307 lines
14 KiB
C
307 lines
14 KiB
C
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/*
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** Command & Conquer Renegade(tm)
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** Copyright 2025 Electronic Arts Inc.
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**
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** This program is free software: you can redistribute it and/or modify
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** it under the terms of the GNU General Public License as published by
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** the Free Software Foundation, either version 3 of the License, or
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** (at your option) any later version.
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**
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** This program is distributed in the hope that it will be useful,
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** but WITHOUT ANY WARRANTY; without even the implied warranty of
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** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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** GNU General Public License for more details.
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**
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** You should have received a copy of the GNU General Public License
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** along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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/***********************************************************************************************
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*** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
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***********************************************************************************************
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* *
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* Project Name : WWMath *
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* *
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* $Archive:: /Commando/Code/wwmath/tri.h $*
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* *
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* Author:: Greg_h *
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* *
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* $Modtime:: 5/04/01 8:35p $*
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* *
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* $Revision:: 14 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#if defined(_MSC_VER)
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#pragma once
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#endif
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#ifndef TRI_H
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#define TRI_H
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#include "always.h"
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#include "vector4.h"
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#include "vector3.h"
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#include "vector2.h"
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#include <assert.h>
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/**
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** TriClass
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** When the math library needs to deal with triangles, this will be the form used.
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** The initial reason for this class is for Commando's collision detection code. Initially
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** I wrote custom code inside the render object for the terrain to perform collision
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** detection. Moving the low-level geometrical collision code into the math library makes it
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** more re-useable and independent from changes in the rendering code.
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*/
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class TriClass
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{
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public:
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const Vector3 * N;
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const Vector3 * V[3];
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void Compute_Normal()
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{
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assert(N);
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assert(V[0]);
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assert(V[1]);
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assert(V[2]);
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Vector3::Cross_Product(*(V[1])-*(V[0]),*(V[2])-*(V[0]),(Vector3 *)N);
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((Vector3 *)N)->Normalize();
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}
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bool Contains_Point(const Vector3 & ipoint) const;
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void Find_Dominant_Plane(int * axis1,int * axis2) const;
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};
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/*
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** Utility functions:
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** Functions which have to do with triangles but not neccessarily with TriClass - usually used
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** by TriClass but also available for use elsewhere.
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*/
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// Enums for raycast flags (currently used only for semi-infinite axis-aligned rays)
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enum
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{
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TRI_RAYCAST_FLAG_NONE = 0x00,
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TRI_RAYCAST_FLAG_HIT_EDGE = 0x01,
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TRI_RAYCAST_FLAG_START_IN_TRI = 0x02
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};
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// This function does a pure 2D point-in-triangle test. We pass in 3D points both for the
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// triangle and test points, but we also pass in the two axes to use (the third axis is ignored,
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// so we are actually testing the projection of the four points onto one of the axis planes). The
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// triangle points are not assumed to be in any particular winding order (that is checked for
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// internally). It is used internally by TriClass::Contains_Point(), and may be used elsewhere.
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// If the ray intersects the camera at an edge we also count it as an intersection. We set a bit
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// in 'flags' to true in this case (some users of this function need this extra information and
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// it is very cheap to compute). We do not modify 'flags' if no edges are hit, so it must be
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// initialized outside this function if its value is to be used.
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inline bool Point_In_Triangle_2D(const Vector3 &tri_point0, const Vector3 &tri_point1,
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const Vector3 &tri_point2, const Vector3 &test_point, int axis_1, int axis_2,
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unsigned char &flags)
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{
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// The function is based on checking signs of determinants, or in a more visually intuitive
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// sense, checking on which side of a line a point lies. For example, if the points run in
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// counter-clockwise order, the interior of the triangle is the intersection of the three
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// half-planes to the left of the directed infinite lines along P0 to P1, P1 to P2, P2 to P0.
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// Therefore the test point is in the triangle iff it is to the left of all three lines (if
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// the points are in clockwise order, we check if it is to the right of the lines).
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Vector2 p0p1(tri_point1[axis_1] - tri_point0[axis_1], tri_point1[axis_2] - tri_point0[axis_2]);
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Vector2 p1p2(tri_point2[axis_1] - tri_point1[axis_1], tri_point2[axis_2] - tri_point1[axis_2]);
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Vector2 p2p0(tri_point0[axis_1] - tri_point2[axis_1], tri_point0[axis_2] - tri_point2[axis_2]);
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// Check which side P2 is relative to P0P1. The sign of this test must equal the sign of all
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// three tests between the lines and the test point for the test point to be inside the
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// triangle. (this test will also tell us if the three points are colinear - if the triangle
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// is degenerate).
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Vector2 p0p2(tri_point2[axis_1] - tri_point0[axis_1], tri_point2[axis_2] - tri_point0[axis_2]);
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float p0p1p2 = Vector2::Perp_Dot_Product(p0p1, p0p2);
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if (p0p1p2 != 0.0f) {
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// The triangle is not degenerate - test three sides
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float side_factor = p0p1p2 > 0.0f ? 1.0f : -1.0f;
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float factors[3];
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// Now perform tests
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Vector2 p0pT(test_point[axis_1] - tri_point0[axis_1], test_point[axis_2] - tri_point0[axis_2]);
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factors[0] = Vector2::Perp_Dot_Product(p0p1, p0pT);
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if (factors[0] * side_factor < 0.0f) {
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return false;
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}
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Vector2 p1pT(test_point[axis_1] - tri_point1[axis_1], test_point[axis_2] - tri_point1[axis_2]);
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factors[1] = Vector2::Perp_Dot_Product(p1p2, p1pT);
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if (factors[1] * side_factor < 0.0f) {
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return false;
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}
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Vector2 p2pT(test_point[axis_1] - tri_point2[axis_1], test_point[axis_2] - tri_point2[axis_2]);
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factors[2] = Vector2::Perp_Dot_Product(p2p0, p2pT);
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if (factors[2] * side_factor < 0.0f) {
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return false;
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}
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if ((factors[0] == 0.0f) || (factors[1] == 0.0f) || (factors[2] == 0.0f)) flags |= TRI_RAYCAST_FLAG_HIT_EDGE;
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return true;
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} else {
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// The triangle is degenerate. This should be a rare case, so it does not matter much if it
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// is a little slower than the non-colinear case.
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// Find the two outer points along the triangle's line ('start' and 'end' points)
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float p0p1dist2 = p0p1.Length2();
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float p1p2dist2 = p1p2.Length2();
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float p2p0dist2 = p1p2.Length2();
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float max_dist2;
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Vector2 pSpE, pSpT; // 'end' point, test point - both in 'start' points' frame
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if (p0p1dist2 > p1p2dist2) {
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if (p0p1dist2 > p2p0dist2) {
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// points 0 and 1 are the 'outer' points. 0 is 'start' and 1 is 'end'.
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pSpE = p0p1;
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pSpT.Set(test_point[axis_1] - tri_point0[axis_1], test_point[axis_2] - tri_point0[axis_2]);
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max_dist2 = p0p1dist2;
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} else {
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// points 0 and 2 are the 'outer' points. 2 is 'start' and 0 is 'end'.
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pSpE = p2p0;
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pSpT.Set(test_point[axis_1] - tri_point2[axis_1], test_point[axis_2] - tri_point2[axis_2]);
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max_dist2 = p2p0dist2;
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}
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} else {
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if (p1p2dist2 > p2p0dist2) {
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// points 1 and 2 are the 'outer' points. 1 is 'start' and 2 is 'end'.
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pSpE = p1p2;
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pSpT.Set(test_point[axis_1] - tri_point1[axis_1], test_point[axis_2] - tri_point1[axis_2]);
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max_dist2 = p1p2dist2;
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} else {
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// points 0 and 2 are the 'outer' points. 2 is 'start' and 0 is 'end'.
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pSpE = p2p0;
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pSpT.Set(test_point[axis_1] - tri_point2[axis_1], test_point[axis_2] - tri_point2[axis_2]);
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max_dist2 = p2p0dist2;
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}
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}
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if (max_dist2 != 0.0f) {
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// Triangle is line segment, check if test point is colinear with it
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if (Vector2::Perp_Dot_Product(pSpE, pSpT)) {
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// Not colinear
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return false;
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} else {
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// Colinear - is test point's distance from start and end <= segment length?
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Vector2 pEpT = pSpT - pSpE;
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if (pSpT.Length2() <= max_dist2 && pEpT.Length2() <= max_dist2) {
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flags |= TRI_RAYCAST_FLAG_HIT_EDGE;
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return true;
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} else {
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return false;
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}
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}
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} else {
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// All triangle points coincide, check if test point coincides with them
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if (pSpT.Length2() == 0.0f) {
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flags |= TRI_RAYCAST_FLAG_HIT_EDGE;
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return true;
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} else {
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return false;
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}
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}
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}
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}
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// This function tests a semi-infinite axis-aligned ray vs. a triangle.
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// The inputs are blah blah blah
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inline bool Cast_Semi_Infinite_Axis_Aligned_Ray_To_Triangle(const Vector3 &tri_point0,
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const Vector3 &tri_point1, const Vector3 &tri_point2, const Vector4 &tri_plane,
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const Vector3 &ray_start, int axis_r, int axis_1, int axis_2, int direction,
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unsigned char & flags)
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{
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bool retval = false;
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// First check infinite ray vs. triangle (2D check)
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unsigned char flags_2d = TRI_RAYCAST_FLAG_NONE;
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if (Point_In_Triangle_2D(tri_point0, tri_point1, tri_point2, ray_start, axis_1, axis_2, flags_2d)) {
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// NOTE: SR plane equations, unlike WWMath's PlaneClass, use the Ax+By+Cz+D = 0
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// representation. It can also be viewed as C0x+C1y+C2z+C3 = dist where dist is the
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// signed distance from the plane (and therefore the plane is defined as those points
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// where dist = 0). Now that we know that the projection along the ray is inside the
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// triangle, determining whether the ray hits the triangle is a matter of determining
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// whether the start point is on the triangle plane's "anti-rayward side" (the side
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// which the ray points away from).
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// To determine this, we will use C[axis_r] (the plane coefficient of the ray axis).
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// This coefficient is positive if the positive direction of the ray axis points into
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// the planes' positive halfspace and negative if it points into the planes' negative
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// halfspace (it is zero if the ray axis is parallel to the triangle plane). If we
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// multiply this by 'sign' which is defined to be -1.0 if 'direction' equals 0 and
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// 1.0 if 'direction' equals 1, we will get a number which is positive or negative
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// depending on which halfspace the ray itself (as opposed to the rays axis) points
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// towards. If we further multiply this by dist(start point) - the result of plugging
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// the start point into the plane equation - we will get a number which is positive
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// if the start point is on the 'rayward side' (ray does not intersect the triangle)
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// and is negative if the start point is on the 'anti-rayward side' (ray does
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// intersect triangle). In either of these two cases we are done.
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// (see below for what happens when the result is zero - more checks need to be made).
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static const float sign[2] = {-1.0f, 1.0f };
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float result = tri_plane[axis_r] * sign[direction] * (tri_plane.X * ray_start.X +
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tri_plane.Y * ray_start.Y + tri_plane.Z * ray_start.Z + tri_plane.W);
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if (result < 0.0f) {
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// Intersection!
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flags |= (flags_2d & TRI_RAYCAST_FLAG_HIT_EDGE);
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retval = true;
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} else {
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if (result == 0.0f) {
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// If the result is 0, this means either the ray is parallel to the triangle
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// plane or the start point is embedded in the triangle plane. Note that since
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// the start point passed the 2D check, then if the ray is parallel the start
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// point must also be embedded in the triangle plane. This leaves us with two
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// cases:
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// A) The ray is not parallel to the plane - in this case the start point is
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// embedded in the triangle. We report an intersection, bitwise OR the edge
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// result from the 2D check into the 'edge hit' flag and set the 'start in tri'
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// flag.
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// B) The ray is parallel to the plane. In this case the result of the 2D test
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// tells us that the infinite line intersects the triangle (actually is
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// embedded in the triangle along part of its length), but we do not know
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// whether the semi-infinite ray also does so. We simplify things by not
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// counting such an 'intersection'. There are four reasons behind this:
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// 1. It differs from a 'normal' intersection (which has one intersecting
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// point) - there are infinitely many intersecting points.
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// 2. Moving the plane by an infinitesimally small amount to either side will
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// cause the ray to no longer touch the plane.
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// 3. This will not affect results for the known uses of this function.
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// 4. By doing so we avoid having to code up a bunch of complex tests.
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// Therefore in case B) we just report no intersection. We still need to find
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// out whether the point is embedded in the triangle (for setting the flag) so
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// we do another simple 2D test on the dominant plane.
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if (tri_plane[axis_r]) {
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// Case A)
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flags |= (flags_2d & TRI_RAYCAST_FLAG_HIT_EDGE);
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flags |= TRI_RAYCAST_FLAG_START_IN_TRI;
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retval = true;
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} else {
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// Case B) - test if point in tri (we know it is in plane, so we can use
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// TriClass function)
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TriClass tri;
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tri.V[0] = &tri_point0;
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tri.V[1] = &tri_point1;
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tri.V[2] = &tri_point2;
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tri.N = (Vector3*)&tri_plane;
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if (tri.Contains_Point(ray_start)) {
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flags |= TRI_RAYCAST_FLAG_START_IN_TRI;
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}
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}
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} // if (result == 0.0f)
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} // else (result < 0.0f)
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} // if Point_In_Triangle_2D()
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return retval;
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}
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#endif
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