].y() * _vertices[2].x() - _vertices[0].x() * _vertices[2].y()
+ (_vertices[2].y() - _vertices[0].y()) * point.x()
+ (_vertices[0].x() - _vertices[2].x()) * point.y())
/ (2.0f * area);
float t = (_vertices[0].x() * _vertices[1].y() - _vertices[0].y() * _vertices[1].x()
+ (_vertices[0].y() - _vertices[1].y()) * point.x()
+ (_vertices[1].x() - _vertices[0].x()) * point.y())
/ (2.0f * area);
// Compute the Z coordinate of the point
float pointZ = (1.0f - s - t) * _vertices[0].z() + s * _vertices[1].z() + t * _vertices[2].z();
point.setValue(2, pointZ);
}
bool FloorFace::intersectRay(const Math::Ray &ray, Math::Vector3d &intersection) const {
// Compute the triangle plane normal
Math::Vector3d n = Math::Vector3d::crossProduct(_vertices[1] - _vertices[0], _vertices[2] - _vertices[0]);
if (n == Math::Vector3d()) {
return false; // We don't handle degenerate triangles
}
// Point on triangle plane: dot(P - _vertices[0], n) = 0
// Point on ray: P = origin + r * direction
// Point on both => r = - dot(n, origin - _vertices[0]) / dot(n, direction)
float num = -Math::Vector3d::dotProduct(n, ray.getOrigin() - _vertices[0]);
float denom = Math::Vector3d::dotProduct(n, ray.getDirection());
if (fabs(denom) < 0.00001) {
// The ray is parallel to the plane
return false;
}
float r = num / denom;
if (r < 0.0) {
// The ray goes away from the triangle
return false;
}
// Compute the intersection point between the triangle plane and the ray
intersection = ray.getOrigin() + r * ray.getDirection();
// Check the intersection point is inside the triangle
return isPointInside(intersection);
}
float FloorFace::distanceToRay(const Math::Ray &ray) const {
Math::Vector3d center = getCenter();
return Math::Vector3d::crossProduct(ray.getDirection(), center - ray.getOrigin()).getMagnitude();
}
float FloorFace::getDistanceFromCamera() const {
return _distanceFromCamera;
}
int16 FloorFace::getVertexIndex(int32 index) const {
assert(index < 3);
return _indices[index];
}
void FloorFace::addEdge(FloorEdge *edge) {
_edges.push_back(edge);
}
Common::Array<FloorEdge *> FloorFace::getEdges() const {
return _edges;
}
FloorEdge *FloorFace::findNearestEdge(const Math::Vector3d &point) const {
float minDistance = -1;
FloorEdge *edge = nullptr;
for (uint i = 0; i < _edges.size(); i++) {
if (!_edges[i]->isEnabled()) {
continue;
}
float distance = (point - _edges[i]->getPosition()).getSquareMagnitude();
if (!edge || distance < minDistance) {
minDistance = distance;
edge = _edges[i];
}
}
return edge;
}
Math::Vector3d FloorFace::getCenter() const {
return (_vertices[0] + _vertices[1] + _vertices[2]) / 3.0;
}
bool FloorFace::hasVertices() const {
return _indices[0] != 0 || _indices[1] != 0 || _indices[2] != 0;
}
void FloorFace::enable(bool e) {
for (uint i = 0; i < _edges.size(); i++) {
_edges[i]->enable(e);
}
}
void FloorFace::readData(Formats::XRCReadStream *stream) {
for (uint i = 0; i < ARRAYSIZE(_indices); i++) {
_indices[i] = stream->readSint16LE();
}
_distanceFromCamera = stream->readFloat();
for (uint i = 0; i < ARRAYSIZE(_indices); i++) {
stream->readSint16LE(); // Skipped in the original
}
_unk2 = stream->readFloat();
}
void FloorFace::onAllLoaded() {
Object::onAllLoaded();
Floor *floor = Object::cast<Floor>(_parent);
for (uint i = 0; i < ARRAYSIZE(_indices); i++) {
_vertices[i] = floor->getVertex(_indices[i]);
}
}
void FloorFace::printData() {
debug("indices: %d %d %d, distanceFromCamera %f, unk2 %f", _indices[0], _indices[1], _indices[2], _distanceFromCamera, _unk2);
}
} // End of namespace Resources
} // End of namespace Stark
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