2012-05-29 13:31:11 +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 "stdmisc.h"
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#include "nel/misc/triangle.h"
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#include "nel/misc/plane.h"
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#include "nel/misc/matrix.h"
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2012-12-05 09:26:01 +00:00
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#ifdef DEBUG_NEW
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#define new DEBUG_NEW
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#endif
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2012-05-29 13:31:11 +00:00
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namespace NLMISC
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{
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#define EPSILON 0.0001f
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// ***************************************************************************
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bool CTriangle::intersect (const CVector& p0, const CVector& p1, CVector& hit, const CPlane& plane) const
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{
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CVector normal = plane.getNormal();
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float np1 = normal*p1;
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float np2 = np1-normal*p0;
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if (np2 == 0.0f)
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return false;
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float lambda = (plane.d+np1)/np2;
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// Checks the intersection belongs to the segment
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if (lambda < -EPSILON || lambda > 1.0f+EPSILON)
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return false;
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// The intersection on the plane
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hit = p0*lambda+p1*(1.0f-lambda);
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float d0 = ((V1-V0)^normal)*(hit-V0);
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float d1 = ((V2-V1)^normal)*(hit-V1);
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float d2 = ((V0-V2)^normal)*(hit-V2);
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return (d0 < +EPSILON && d1 < +EPSILON && d2 < +EPSILON) ||
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(d0 > -EPSILON && d1 > -EPSILON && d2 > -EPSILON);
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}
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// ***************************************************************************
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void CTriangle::computeGradient(float c0, float c1, float c2, CVector &grad) const
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{
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// Compute basis for 2D triangle.
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CVector locI, locJ, locK;
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locI= V1-V0;
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locJ= V2-V0;
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locK= locI^locJ;
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locK.normalize();
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locI.normalize();
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locJ= locK^locI;
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// compute triangle in 2D.
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CTriangle tri2D;
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tri2D.V0.set(0,0,0);
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tri2D.V1.x= (V1-V0)*locI;
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tri2D.V1.y= (V1-V0)*locJ;
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tri2D.V1.z= 0;
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tri2D.V2.x= (V2-V0)*locI;
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tri2D.V2.y= (V2-V0)*locJ;
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tri2D.V2.z= 0;
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// Compute 2 2D Gradients.
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float dx01= tri2D.V0.x - tri2D.V2.x;
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float dx02= tri2D.V1.x - tri2D.V2.x;
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float dy01= tri2D.V0.y - tri2D.V2.y;
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float dy02= tri2D.V1.y - tri2D.V2.y;
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float dc01= c0 - c2;
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float dc02= c1 - c2;
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float gd= dx02*dy01 - dx01*dy02;
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float OOgd;
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if(gd!=0)
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OOgd= 1.0f/gd;
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else
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OOgd= 1; // for now, do not manage correctly this case.
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float gx, gy;
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gx= (dc02*dy01 - dc01*dy02) * OOgd;
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gy= (dc01*dx02 - dc02*dx01) * OOgd;
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// transform in 3D.
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grad= locI*gx + locJ*gy;
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}
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// ***************************************************************************
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void CTriangle::applyMatrix(const CMatrix &m, CTriangle &dest) const
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{
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dest.V0 = m * V0;
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dest.V1 = m * V1;
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dest.V2 = m * V2;
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}
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} // NLMISC
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