X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fnetradiant.git;a=blobdiff_plain;f=libs%2Fmathlib%2Fray.c;h=f08a884284901e53eb788c6ffc8c972d60e1e367;hp=bea7c5c5b4c9da275954aab7f5151b0638f79514;hb=8bc246a01343d9c9dd3a8b678681710cf04a2953;hpb=107765f0e4b543dfc346851ee5b4605cc17eb1c6 diff --git a/libs/mathlib/ray.c b/libs/mathlib/ray.c index bea7c5c5..f08a8842 100644 --- a/libs/mathlib/ray.c +++ b/libs/mathlib/ray.c @@ -1,140 +1,143 @@ /* -Copyright (C) 2001-2006, William Joseph. -All Rights Reserved. + Copyright (C) 2001-2006, William Joseph. + All Rights Reserved. -This file is part of GtkRadiant. + 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 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. + 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 -*/ + 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_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); + +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; +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_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; + } -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); + // 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 ); +}