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- /*
- ** Command & Conquer Generals(tm)
- ** Copyright 2025 Electronic Arts Inc.
- **
- ** This program 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 3 of the License, or
- ** (at your option) any later version.
- **
- ** This program 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 this program. If not, see <http://www.gnu.org/licenses/>.
- */
- /***********************************************************************************************
- *** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
- ***********************************************************************************************
- * *
- * Project Name : G *
- * *
- * $Archive:: /Commando/Code/ww3d2/intersec.h $*
- * *
- * $Author:: Naty_h $*
- * *
- * $Modtime:: 3/28/01 11:29a $*
- * *
- * $Revision:: 5 $*
- * *
- *---------------------------------------------------------------------------------------------*
- * Functions: *
- * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
- /*
- Most of the functions of this class are inline functions and if you use them you will need
- to include <intersec.inl>.
- Exceptions to this are the functions most commonly used by render objects:
- The constructors/destructors are inline & implemented here.
- */
- #if defined(_MSC_VER)
- #pragma once
- #endif
- #ifndef INTERSEC_H
- #define INTERSEC_H
- #include "always.h"
- #include "matrix3d.h"
- #include "layer.h"
- #include "sphere.h"
- #include "coltype.h"
- class RenderObjClass;
- typedef unsigned short POLYGONINDEX;
- /*
- **
- */
- class IntersectionResultClass
- {
- public:
- RenderObjClass * IntersectedRenderObject;
- POLYGONINDEX IntersectedPolygon;
- Matrix3D ModelMatrix; // this is required for transforming mesh normals from model coords
- Vector3 ModelLocation; // ditto
- Vector3 Intersection; // location of intersection is placed here
- float Range; // distance from ray to point of intersection
- float Alpha, Beta; // stored for use by Process_Intersection_Results() - used to interpolate normal across a polygon
- bool Intersects; // could be in the intersection_type, but it is used in a number of bool operations
- int CollisionType; // mask for which object types to intersect with (added for 'Generals'. MW)
- enum INTERSECTION_TYPE {
- NONE = 0,
- GENERIC,
- POLYGON
- } IntersectionType;
- };
- class IntersectionClass
- {
- // member data
- public:
- enum {
- MAX_POLY_INTERSECTION_COUNT = 1000, // arbitrary size of stack array used for storing intersection results within Intersect_Mesh(). Non-recursive function.
- MAX_HIERARCHY_NODE_COUNT = 256
- };
-
- // this structure is used to store all intersections on the stack for sorting before
- // copying the nearest intersection to IntersectionClassObject->Result.
- // note: the convex intersection functions return with the first intersection results.
- Vector3 *RayLocation; // note: these pointers must be Set() to valid pointers by external code
- Vector3 *RayDirection;
- Vector3 *IntersectionNormal; // if non-zero then Process_Intersection_Results() will place the (perhaps vertex interpolated) surface normal here.
- // 2d screen coordinates for use by Intersect_Screen_Point...() routines.
- float ScreenX, ScreenY;
- // if true, then interpolate the normal for a polygon intersection from the vertex normals.
- // note: intersection routines below which take a FinalResult argument do not interpolate
- // the normal since they are intended to be used to find the nearest of several intersections
- // and interpolating the normal for intersections that are tossed would be wasteful.
- // If you need the normal interpolated in that case anyways then call Interpolate_Normal().
- bool InterpolateNormal;
- // if true, then perform potentially much faster convex intersection test which will return
- // the first valid intersection. Generally used for producing silhouettes.
- // If true, all intersections will be convex tests. If false, test mode will be determined (generally)
- // by the render object or whatever called the intersection functions and passes the Convex argument.
- bool ConvexTest;
-
- // do not consider intersections beyond this range as an intersection.
- // Note: Get_Screen_Ray sets this to scene->zstop.
- float MaxDistance;
- // final intersection results are contained here
- IntersectionResultClass Result;
- //
- // Implementation
- //
- // configures the member data to use the passed pointers
- inline void Set(Vector3 *location, Vector3 *direction, Vector3 *intersection_normal, bool interpolate_normal, float max_distance, bool convex_test = false)
- {
- RayLocation = location;
- RayDirection = direction;
- IntersectionNormal = intersection_normal;
- InterpolateNormal = interpolate_normal;
- MaxDistance = max_distance;
- ConvexTest = convex_test;
- }
-
- // this constructor uses static variables for the location/direction/normal variables
- // so can be only used one thread at a time unless the Set() function is used to
- // set them to private vector3's
- inline IntersectionClass()
- : ConvexTest(false)
- {
- RayLocation = &_RayLocation;
- RayDirection = &_RayDirection;
- IntersectionNormal = &_IntersectionNormal;
- Result.CollisionType=COLLISION_TYPE_ALL; //added for 'Generals'. MW
- }
-
- // This will be the most commonly used constructor
- inline IntersectionClass(Vector3 *location, Vector3 *direction, Vector3 *intersection_normal, bool interpolate_normal = false, float max_distance = WWMATH_FLOAT_MAX, bool convex_test = false)
- {
- Set(location, direction, intersection_normal, interpolate_normal, max_distance, convex_test);
- }
- virtual ~IntersectionClass() {}
- // this copy routine is used when the model coords are needed to be copied along with the other information.
- inline void IntersectionClass::Copy_Results(IntersectionResultClass *Destination, IntersectionResultClass *Source) {
- Destination->ModelMatrix = Source->ModelMatrix;
- Destination->ModelLocation = Source->ModelLocation;
- Copy_Partial_Results(Destination, Source);
- Destination->IntersectedRenderObject = Source->IntersectedRenderObject;
- }
- inline void IntersectionClass::Copy_Results(IntersectionResultClass *Source) {
- Copy_Results(&Result, Source);
- }
- // this is called only for the nearest intersection. If the request passes a Interpolated_Normal pointer then it will be calculated.
- // otherwise the results are copied into the request structure.
- // This does not copy the matrix or location members; it is intended to be used during poly testing
- // where these values are identical between results, or as a completion function for Copy_Results()
- inline void IntersectionClass::Copy_Partial_Results(IntersectionResultClass *Destination, IntersectionResultClass *Source)
- {
- Destination->IntersectedPolygon = Source->IntersectedPolygon;
- Destination->Intersection = Source->Intersection;
- Destination->Range = Source->Range;
- Destination->Alpha = Source->Alpha;
- Destination->Beta = Source->Beta;
- Destination->Intersects = true;
- Destination->IntersectionType = Source->IntersectionType;
- }
- // used for creating temporary copies
- inline IntersectionClass(IntersectionClass *source)
- {
- *this = source;
- }
- inline IntersectionClass *operator =(IntersectionClass *source)
- {
- Set(source->RayLocation, source->RayDirection, source->IntersectionNormal, source->InterpolateNormal, source->MaxDistance, source->ConvexTest);
- Copy_Results(&source->Result);
- return this;
- }
- // find the range to the intersection of the ray and sphere (if any)
- // note: Intersection_Request->RayDirection must be a unit vector
- // To find the actual intersection location and perhaps the intersection normal, use Intersection_Sphere() instead.
- // loosly based on code found in Graphics Gems I, p388
- // this will only set the result's range if intersection occurs; it is intended to be used as a first pass intersection test
- // before intersecting the mesh polygons itself.
- // Note: Does NOT do Max_Distance testing
- inline bool IntersectionClass::Intersect_Sphere_Quick(SphereClass &Sphere, IntersectionResultClass *FinalResult)
- {
- // make a unit vector from the ray origin to the sphere center
- Vector3 sphere_vector(Sphere.Center - *RayLocation);
-
- // get the dot product between the sphere_vector and the ray vector
- FinalResult->Alpha = Vector3::Dot_Product(sphere_vector, *RayDirection);
- FinalResult->Beta = Sphere.Radius * Sphere.Radius - (Vector3::Dot_Product(sphere_vector, sphere_vector) - FinalResult->Alpha * FinalResult->Alpha);
- if(FinalResult->Beta < 0.0f) {
- return FinalResult->Intersects = false;
- }
- return FinalResult->Intersects = true;
- }
- // this will find the intersection with the sphere and the intersection normal if needed.
- inline bool IntersectionClass::Intersect_Sphere(SphereClass &Sphere, IntersectionResultClass *FinalResult)
- {
- if(!Intersect_Sphere_Quick(Sphere, FinalResult))
- return false;
- // determine range to intersection based on stored alpha/beta values
- float d = sqrtf(FinalResult->Beta);
- FinalResult->Range = FinalResult->Alpha - d;
- if(FinalResult->Range > MaxDistance) return false;
- FinalResult->Intersection = *RayLocation + FinalResult->Range * (*RayDirection);
-
- if(IntersectionNormal != 0) {
- (*IntersectionNormal) = FinalResult->Intersection - Sphere.Center;
- }
- return true;
- }
- // inline declarations
- // Usage of these functions requires including intersec.inl
-
- // determine location & direction for projected screen coordinate ray
- inline void Get_Screen_Ray(float ScreenX, float ScreenY, const LayerClass &Layer);
-
- // uses the Result's range & the Ray_Direction to calculate the actual point of intersection.
- inline void Calculate_Intersection(IntersectionResultClass *Result);
- // interpolate the normal for a polygon intersection. Will ONLY work for polygon intersections,
- // and the Results.Intersection_Data must refer to a polygon with a valid ->mesh pointer.
- inline void Interpolate_Intersection_Normal(IntersectionResultClass *FinalResult);
- // various methods for performing intersections.
- inline bool Intersect_Plane(IntersectionResultClass *Result, Vector3 &Plane_Normal, Vector3 &Plane_Point);
- inline bool Intersect_Plane_Quick(IntersectionResultClass *Result, Vector3 &Plane_Normal, Vector3 &Plane_Point);
- inline bool Intersect_Polygon(IntersectionResultClass *Result, Vector3 &PolygonNormal, Vector3 &v1, Vector3 &v2, Vector3 &v3);
- inline bool Intersect_Polygon(IntersectionResultClass *Result, Vector3 &v1, Vector3 &v2, Vector3 &v3);
- inline bool Intersect_Polygon_Z(IntersectionResultClass *Result, Vector3 &PolygonNormal, Vector3 &v1, Vector3 &v2, Vector3 &v3);
- /*
- ** This function will fill the passed array with the set of points & uv values that represent
- ** the boolean operation of the anding of the ClipPoints with the TrianglePoints. The UV values
- ** provided for the TrianglePoints triangle are used to generate accurate UV values for any
- ** new points created by this operation.
- ** The clipped points have Z values that make them sit on the ClipPoints triangle plane.
- */
- static inline int _Intersect_Triangles_Z(
- Vector3 ClipPoints[3],
- Vector3 TrianglePoints[3],
- Vector2 UV[3],
- Vector3 ClippedPoints[6],
- Vector2 ClippedUV[6]
- );
- /*
- ** This function will find the z elevation for the passed Vector3 whose x/y components
- ** are defined, using the specified vertex & surface normal to determine the correct value
- */
- static inline float _Get_Z_Elevation(Vector3 &Point, Vector3 &PlanePoint, Vector3 &PlaneNormal);
- // test a 2d screen area with the intersection's screen coords, assigning a GENERIC intersection
- // to the specified object.
- inline bool Intersect_Screen_Object(IntersectionResultClass *Final_Result, Vector4 &Area, RenderObjClass *obj = 0);
- // non-inlined declarations
- // accumulates an object array for passing into Intersect_ObjectArray
- void Append_Object_Array(int MaxCount, int &CurrentCount, RenderObjClass **ObjectArray, RenderObjClass *Object);
- // traverses an RenderObjClass object and adds it's subobjects, potentially performing
- // a quick sphere intersection test before adding.
- void Append_Hierarchy_Objects(int MaxCount, int &CurrentCount, RenderObjClass **ObjectArray, RenderObjClass *Heirarchy, bool Test_Bounding_Spheres, bool Convex);
- // top level intersection routines, most store intersection results in the Intersection.Result
- // member structure and perform normal interpolation as a final step if indicated in the member data.
- bool Intersect_Object_Array(int ObjectCount, RenderObjClass **ObjectArray,IntersectionResultClass *FinalResult, bool Test_Bounding_Sphere, bool Convex);
- bool Intersect_Object_Array(int ObjectCount, RenderObjClass **ObjectArray,IntersectionResultClass *FinalResult, IntersectionResultClass *TemporaryResults, bool Test_Bounding_Sphere, bool Convex);
- bool Intersect_RenderObject(RenderObjClass *RObj, IntersectionResultClass *FinalResult = 0);
- bool Intersect_Screen_Point_RenderObject(float screen_x, float screen_y, const LayerClass &Layer, RenderObjClass *RObj, IntersectionResultClass *FinalResult);
- bool Intersect_Screen_Point_Layer_Range(float ScreenX, float ScreenY, const LayerClass &TopLayer, const LayerClass &BackLayer);
- bool Intersect_Screen_Point_Layer(float ScreenX, float ScreenY, const LayerClass &Layer);
- bool Intersect_Layer(const LayerClass &Layer, bool Test_All = true);
- // the various intersection routines, all of which store their intersection results
- // in the passed Intersection_Result strucuture.
- bool Intersect_Box(Vector3 &Box_Min, Vector3 &Box_Max, IntersectionResultClass *FinalResult);
- bool Intersect_Hierarchy(RenderObjClass *Hierarchy, IntersectionResultClass *FinalResult, bool Test_Bounding_Sphere = true, bool Convex = false);
- bool Intersect_Hierarchy_Sphere(RenderObjClass *Hierarchy, IntersectionResultClass *FinalResult);
- bool Intersect_Hierarchy_Sphere_Quick(RenderObjClass *Hierarchy, IntersectionResultClass *FinalResult);
- /*
- ** Identifies exactly what sub object of a render object is under the screen space vector
- */
- RenderObjClass *Intersect_Sub_Object(float screenx, float screeny, LayerClass &layer, RenderObjClass *robj, IntersectionResultClass *result);
- /*
- ** Functions related to determining if a 3d point is within a triangle.
- */
- static inline void _Find_Polygon_Dominant_Plane(Vector3 &Normal, int &Axis_1, int &Axis_2);
- static inline int _Largest_Normal_Index(Vector3 &v);
- static inline bool _Point_In_Polygon(IntersectionResultClass *FinalResult, Vector3 &Normal, Vector3 &loc1, Vector3 &loc2, Vector3 &loc3);
- static inline bool _Point_In_Polygon(IntersectionResultClass *FinalResult, Vector3 &loc1, Vector3 &loc2, Vector3 &loc3, int axis_1, int axis_2);
- static inline bool _Point_In_Polygon(Vector3 &Point, Vector3 &loc1, Vector3 &loc2, Vector3 &loc3, int axis_1, int axis_2,float &Alpha,float &Beta);
- static inline bool _Point_In_Polygon_Z(Vector3 &Point, Vector3 Corners[3]);
- static inline bool _Point_In_Polygon_Z(Vector3 &Point, Vector3 &Corner1, Vector3 &Corner2, Vector3 &Corner3);
- protected:
- /*
- ** Find the intersection between two lines and interpolate the UV values for the intersection.
- ** Designed for use with _Intersect_Triangles_Z.
- */
- //static inline void _Intersect_Lines_Z(Vector3 &A, Vector3 &B, Vector2 &UVStart, Vector2 &UVEnd, Vector3 &C, Vector3 &D, Vector3 ClippedPoints[6], Vector2 ClippedUV[6], int &DestIndex);
- static inline bool IntersectionClass::In_Front_Of_Line
- (
- const Vector3 & p, // point to test
- const Vector3 & e0, // point on edge
- const Vector3 & de // direction of edge
- );
- static inline float IntersectionClass::Intersect_Lines
- (
- const Vector3 & p0, // start of line segment
- const Vector3 & p1, // end of line segment
- const Vector3 & e0, // point on clipping edge
- const Vector3 & de // direction of clipping edge
- );
- static inline int IntersectionClass::Clip_Triangle_To_LineXY(
- int incount,
- Vector3 * InPoints,
- Vector2 * InUVs,
- Vector3 * OutPoints,
- Vector2 * OutUVs,
- const Vector3 & edge_point0,
- const Vector3 & edge_point1
- );
- inline float Plane_Z_Distance(Vector3 &PlaneNormal, Vector3 &PlanePoint);
- inline void Transform_Model_To_World_Coords(IntersectionResultClass *FinalResult);
- /*
- ** Static vars available for use by temporary intersection class objects.
- */
- static Vector3 _RayLocation, _RayDirection, _IntersectionNormal;
- };
- #endif
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