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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* 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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
#include "tetraedge/te/te_ray_intersection.h"
namespace Tetraedge {
namespace TeRayIntersection {
TePickMesh *getMesh(const TeVector3f32 ¶m_1, const TeVector3f32 ¶m_2, const Common::Array<TePickMesh *> &pickMeshes,
float param_4, float param_5, TeVector3f32 *param_6) {
error("TODO: implement TeRayIntersection::getMesh");
}
/*
// This is a version from https://www.lighthouse3d.com/tutorials/maths/ray-triangle-intersection/
int intersect(const TeVector3f32 &p, const TeVector3f32 &d, const TeVector3f32 &v0,
const TeVector3f32 &v1, const TeVector3f32 &v2, TeVector3f32 &hitPt, float &hitDist) {
const TeVector3f32 e1 = v1 - v0;
const TeVector3f32 e2 = v2 - v0;
const TeVector3f32 h = TeVector3f32::crossProduct(d, e2);
if (h == TeVector3f32())
return -1;
float a = e1.dotProduct(h);
if (fabs(a) < 1e-6f)
return 0;
float f = 1.0f / a;
const TeVector3f32 s = p - v0;
float u = f * s.dotProduct(h);
if (u < 0.0f || u > 1.0f)
return 0;
const TeVector3f32 q = TeVector3f32::crossProduct(s, e1);
float v = f * d.dotProduct(q);
if (v < 0.0f || u + v > 1.0f)
return 0;
float t = f * e2.dotProduct(q);
if (t < 1e-6f)
return 0;
hitDist = t;
hitPt = p + t * d;
return 1;
}*/
/*
int intersect(const TeVector3f32 &rayPos, const TeVector3f32 &rayDir, const TeVector3f32 &v1,
const TeVector3f32 &v2, const TeVector3f32 &v3, TeVector3f32 &vout, float &fout) {
const TeVector3f32 v2_v1 = v2 - v1;
const TeVector3f32 v3_v1 = v3 - v1;
const TeVector3f32 v = v2_v1 ^ v3_v1;
if (v == TeVector3f32(0.0f, 0.0f, 0.0f))
return -1;
int result = -1;
float f1 = v.dotProduct(rayPos - v1);
float f2 = v.dotProduct(rayDir);
if (fabs(f2) > 1e-9) {
f2 = -f1 / f2;
fout = f2;
result = 0;
if (f2 >= 0.0) {
vout = rayPos + (rayDir * f2);
float dot1 = v2_v1.dotProduct(v2_v1);
float dot2 = v2_v1.dotProduct(v3_v1);
float dot3 = v3_v1.dotProduct(v3_v1);
const TeVector3f32 vout_v1 = vout - v1;
float dots1 = dot2 * dot2 - dot1 * dot3;
float dot4 = vout_v1.dotProduct(v2_v1);
float dot5 = vout_v1.dotProduct(v3_v1);
float dots2 = (dot2 * dot5 - dot3 * dot4) / dots1;
if (dots2 >= 0.0 && dots2 <= 1.0) {
float dots3 = (dot2 * dot4 - dot1 * dot5) / dots1;
if (dots3 >= 0.0 && dots2 + dots3 <= 1.0)
result = 1;
}
}
} else {
// Sorry about the logic.. this is what the decompiler gave me
// and I'm not brave enough to figure it out.
result = (-(uint)(f1 == -0.0) & 1) * 2;
}
return result;
}
*/
} // end namespace TeRayIntersection
} // end namespace Tetraedge
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