/*
-Copyright (C) 1999-2007 id Software, Inc. and contributors.
-For a list of contributors, see the accompanying CONTRIBUTORS file.
+ Copyright (C) 2001-2006, William Joseph.
+ All Rights Reserved.
-This file is part of GtkRadiant.
+ This file is part of GtkRadiant.
-GtkRadiant is free software; you can redistribute it and/or modify
-it under the terms of the GNU General Public License as published by
-the Free Software Foundation; either version 2 of the License, or
-(at your option) any later version.
+ GtkRadiant is free software; you can redistribute it and/or modify
+ it under the terms of the GNU General Public License as published by
+ the Free Software Foundation; either version 2 of the License, or
+ (at your option) any later version.
-GtkRadiant is distributed in the hope that it will be useful,
-but WITHOUT ANY WARRANTY; without even the implied warranty of
-MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-GNU General Public License for more details.
+ GtkRadiant is distributed in the hope that it will be useful,
+ but WITHOUT ANY WARRANTY; without even the implied warranty of
+ MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ GNU General Public License for more details.
-You should have received a copy of the GNU General Public License
-along with GtkRadiant; if not, write to the Free Software
-Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
-*/
+ You should have received a copy of the GNU General Public License
+ along with GtkRadiant; if not, write to the Free Software
+ Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
+ */
#include "mathlib.h"
-/*! for memcpy */
-#include <memory.h>
+#include <float.h>
vec3_t identity = { 0,0,0 };
-void ray_construct_for_vec3(ray_t *ray, const vec3_t origin, const vec3_t direction)
-{
- VectorCopy(origin, ray->origin);
- VectorCopy(direction, ray->direction);
+void ray_construct_for_vec3( ray_t *ray, const vec3_t origin, const vec3_t direction ){
+ VectorCopy( origin, ray->origin );
+ VectorCopy( direction, ray->direction );
}
-
-void ray_transform(ray_t *ray, const m4x4_t matrix)
-{
- m4x4_transform_point(matrix, ray->origin);
- m4x4_transform_normal(matrix, ray->direction);
+
+void ray_transform( ray_t *ray, const m4x4_t matrix ){
+ m4x4_transform_point( matrix, ray->origin );
+ m4x4_transform_normal( matrix, ray->direction );
}
-vec_t ray_intersect_point(const ray_t *ray, const vec3_t point, vec_t epsilon, vec_t divergence)
-{
- vec3_t displacement;
- vec_t depth;
-
- // calc displacement of test point from ray origin
- VectorSubtract(point, ray->origin, displacement);
- // calc length of displacement vector along ray direction
- depth = DotProduct(displacement, ray->direction);
- if(depth < 0.0f) return (vec_t)VEC_MAX;
- // calc position of closest point on ray to test point
- VectorMA (ray->origin, depth, ray->direction, displacement);
- // calc displacement of test point from closest point
- VectorSubtract(point, displacement, displacement);
- // calc length of displacement, subtract depth-dependant epsilon
- if (VectorLength(displacement) - (epsilon + (depth * divergence)) > 0.0f) return (vec_t)VEC_MAX;
- return depth;
+vec_t ray_intersect_point( const ray_t *ray, const vec3_t point, vec_t epsilon, vec_t divergence ){
+ vec3_t displacement;
+ vec_t depth;
+
+ // calc displacement of test point from ray origin
+ VectorSubtract( point, ray->origin, displacement );
+ // calc length of displacement vector along ray direction
+ depth = DotProduct( displacement, ray->direction );
+ if ( depth < 0.0f ) {
+ return (vec_t)FLT_MAX;
+ }
+ // calc position of closest point on ray to test point
+ VectorMA( ray->origin, depth, ray->direction, displacement );
+ // calc displacement of test point from closest point
+ VectorSubtract( point, displacement, displacement );
+ // calc length of displacement, subtract depth-dependant epsilon
+ if ( VectorLength( displacement ) - ( epsilon + ( depth * divergence ) ) > 0.0f ) {
+ return (vec_t)FLT_MAX;
+ }
+ return depth;
}
// Tomas Moller and Ben Trumbore. Fast, minimum storage ray-triangle intersection. Journal of graphics tools, 2(1):21-28, 1997
-#define EPSILON 0.000001
-
-vec_t ray_intersect_triangle(const ray_t *ray, qboolean bCullBack, const vec3_t vert0, const vec3_t vert1, const vec3_t vert2)
-{
- float edge1[3], edge2[3], tvec[3], pvec[3], qvec[3];
- float det,inv_det;
- float u, v;
- vec_t depth = (vec_t)VEC_MAX;
-
- /* find vectors for two edges sharing vert0 */
- VectorSubtract(vert1, vert0, edge1);
- VectorSubtract(vert2, vert0, edge2);
-
- /* begin calculating determinant - also used to calculate U parameter */
- CrossProduct(ray->direction, edge2, pvec);
-
- /* if determinant is near zero, ray lies in plane of triangle */
- det = DotProduct(edge1, pvec);
-
- if (bCullBack == qtrue)
- {
- if (det < EPSILON)
- return depth;
-
- // calculate distance from vert0 to ray origin
- VectorSubtract(ray->origin, vert0, tvec);
-
- // calculate U parameter and test bounds
- u = DotProduct(tvec, pvec);
- if (u < 0.0 || u > det)
- return depth;
-
- // prepare to test V parameter
- CrossProduct(tvec, edge1, qvec);
-
- // calculate V parameter and test bounds
- v = DotProduct(ray->direction, qvec);
- if (v < 0.0 || u + v > det)
- return depth;
-
- // calculate t, scale parameters, ray intersects triangle
- depth = DotProduct(edge2, qvec);
- inv_det = 1.0f / det;
- depth *= inv_det;
- //u *= inv_det;
- //v *= inv_det;
- }
- else
- {
- /* the non-culling branch */
- if (det > -EPSILON && det < EPSILON)
- return depth;
- inv_det = 1.0f / det;
-
- /* calculate distance from vert0 to ray origin */
- VectorSubtract(ray->origin, vert0, tvec);
-
- /* calculate U parameter and test bounds */
- u = DotProduct(tvec, pvec) * inv_det;
- if (u < 0.0 || u > 1.0)
- return depth;
-
- /* prepare to test V parameter */
- CrossProduct(tvec, edge1, qvec);
-
- /* calculate V parameter and test bounds */
- v = DotProduct(ray->direction, qvec) * inv_det;
- if (v < 0.0 || u + v > 1.0)
- return depth;
-
- /* calculate t, ray intersects triangle */
- depth = DotProduct(edge2, qvec) * inv_det;
- }
- return depth;
+const double EPSILON = 0.000001;
+
+vec_t ray_intersect_triangle( const ray_t *ray, qboolean bCullBack, const vec3_t vert0, const vec3_t vert1, const vec3_t vert2 ){
+ float edge1[3], edge2[3], tvec[3], pvec[3], qvec[3];
+ float det,inv_det;
+ float u, v;
+ vec_t depth = (vec_t)FLT_MAX;
+
+ /* find vectors for two edges sharing vert0 */
+ VectorSubtract( vert1, vert0, edge1 );
+ VectorSubtract( vert2, vert0, edge2 );
+
+ /* begin calculating determinant - also used to calculate U parameter */
+ CrossProduct( ray->direction, edge2, pvec );
+
+ /* if determinant is near zero, ray lies in plane of triangle */
+ det = DotProduct( edge1, pvec );
+
+ if ( bCullBack == qtrue ) {
+ if ( det < EPSILON ) {
+ return depth;
+ }
+
+ // calculate distance from vert0 to ray origin
+ VectorSubtract( ray->origin, vert0, tvec );
+
+ // calculate U parameter and test bounds
+ u = DotProduct( tvec, pvec );
+ if ( u < 0.0 || u > det ) {
+ return depth;
+ }
+
+ // prepare to test V parameter
+ CrossProduct( tvec, edge1, qvec );
+
+ // calculate V parameter and test bounds
+ v = DotProduct( ray->direction, qvec );
+ if ( v < 0.0 || u + v > det ) {
+ return depth;
+ }
+
+ // calculate t, scale parameters, ray intersects triangle
+ depth = DotProduct( edge2, qvec );
+ inv_det = 1.0f / det;
+ depth *= inv_det;
+ //u *= inv_det;
+ //v *= inv_det;
+ }
+ else
+ {
+ /* the non-culling branch */
+ if ( det > -EPSILON && det < EPSILON ) {
+ return depth;
+ }
+ inv_det = 1.0f / det;
+
+ /* calculate distance from vert0 to ray origin */
+ VectorSubtract( ray->origin, vert0, tvec );
+
+ /* calculate U parameter and test bounds */
+ u = DotProduct( tvec, pvec ) * inv_det;
+ if ( u < 0.0 || u > 1.0 ) {
+ return depth;
+ }
+
+ /* prepare to test V parameter */
+ CrossProduct( tvec, edge1, qvec );
+
+ /* calculate V parameter and test bounds */
+ v = DotProduct( ray->direction, qvec ) * inv_det;
+ if ( v < 0.0 || u + v > 1.0 ) {
+ return depth;
+ }
+
+ /* calculate t, ray intersects triangle */
+ depth = DotProduct( edge2, qvec ) * inv_det;
+ }
+ return depth;
+}
+
+vec_t ray_intersect_plane( const ray_t* ray, const vec3_t normal, vec_t dist ){
+ return -( DotProduct( normal, ray->origin ) - dist ) / DotProduct( ray->direction, normal );
}