/* Copyright (C) 2001-2006, William Joseph. All Rights Reserved. This file is part of GtkRadiant. GtkRadiant 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 2 of the License, or (at your option) any later version. GtkRadiant 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 GtkRadiant; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA */ #include "mathlib.h" #include vec3_t identity = { 0,0,0 }; void ray_construct_for_vec3( ray_t *ray, const vec3_t origin, const vec3_t direction ){ VectorCopy( origin, ray->origin ); VectorCopy( direction, ray->direction ); } void ray_transform( ray_t *ray, const m4x4_t matrix ){ m4x4_transform_point( matrix, ray->origin ); m4x4_transform_normal( matrix, ray->direction ); } vec_t ray_intersect_point( const ray_t *ray, const vec3_t point, vec_t epsilon, vec_t divergence ){ vec3_t displacement; vec_t depth; // calc displacement of test point from ray origin VectorSubtract( point, ray->origin, displacement ); // calc length of displacement vector along ray direction depth = DotProduct( displacement, ray->direction ); if ( depth < 0.0f ) { return (vec_t)FLT_MAX; } // calc position of closest point on ray to test point VectorMA( ray->origin, depth, ray->direction, displacement ); // calc displacement of test point from closest point VectorSubtract( point, displacement, displacement ); // calc length of displacement, subtract depth-dependant epsilon if ( VectorLength( displacement ) - ( epsilon + ( depth * divergence ) ) > 0.0f ) { return (vec_t)FLT_MAX; } return depth; } // Tomas Moller and Ben Trumbore. Fast, minimum storage ray-triangle intersection. Journal of graphics tools, 2(1):21-28, 1997 #define EPSILON 0.000001 vec_t ray_intersect_triangle( const ray_t *ray, qboolean bCullBack, const vec3_t vert0, const vec3_t vert1, const vec3_t vert2 ){ float edge1[3], edge2[3], tvec[3], pvec[3], qvec[3]; float det,inv_det; float u, v; vec_t depth = (vec_t)FLT_MAX; /* find vectors for two edges sharing vert0 */ VectorSubtract( vert1, vert0, edge1 ); VectorSubtract( vert2, vert0, edge2 ); /* begin calculating determinant - also used to calculate U parameter */ CrossProduct( ray->direction, edge2, pvec ); /* if determinant is near zero, ray lies in plane of triangle */ det = DotProduct( edge1, pvec ); if ( bCullBack == qtrue ) { if ( det < EPSILON ) { return depth; } // calculate distance from vert0 to ray origin VectorSubtract( ray->origin, vert0, tvec ); // calculate U parameter and test bounds u = DotProduct( tvec, pvec ); if ( u < 0.0 || u > det ) { return depth; } // prepare to test V parameter CrossProduct( tvec, edge1, qvec ); // calculate V parameter and test bounds v = DotProduct( ray->direction, qvec ); if ( v < 0.0 || u + v > det ) { return depth; } // calculate t, scale parameters, ray intersects triangle depth = DotProduct( edge2, qvec ); inv_det = 1.0f / det; depth *= inv_det; //u *= inv_det; //v *= inv_det; } else { /* the non-culling branch */ if ( det > -EPSILON && det < EPSILON ) { return depth; } inv_det = 1.0f / det; /* calculate distance from vert0 to ray origin */ VectorSubtract( ray->origin, vert0, tvec ); /* calculate U parameter and test bounds */ u = DotProduct( tvec, pvec ) * inv_det; if ( u < 0.0 || u > 1.0 ) { return depth; } /* prepare to test V parameter */ CrossProduct( tvec, edge1, qvec ); /* calculate V parameter and test bounds */ v = DotProduct( ray->direction, qvec ) * inv_det; if ( v < 0.0 || u + v > 1.0 ) { return depth; } /* calculate t, ray intersects triangle */ depth = DotProduct( edge2, qvec ) * inv_det; } return depth; } vec_t ray_intersect_plane( const ray_t* ray, const vec3_t normal, vec_t dist ){ return -( DotProduct( normal, ray->origin ) - dist ) / DotProduct( ray->direction, normal ); }