| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265 | //-----------------------------------------------------------------------------// Copyright (c) 2012 GarageGames, LLC//// Permission is hereby granted, free of charge, to any person obtaining a copy// of this software and associated documentation files (the "Software"), to// deal in the Software without restriction, including without limitation the// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or// sell copies of the Software, and to permit persons to whom the Software is// furnished to do so, subject to the following conditions://// The above copyright notice and this permission notice shall be included in// all copies or substantial portions of the Software.//// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS// IN THE SOFTWARE.//-----------------------------------------------------------------------------//-----------------------------------------------------------------------------// Ray to triangle intersection test code originally by Tomas Akenine-Möller// and Ben Trumbore.// http://www.cs.lth.se/home/Tomas_Akenine_Moller/code/// Ported to TGE by DAW, 2005-7-15//-----------------------------------------------------------------------------#include "util/triRayCheck.h"#include "math/mPlane.h"#define EPSILON 0.000001#define CROSS(dest,v1,v2) \          dest[0]=v1[1]*v2[2]-v1[2]*v2[1]; \          dest[1]=v1[2]*v2[0]-v1[0]*v2[2]; \          dest[2]=v1[0]*v2[1]-v1[1]*v2[0];#define DOT(v1,v2) (v1[0]*v2[0]+v1[1]*v2[1]+v1[2]*v2[2])#define SUB(dest,v1,v2) \          dest[0]=v1[0]-v2[0]; \          dest[1]=v1[1]-v2[1]; \          dest[2]=v1[2]-v2[2]; bool intersect_triangle(Point3F orig, Point3F dir,                   Point3F vert0, Point3F vert1, Point3F vert2,                   F32& t, F32& u, F32& v){   Point3F edge1, edge2, tvec, pvec, qvec;   F32 det,inv_det;   /* find vectors for two edges sharing vert0 */   edge1.x = vert1.x - vert0.x;   edge1.y = vert1.y - vert0.y;   edge1.z = vert1.z - vert0.z;   edge2.x = vert2.x - vert0.x;   edge2.y = vert2.y - vert0.y;   edge2.z = vert2.z - vert0.z;   /* begin calculating determinant - also used to calculate U parameter */   //CROSS(pvec, dir, edge2);   mCross(dir, edge2, &pvec);   /* if determinant is near zero, ray lies in plane of triangle */   //det = DOT(edge1, pvec);   det = mDot(edge1, pvec);#ifdef TEST_CULL           /* define TEST_CULL if culling is desired */   if (det < EPSILON)      return 0;   /* calculate distance from vert0 to ray origin */   SUB(tvec, orig, vert0);   /* calculate U parameter and test bounds */   *u = DOT(tvec, pvec);   if (*u < 0.0 || *u > det)      return 0;   /* prepare to test V parameter */   CROSS(qvec, tvec, edge1);    /* calculate V parameter and test bounds */   *v = DOT(dir, qvec);   if (*v < 0.0 || *u + *v > det)      return 0;   /* calculate t, scale parameters, ray intersects triangle */   *t = DOT(edge2, qvec);   inv_det = 1.0 / det;   *t *= inv_det;   *u *= inv_det;   *v *= inv_det;#else                    /* the non-culling branch */   if (det > -EPSILON && det < EPSILON)     return false;   inv_det = 1.0 / det;   /* calculate distance from vert0 to ray origin */   //SUB(tvec, orig, vert0);   tvec.x = orig.x - vert0.x;   tvec.y = orig.y - vert0.y;   tvec.z = orig.z - vert0.z;   /* calculate U parameter and test bounds *///   *u = DOT(tvec, pvec) * inv_det;   u = mDot(tvec, pvec) * inv_det;   if (u < 0.0 || u > 1.0)     return false;   /* prepare to test V parameter */   //CROSS(qvec, tvec, edge1);   mCross(tvec, edge1, &qvec);   /* calculate V parameter and test bounds *///   *v = DOT(dir, qvec) * inv_det;   v = mDot(dir, qvec) * inv_det;   if (v < 0.0 || u + v > 1.0)     return false;   /* calculate t, ray intersects triangle *///   *t = DOT(edge2, qvec) * inv_det;   t = mDot(edge2, qvec) * inv_det;#endif   return true;}//*** Taken from TSE, and based on the abovebool castRayTriangle(const Point3F& orig, const Point3F& dir,   const Point3F& vert0, const Point3F& vert1, const Point3F& vert2,   F32 &t, Point2F &bary){   Point3F tvec, qvec;   // Find vectors for two edges sharing vert0   const Point3F edge1 = vert1 - vert0;   const Point3F edge2 = vert2 - vert0;   // Begin calculating determinant - also used to calculate U parameter.   const Point3F pvec = mCross(dir, edge2);   // If determinant is near zero, ray lies in plane of triangle.   const F32 det = mDot(edge1, pvec);   if (det > 0.00001)   {      // calculate distance from vert0 to ray origin      tvec = orig - vert0;      // calculate U parameter and test bounds      bary.x = mDot(tvec, pvec); // bary.x is really bary.u...      if (bary.x < 0.0 || bary.x > det)         return false;      // prepare to test V parameter      qvec = mCross(tvec, edge1);      // calculate V parameter and test bounds      bary.y = mDot(dir, qvec); // bary.y is really bary.v      if (bary.y < 0.0 || (bary.x + bary.y) > det)         return false;   }   else if(det < -0.00001)   {      // calculate distance from vert0 to ray origin      tvec = orig - vert0;      // calculate U parameter and test bounds      bary.x = mDot(tvec, pvec);      if (bary.x > 0.0 || bary.x < det)         return false;      // prepare to test V parameter      qvec = mCross(tvec, edge1);      // calculate V parameter and test bounds      bary.y = mDot(dir, qvec);      if (bary.y > 0.0 || (bary.x + bary.y) < det)         return false;   }   else       return false;  // ray is parallel to the plane of the triangle.   const F32 inv_det = 1.0 / det;   // calculate t, ray intersects triangle   t = mDot(edge2, qvec) * inv_det;   bary *= inv_det;      //AssertFatal((t >= 0.f && t <=1.f), "AtlasGeomTracer::castRayTriangle - invalid t!");   // Hack, check the math here!   return (t >= 0.f && t <=1.f);}bool castRayTriangle(const Point3D &orig, const Point3D &dir,   const Point3D &vert0, const Point3D &vert1, const Point3D &vert2){   F64 t;   Point2D bary;   Point3D tvec, qvec;   // Find vectors for two edges sharing vert0   const Point3D edge1 = vert1 - vert0;   const Point3D edge2 = vert2 - vert0;   // Begin calculating determinant - also used to calculate U parameter.   Point3D pvec;   mCross(dir, edge2, &pvec);   // If determinant is near zero, ray lies in plane of triangle.   const F64 det = mDot(edge1, pvec);   if (det > 0.00001)   {      // calculate distance from vert0 to ray origin      tvec = orig - vert0;      // calculate U parameter and test bounds      bary.x = mDot(tvec, pvec); // bary.x is really bary.u...      if (bary.x < 0.0 || bary.x > det)         return false;      // prepare to test V parameter      mCross(tvec, edge1, &qvec);      // calculate V parameter and test bounds      bary.y = mDot(dir, qvec); // bary.y is really bary.v      if (bary.y < 0.0 || (bary.x + bary.y) > det)         return false;   }   else if(det < -0.00001)   {      // calculate distance from vert0 to ray origin      tvec = orig - vert0;      // calculate U parameter and test bounds      bary.x = mDot(tvec, pvec);      if (bary.x > 0.0 || bary.x < det)         return false;      // prepare to test V parameter      mCross(tvec, edge1, &qvec);      // calculate V parameter and test bounds      bary.y = mDot(dir, qvec);      if (bary.y > 0.0 || (bary.x + bary.y) < det)         return false;   }   else       return false;  // ray is parallel to the plane of the triangle.   const F32 inv_det = 1.0 / det;   // calculate t, ray intersects triangle   t = mDot(edge2, qvec) * inv_det;   bary *= inv_det;      //AssertFatal((t >= 0.f && t <=1.f), "AtlasGeomTracer::castRayTriangle - invalid t!");   // Hack, check the math here!   return (t >= 0.f && t <=1.f);}
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