/* 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); }