291 lines
9.2 KiB
C++
291 lines
9.2 KiB
C++
/*
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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.cpp $*
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* *
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* Author:: Greg Hjelstrom *
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* *
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* $Modtime:: 3/12/02 10:21a $*
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* *
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* $Revision:: 10 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* TriClass::Find_Dominant_Plane -- returns indices of the axes of the dominant plane *
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* TriClass::Contains_Point -- performs 2D point-in-triangle test. *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#include "tri.h"
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#include "vector2.h"
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static inline void find_dominant_plane(const TriClass & tri, int * axis1,int * axis2,int * axis3)
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{
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/*
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** Find the largest component of the normal
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*/
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int ni = 0;
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float x = WWMath::Fabs(tri.N->X);
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float y = WWMath::Fabs(tri.N->Y);
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float z = WWMath::Fabs(tri.N->Z);
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float val = x;
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if (y > val) {
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ni = 1;
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val = y;
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}
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if (z > val) {
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ni = 2;
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}
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/*
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** return the indices of the two axes perpendicular
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*/
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switch (ni)
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{
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case 0:
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// Dominant is the X axis
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*axis1 = 1;
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*axis2 = 2;
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*axis3 = 0;
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break;
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case 1:
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// Dominant is the Y axis
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*axis1 = 0;
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*axis2 = 2;
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*axis3 = 1;
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break;
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case 2:
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// Dominant is the Z axis
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*axis1 = 0;
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*axis2 = 1;
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*axis3 = 2;
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break;
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}
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}
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/***********************************************************************************************
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* TriClass::Find_Dominant_Plane -- returns indices of the axes of the dominant plane *
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* *
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* INPUT: *
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* *
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* OUTPUT: *
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* *
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* WARNINGS: *
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* *
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* HISTORY: *
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* 3/24/99 GTH : Created. *
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*=============================================================================================*/
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void TriClass::Find_Dominant_Plane(int * axis1,int * axis2) const
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{
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/*
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** Find the largest component of the normal
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*/
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int ni = 0;
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float x = WWMath::Fabs(N->X);
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float y = WWMath::Fabs(N->Y);
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float z = WWMath::Fabs(N->Z);
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float val = x;
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if (y > val) {
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ni = 1;
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val = y;
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}
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if (z > val) {
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ni = 2;
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}
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/*
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** return the indices of the two axes perpendicular
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*/
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switch (ni)
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{
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case 0:
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// Dominant is the X axis
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*axis1 = 1;
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*axis2 = 2;
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break;
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case 1:
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// Dominant is the Y axis
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*axis1 = 0;
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*axis2 = 2;
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break;
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case 2:
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// Dominant is the Z axis
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*axis1 = 0;
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*axis2 = 1;
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break;
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}
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}
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/***********************************************************************************************
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* TriClass::Contains_Point -- performs 2D point-in-triangle test. *
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* *
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* INPUT: *
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* *
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* OUTPUT: *
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* *
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* WARNINGS: *
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* Assumes that the point is in the plane of the triangle... use this after you've intersected *
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* a ray with the plane of the triangle. *
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* *
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* HISTORY: *
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* 3/24/99 GTH : Created. *
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*=============================================================================================*/
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bool TriClass::Contains_Point(const Vector3 & ipoint) const
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{
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#if 0
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/*
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** Perform the test in 2d on the plane which the normal
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** is most perpendicular to. (copied from E.Cosky's intersection code)
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*/
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int axis1 = 0;
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int axis2 = 0;
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Find_Dominant_Plane(&axis1,&axis2);
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#if 1
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unsigned char flags; // dummy variable passed into function and not used here
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return Point_In_Triangle_2D(*V[0], *V[1], *V[2], ipoint, axis1, axis2, flags);
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#else
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float u0 = ipoint[axis1] - (*V[0])[axis1];
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float v0 = ipoint[axis2] - (*V[0])[axis2];
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/*
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** determine the 2d vectors on the dominant plane from the first vertex to the other two
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*/
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float u1 = (*V[1])[axis1] - (*V[0])[axis1];
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float v1 = (*V[1])[axis2] - (*V[0])[axis2];
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float u2 = (*V[2])[axis1] - (*V[0])[axis1];
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float v2 = (*V[2])[axis2] - (*V[0])[axis2];
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float alpha, beta;
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bool intersect = false;
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// calculate alpha and beta as normalized (0..1) percentages across the 2d projected triangle
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// and do bounds checking (sum <= 1) to determine whether or not the triangle intersection occurs.
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if (u1 == 0) {
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beta = u0 / u2;
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if ((beta >= 0) && (beta <= 1)) {
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alpha = (v0 - beta * v2) / v1;
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intersect = ((alpha >= 0) && ((alpha + beta) <= 1 + WWMATH_EPSILON));
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}
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} else {
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beta = (v0 * u1 - u0 * v1) / (v2 * u1 - u2 * v1);
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if ((beta >= 0) && (beta <= 1)) {
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alpha = (u0 - beta * u2) / u1;
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intersect = ((alpha >= 0) && ((alpha + beta) <= 1 + WWMATH_EPSILON));
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}
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}
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return intersect;
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#endif
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#endif
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/*
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** New cross-product based point-containment
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*/
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#if 0
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int vi;
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int axis3 = 0;
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for (vi=0; vi<3; vi++) {
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if ((axis1 != vi) && (axis2 != vi)) axis3 = vi;
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}
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Vector3 test_point = ipoint;
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test_point[axis3] = 0.0f;
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Vector3 points[3];
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for (vi=0; vi<3; vi++) {
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points[vi] = *(V[vi]);
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points[vi][axis3] = 0.0f;
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}
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bool side[3];
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Vector3 edge;
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Vector3 cross;
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Vector3 dp;
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for (vi=0; vi<3; vi++) {
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edge = points[(vi+1)%3] - points[vi];
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dp = test_point - points[vi];
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Vector3::Cross_Product(dp,edge,&cross);
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side[vi] = (cross[axis3] > 0.0f);
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}
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bool my_intersect = ((side[0] == side[1]) && (side[1] == side[2]));
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return my_intersect;
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#endif
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/*
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** "Optimized" version
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*/
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#if 1
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int vi;
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int axis1 = 0;
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int axis2 = 0;
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int axis3 = 0;
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find_dominant_plane(*this,&axis1,&axis2,&axis3);
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int side_mask = 0;
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const int POS = 0x01;
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const int NEG = 0x02;
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/*
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** Compute the 2D cross product of edge0 with a vector to the point
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*/
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Vector2 edge;
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Vector2 dp;
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for (vi=0; vi<3; vi++) {
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int va=vi;
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int vb=(vi+1)%3;
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edge.Set((*V[vb])[axis1] - (*V[va])[axis1] , (*V[vb])[axis2] - (*V[va])[axis2]);
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dp.Set(ipoint[axis1] - (*V[va])[axis1] , ipoint[axis2] - (*V[va])[axis2]);
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float cross = edge.X * dp.Y - edge.Y * dp.X;
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if (cross > WWMATH_EPSILON) {
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side_mask |= POS;
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}
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if (cross < -WWMATH_EPSILON) {
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side_mask |= NEG;
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}
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}
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bool my_intersect = (side_mask != (POS | NEG));
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return my_intersect;
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#endif
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}
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