X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=mathlib.h;h=ba362ce32b4262c9b27d3ed19b791e83b19db278;hb=fe0d81655d6c8f5b722fea3282a99a734134b73b;hp=002c3f132b5e9eda844144250d40ffeff2037f30;hpb=fdbe8082190503cb671bb3139935fa8181803bf3;p=xonotic%2Fdarkplaces.git diff --git a/mathlib.h b/mathlib.h index 002c3f13..ba362ce3 100644 --- a/mathlib.h +++ b/mathlib.h @@ -94,6 +94,38 @@ extern vec3_t vec3_origin; #define VectorBlend(b1, b2, blend, c) do{float iblend = 1 - (blend);VectorMAM(iblend, b1, blend, b2, c);}while(0) #define BoxesOverlap(a,b,c,d) ((a)[0] <= (d)[0] && (b)[0] >= (c)[0] && (a)[1] <= (d)[1] && (b)[1] >= (c)[1] && (a)[2] <= (d)[2] && (b)[2] >= (c)[2]) +// fast PointInfrontOfTriangle +// subtracts v1 from v0 and v2, combined into a crossproduct, combined with a +// dotproduct of the light location relative to the first point of the +// triangle (any point works, since any triangle is obviously flat), and +// finally a comparison to determine if the light is infront of the triangle +// (the goal of this statement) we do not need to normalize the surface +// normal because both sides of the comparison use it, therefore they are +// both multiplied the same amount... furthermore the subtract can be done +// on the vectors, saving a little bit of math in the dotproducts +#define PointInfrontOfTriangle(p,a,b,c) (((p)[0] - (a)[0]) * (((a)[1] - (b)[1]) * ((c)[2] - (b)[2]) - ((a)[2] - (b)[2]) * ((c)[1] - (b)[1])) + ((p)[1] - (a)[1]) * (((a)[2] - (b)[2]) * ((c)[0] - (b)[0]) - ((a)[0] - (b)[0]) * ((c)[2] - (b)[2])) + ((p)[2] - (a)[2]) * (((a)[0] - (b)[0]) * ((c)[1] - (b)[1]) - ((a)[1] - (b)[1]) * ((c)[0] - (b)[0])) > 0) +#if 0 +// readable version, kept only for explanatory reasons +int PointInfrontOfTriangle(const float *p, const float *a, const float *b, const float *c) +{ + float dir0[3], dir1[3], normal[3]; + + // calculate two mostly perpendicular edge directions + VectorSubtract(a, b, dir0); + VectorSubtract(c, b, dir1); + + // we have two edge directions, we can calculate a third vector from + // them, which is the direction of the surface normal (it's magnitude + // is not 1 however) + CrossProduct(dir0, dir1, normal); + + // compare distance of light along normal, with distance of any point + // of the triangle along the same normal (the triangle is planar, + // I.E. flat, so all points give the same answer) + return DotProduct(p, normal) > DotProduct(a, normal); +} +#endif + /* // LordHavoc: quaternion math, untested, don't know if these are correct, // need to add conversion to/from matrices @@ -191,6 +223,7 @@ float RadiusFromBoundsAndOrigin (const vec3_t mins, const vec3_t maxs, const vec // print a matrix to the console struct matrix4x4_s; void Matrix4x4_Print(const struct matrix4x4_s *in); +int Math_atov(const char *s, vec3_t out); #endif