2010-05-06 00:08:41 +00:00
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// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
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// Copyright (C) 2010 Winch Gate Property Limited
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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 Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (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 Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#include "std3d.h"
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#include "nel/3d/ray_mesh.h"
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#include "nel/misc/vector_2f.h"
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#include "nel/misc/fast_mem.h"
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#include "nel/3d/matrix_3x4.h"
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using namespace NLMISC;
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using namespace std;
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namespace NL3D
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{
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// ***************************************************************************
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// The number of byte to process per block
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const uint NL_BlockByteL1= 4096;
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// Number of vertices per block to process For vertices mul
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uint CRayMesh::NumCacheVertex= NL_BlockByteL1 / sizeof(CVector);
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// ***************************************************************************
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template<class TIndex>
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static bool getRayIntersectionT(std::vector<NLMISC::CVector> &vertices, const std::vector<TIndex> &tris,
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float &dist2D, float &distZ, bool computeDist2D)
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{
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2010-05-13 20:14:36 +00:00
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uint numTris= (uint)tris.size()/3;
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2010-05-06 00:08:41 +00:00
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if(!numTris)
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return false;
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// test all tris
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const TIndex *pTri= &tris[0];
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float minSkinDistZ= FLT_MAX;
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for(uint i=0;i<numTris;i++)
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{
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const CVector &p0= vertices[*(pTri++)];
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const CVector &p1= vertices[*(pTri++)];
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const CVector &p2= vertices[*(pTri++)];
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// 2D tri seg
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CVector2f p01(p1.x-p0.x, p1.y-p0.y);
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CVector2f p12(p2.x-p1.x, p2.y-p1.y);
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CVector2f p20(p0.x-p2.x, p0.y-p2.y);
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// If some vertices are equal (cause of graphists, or cause of projection), then this triangle cannot
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// include the ray.
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// must do this, else it is bugguy (if one degenerated triangle exist, will return true for all the skin)
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if(p01.isNull() || p12.isNull() || p20.isNull())
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continue;
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/* Since the triangle is "rendered" in the ray "camera", the ray here is (Pos=Null,dir=K)
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Therefore we can do fast triangle intersection test, only testing the 2D intersection in
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the X/Y plane first
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*/
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float a,b,c; // 2D cartesian coefficients of line in plane X/Y.
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bool allInf= true;
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bool allSup= true;
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// Line p0-p1.
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a= -p01.y;
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b= p01.x;
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c= (p0.x*a + p0.y*b);
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allInf= allInf && c<=0;
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allSup= allSup && c>=0;
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// Line p1-p2.
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a= -p12.y;
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b= p12.x;
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c= (p1.x*a + p1.y*b);
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allInf= allInf && c<=0;
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allSup= allSup && c>=0;
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// Line p2-p0.
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a= -p20.y;
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b= p20.x;
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c= (p2.x*a + p2.y*b);
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allInf= allInf && c<=0;
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allSup= allSup && c>=0;
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// all on same side (don't bother front or backfaces)?
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if(allInf || allSup)
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{
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// => ray intersect. compute the intersection now.
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// This code is called for a very small subset of faces, hence don't bother optim.
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CPlane plane;
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plane.make(p0,p1,p2);
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// intersect with the ray. Since vertices are in ray basis, the Ray is (Null, K).
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CVector hit= plane.intersect(CVector::Null, CVector::K);
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// then dist of Null to the tri is just Z.
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float distToTri= hit.z;
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// avoid problems if the plane is // to the ray. take maximum proj dist with the 3 points
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float minVertDist= min(p0.z, p1.z);
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minVertDist= min(minVertDist, p2.z);
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// distToTri cannot be less than minVertDist
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distToTri= max(minVertDist, distToTri);
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// NB: it is possible than distToTri<0 (face behind or clipped by camera). clamp then to 0
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distToTri= max(distToTri, 0.f);
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minSkinDistZ= min(minSkinDistZ, distToTri);
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}
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}
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// don't intersect?
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if(minSkinDistZ==FLT_MAX)
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{
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// get the nearest distance to the ray (do the compute only if no IT found at all => optim)
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const TIndex *pTri= &tris[0];
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float minSkinSqrDist2D= FLT_MAX;
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// only if user want this feature
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if(computeDist2D)
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{
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for(uint i=0;i<numTris;i++)
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{
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const CVector &p0= vertices[*(pTri++)];
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const CVector &p1= vertices[*(pTri++)];
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const CVector &p2= vertices[*(pTri++)];
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// 2D tri seg
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CVector2f p01(p1.x-p0.x, p1.y-p0.y);
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CVector2f p12(p2.x-p1.x, p2.y-p1.y);
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CVector2f p20(p0.x-p2.x, p0.y-p2.y);
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// If some vertices are equal (cause of graphists, or cause of projection), then this triangle cannot
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// include the ray.
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// must do this, else it is bugguy (if one degenerated triangle exist, will return true for all the skin)
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if(p01.isNull() || p12.isNull() || p20.isNull())
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continue;
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// compute the min dist to the ray
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// ** Min 2D vert dist to Center(Null)
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float p0sqdist= sqr(p0.x) + sqr(p0.y);
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float p1sqdist= sqr(p1.x) + sqr(p1.y);
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float p2sqdist= sqr(p2.x) + sqr(p2.y);
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float sqdTri= min(p0sqdist, p1sqdist);
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sqdTri= min(sqdTri, p2sqdist);
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// ** Minimize with segment dist
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// compute 2D segment sqrdist
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float p01sqdist= sqr(p01.x) + sqr(p01.y);
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float p12sqdist= sqr(p12.x) + sqr(p12.y);
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float p20sqdist= sqr(p20.x) + sqr(p20.y);
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float fSeg;
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// project Null onto segment (Null-p0)*(p1-p0) => value between 0 and p01sqdist (if in segment)
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fSeg= -p0.x*p01.x -p0.y*p01.y;
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if(fSeg>0 && fSeg<p01sqdist)
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{
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// project on segment
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CVector2f pProj= CVector2f(p0) + p01*(fSeg/p01sqdist);
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// min sq dist of tri with (Null-pProj)
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sqdTri= min(sqdTri, pProj.sqrnorm());
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}
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// same for p12
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fSeg= -p1.x*p12.x -p1.y*p12.y;
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if(fSeg>0 && fSeg<p12sqdist)
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{
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CVector2f pProj= CVector2f(p1) + p12*(fSeg/p12sqdist);
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sqdTri= min(sqdTri, pProj.sqrnorm());
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}
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// same for p20
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fSeg= -p2.x*p20.x -p2.y*p20.y;
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if(fSeg>0 && fSeg<p20sqdist)
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{
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CVector2f pProj= CVector2f(p2) + p20*(fSeg/p20sqdist);
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sqdTri= min(sqdTri, pProj.sqrnorm());
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}
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// ** minimize with the whole 2D skin dist
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minSkinSqrDist2D= min(minSkinSqrDist2D, sqdTri);
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}
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}
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// NB: in case of all degenerated triangles FLT_MAX is return...)
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if(minSkinSqrDist2D==FLT_MAX)
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dist2D= FLT_MAX;
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else
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dist2D= sqrtf(minSkinSqrDist2D);
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distZ= 0.f;
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}
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else
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{
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dist2D= 0.f;
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distZ= minSkinDistZ;
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}
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return true;
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}
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// ***************************************************************************
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bool CRayMesh::getRayIntersection(std::vector<NLMISC::CVector> &vertices, const std::vector<uint32> &tris,
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float &dist2D, float &distZ, bool computeDist2D)
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{
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return getRayIntersectionT(vertices, tris, dist2D, distZ, computeDist2D);
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}
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// ***************************************************************************
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bool CRayMesh::getRayIntersection(std::vector<NLMISC::CVector> &vertices, const std::vector<uint16> &tris,
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float &dist2D, float &distZ, bool computeDist2D)
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{
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return getRayIntersectionT(vertices, tris, dist2D, distZ, computeDist2D);
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}
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// ***************************************************************************
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bool CRayMesh::fastIntersect(const NLMISC::CMatrix &worldMatrix, const NLMISC::CVector &p0, const NLMISC::CVector &dir, float &dist2D, float &distZ, bool computeDist2D) const
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{
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if(empty())
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return false;
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// *** Compute toRaySpace matrix
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// The skinning must be done in final RaySpace.
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CMatrix toRaySpace;
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// compute the ray matrix
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CVector dirn= dir;
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if(dirn.isNull())
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dirn= CVector::K;
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dirn.normalize();
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toRaySpace.setArbitraryRotK(dirn);
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toRaySpace.setPos(p0);
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// The skinning must be done in ray space: (RayMat-1)*worldMatrix;
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toRaySpace.invert();
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toRaySpace*= worldMatrix;
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CMatrix3x4 fastMat;
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fastMat.set(toRaySpace);
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// *** Make all points in ray space
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2010-05-13 20:14:36 +00:00
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uint numVerts= (uint)Vertices.size();
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2010-05-06 00:08:41 +00:00
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const CVector *src= &Vertices[0];
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// enlarge temp buffer
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static std::vector<CVector> meshInRaySpace;
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if(Vertices.size()>meshInRaySpace.size())
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meshInRaySpace.resize(Vertices.size());
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CVector *dst= &meshInRaySpace[0];
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// Then do the skin
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for(;numVerts>0;)
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{
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// number of vertices to process for this block.
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uint nBlockInf= min(NumCacheVertex, numVerts);
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// next block.
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numVerts-= nBlockInf;
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// cache the data in L1 cache.
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CFastMem::precache(src, nBlockInf * sizeof(CVector));
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// for all InfluencedVertices only.
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for(;nBlockInf>0;nBlockInf--, src++, dst++)
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{
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fastMat.mulSetPoint( *src, *dst );
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}
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}
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// *** and get ray intersection
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return getRayIntersection(meshInRaySpace, Triangles, dist2D, distZ, computeDist2D);
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}
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} // NL3D
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