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158 lines
4.9 KiB
C++
158 lines
4.9 KiB
C++
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///********************************************************************************
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// * *
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// * Module: *
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// * nsTriangle *
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// * Description: *
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// * Matrix functionality. *
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// * Written by: *
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// * Paul Robinson *
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// * Copyright: *
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// * 2001 Neversoft Entertainment - All rights reserved. *
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// * *
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// ********************************************************************************/
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//
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///********************************************************************************
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// * Includes. *
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// ********************************************************************************/
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//#include <math.h>
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//#include <string.h>
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//#include "p_triangle.h"
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//
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///********************************************************************************
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// * Defines. *
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// ********************************************************************************/
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//
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///********************************************************************************
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// * Structures. *
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// ********************************************************************************/
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//
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///********************************************************************************
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// * Local variables. *
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// ********************************************************************************/
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//
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///********************************************************************************
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// * Forward references. *
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// ********************************************************************************/
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//
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///********************************************************************************
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// * Externs. *
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// ********************************************************************************/
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//
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//NsTriangle::NsTriangle()
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//{
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// m_corner[0].set( 0.0f, 0.0f, 0.0f );
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// m_corner[1].set( 0.0f, 0.0f, 0.0f );
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// m_corner[2].set( 0.0f, 0.0f, 0.0f );
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//}
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//
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//NsTriangle::NsTriangle( NsVector * pCorner0, NsVector * pCorner1, NsVector * pCorner2 )
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//{
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// set( pCorner0, pCorner1, pCorner2 );
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//}
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//
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//void NsTriangle::set( NsVector * pCorner0, NsVector * pCorner1, NsVector * pCorner2 )
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//{
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// m_corner[0].copy( *pCorner0 );
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// m_corner[1].copy( *pCorner1 );
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// m_corner[2].copy( *pCorner2 );
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//}
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//
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//NsTriangle::NsTriangle( float x0, float y0, float z0, float x1, float y1, float z1, float x2, float y2, float z2 )
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//{
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// set( x0, y0, z0, x1, y1, z1, x2, y2, z2 );
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//}
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//
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//void NsTriangle::set( float x0, float y0, float z0, float x1, float y1, float z1, float x2, float y2, float z2 )
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//{
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// m_corner[0].set( x0, y0, z0 );
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// m_corner[1].set( x1, y1, z1 );
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// m_corner[2].set( x2, y2, z2 );
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//}
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//
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//void NsTriangle::translate ( NsVector * pTrans )
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//{
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// m_corner[0].add( *pTrans );
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// m_corner[1].add( *pTrans );
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// m_corner[2].add( *pTrans );
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//}
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//
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//int NsLine::intersectTriangle( float * distance, NsTriangle * pTriangle )
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//{
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//#define INTERSECT_EPSILON (float)(1e-8)
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//#define INTERSECT_EDGE (float)(1e-5)
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//
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// NsVector edge1, edge2, tVec, pVec, qVec;
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// float det;
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// NsVector linedelta;
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// bool result;
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//
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// // Generate line delta
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// linedelta.sub( end, start );
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//
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// /* Find vectors for two edges sharing vert0 */
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// edge1.sub( *pTriangle->corner(1), *pTriangle->corner(0) );
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// edge2.sub( *pTriangle->corner(2), *pTriangle->corner(0) );
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//
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// /* Begin calculating determinant
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// * - also used to calculate U parameter */
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// pVec.cross( linedelta, edge2 );
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//
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// /* If determinant is
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// * + near zero, ray lies in plane of
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// * triangle
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// * + negative, triangle is backfacing
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// */
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// det = edge1.dot( pVec );
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// result = (det > INTERSECT_EPSILON);
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//
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// if ( result )
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// {
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// float lo, hi, u;
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//
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// /* Calculate bounds for parameters with tolerance */
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// lo = - det*INTERSECT_EDGE;
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// hi = det - lo;
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//
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// /* Calculate U parameter and test bounds */
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// tVec.sub( start, *pTriangle->corner(0) );
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// u = tVec.dot( pVec );
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// result = (u >= lo && u <= hi);
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//
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// if ( result )
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// {
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// float v;
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//
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// /* Calculate V parameter and test bounds */
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// qVec.cross( tVec, edge1 );
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// v = qVec.dot( linedelta );
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// result = (v >= lo && (u + v) <= hi);
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//
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// if ( result )
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// {
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// /* Calculate t,
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// * and make sure intersection is in bounds of line */
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// *distance = qVec.dot( edge2 );
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//
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// /* Within bounds of line? */
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// result = (*distance >= lo && *distance <= hi);
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//
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// if ( result )
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// {
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// *distance = *distance / det;
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// }
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// }
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// }
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// }
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// return result;
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//}
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