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