/* ** 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 . */ /*********************************************************************************************** *** 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 /** ** 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