//----------------------------------------------------------------------------- // Torque Game Engine // Copyright (C) GarageGames.com, Inc. //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- // 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 above bool castRayTriangle(Point3F orig, Point3F dir, Point3F vert0, Point3F vert1, 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); } //-------------------------------------------------------- //-------------------------------------------------------- // JK: faster ray->convexHull test - taken from TSMesh... // // Used by lighting system... // bool castRayBrush(const Point3F &start, const Point3F &end, PlaneF *planes, U32 planeCount) { // F32 startTime = -0.01f; F32 startNum = -0.01f; F32 startDen = 1.00f; // F32 endTime = 1.01f; F32 endNum = 1.01f; F32 endDen = 1.00f; S32 curPlane = 0; U32 curMaterial = 0; bool found = false; bool tmpFound; S32 tmpPlane; F32 sgn = -1.0f; F32 * pnum = &startNum; F32 * pden = &startDen; S32 * pplane = &curPlane; bool * pfound = &found; for (S32 i=0; i0.0f) { // same side of the plane...which side -- dot==0 considered inside if (dot1>0.0f) // start and end outside of this plane, no collision return false; // start and end inside plane, continue continue; } AssertFatal(dot1/(dot1-dot2)>=0.0f && dot1/(dot1-dot2)<=1.0f,"TSMesh::castRay (1)"); // find intersection (time) with this plane... // F32 time = dot1 / (dot1-dot2); F32 num = mFabs(dot1); F32 den = mFabs(dot1-dot2); if (sgn*dot1>=0) { sgn *= -1.0f; pnum = (F32*) ((dsize_t)pnum ^ (dsize_t)&endNum ^ (dsize_t)&startNum); pden = (F32*) ((dsize_t)pden ^ (dsize_t)&endDen ^ (dsize_t)&startDen); pplane = (S32*) ((dsize_t)pplane ^ (dsize_t)&tmpPlane ^ (dsize_t)&curPlane); pfound = (bool*) ((dsize_t)pfound ^ (dsize_t)&tmpFound ^ (dsize_t)&found); } bool noCollision = num*endDen*sgn