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https://github.com/scummvm/scummvm.git
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130 lines
3.5 KiB
C++
130 lines
3.5 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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/*
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* This file is based on WME Lite.
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* http://dead-code.org/redir.php?target=wmelite
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* Copyright (c) 2011 Jan Nedoma
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*/
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#include "engines/wintermute/math/math_util.h"
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#include "common/scummsys.h"
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#ifdef ENABLE_WME3D
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#include "common/util.h"
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#endif
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namespace Wintermute {
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//////////////////////////////////////////////////////////////////////////
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float MathUtil::round(float val) {
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float result = floor(val);
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if (val - result >= 0.5f) {
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result += 1.0;
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}
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return result;
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}
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//////////////////////////////////////////////////////////////////////////
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float MathUtil::roundUp(float val) {
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float result = floor(val);
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if (val - result > 0) {
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result += 1.0;
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}
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return result;
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}
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#ifdef ENABLE_WME3D
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bool lineIntersectsTriangle(const Math::Vector3d &origin, const Math::Vector3d &direction,
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const Math::Vector3d &v0, const Math::Vector3d &v1, const Math::Vector3d &v2,
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float &t, float &u, float &v) {
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const float epsilon = 0.0001f;
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Math::Vector3d edge1 = v1 - v0;
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Math::Vector3d edge2 = v2 - v0;
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Math::Vector3d pVector = Math::Vector3d::crossProduct(direction, edge2);
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float det = Math::Vector3d::dotProduct(edge1, pVector);
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if (ABS(det) < epsilon) {
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return false;
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}
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Math::Vector3d tVector = origin - v0;
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u = Math::Vector3d::dotProduct(tVector, pVector) / det;
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if (u < 0.0f || u > 1.0f) {
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return false;
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}
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Math::Vector3d qVector = Math::Vector3d::crossProduct(tVector, edge1);
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v = Math::Vector3d::dotProduct(direction, qVector) / det;
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if (v < 0.0f || u + v > 1.0f) {
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return false;
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}
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t = Math::Vector3d::dotProduct(edge2, qVector) / det;
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Math::Vector3d intersectionPoint = origin + direction * t;
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t = intersectionPoint.x();
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u = intersectionPoint.y();
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v = intersectionPoint.z();
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return true;
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}
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bool lineSegmentIntersectsTriangle(const Math::Vector3d &lineStart, const Math::Vector3d &lineEnd,
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const Math::Vector3d &v0, const Math::Vector3d &v1, const Math::Vector3d &v2,
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Math::Vector3d &intersection, float &distance) {
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const float epsilon = 0.0001f;
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Math::Vector3d edge1 = v1 - v0;
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Math::Vector3d edge2 = v2 - v1;
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Math::Vector3d planeNormal = Math::Vector3d::crossProduct(edge1, edge2);
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planeNormal.normalize();
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Math::Vector3d lineDirection = lineEnd - lineStart;
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float lineLength = Math::Vector3d::dotProduct(lineDirection, planeNormal);
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if (ABS(lineLength) < epsilon) {
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return false;
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}
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float distFromPlane = Math::Vector3d::dotProduct(v0 - lineStart, planeNormal);
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float relativeDistance = distFromPlane / lineLength;
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if (relativeDistance < 0.0f || relativeDistance > 1.0f) {
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return false;
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}
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distance = relativeDistance;
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intersection = lineStart + lineDirection * relativeDistance;
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return true;
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}
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#endif
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} // End of namespace Wintermute
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