/* ScummVM - Graphic Adventure Engine * * ScummVM is the legal property of its developers, whose names * are too numerous to list here. Please refer to the COPYRIGHT * file distributed with this source distribution. * * This program 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 3 of the License, or * (at your option) any later version. * * This program 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 this program. If not, see . * */ #include "math/ray.h" #include "common/util.h" namespace Math { Ray::Ray() { } Ray::Ray(const Vector3d &origin, const Vector3d &direction) : _origin(origin), _direction(direction) { } void Ray::transform(const Matrix4 &matrix) { matrix.transform(&_origin, true); matrix.transform(&_direction, false); _direction.normalize(); } void Ray::rotate(const Quaternion &rot) { rot.transform(_origin); rot.transform(_direction); _direction.normalize(); } void Ray::rotateDirection(const Quaternion &rot) { rot.transform(_direction); _direction.normalize(); } void Ray::translate(const Vector3d &v) { _origin += v; } bool Ray::intersectAABB(const AABB &aabb) const { Vector3d dirFrac; dirFrac.x() = 1.0f / _direction.x(); dirFrac.y() = 1.0f / _direction.y(); dirFrac.z() = 1.0f / _direction.z(); float t1 = (aabb.getMin().x() - _origin.x()) * dirFrac.x(); float t2 = (aabb.getMax().x() - _origin.x()) * dirFrac.x(); float t3 = (aabb.getMin().y() - _origin.y()) * dirFrac.y(); float t4 = (aabb.getMax().y() - _origin.y()) * dirFrac.y(); float t5 = (aabb.getMin().z() - _origin.z()) * dirFrac.z(); float t6 = (aabb.getMax().z() - _origin.z()) * dirFrac.z(); float tMin = MAX(MAX(MIN(t1, t2), MIN(t3, t4)), MIN(t5, t6)); float tMax = MIN(MIN(MAX(t1, t2), MAX(t3, t4)), MAX(t5, t6)); // If tMax < 0, the ray is intersecting the AABB, but the whole AABB is in the opposite direction if (tMax < 0) { return false; } // If tMin > tMax, the ray doesn't intersect the AABB if (tMin > tMax) { return false; } return true; } // Algorithm adapted from https://www.lighthouse3d.com/tutorials/maths/ray-triangle-intersection/ bool Ray::intersectTriangle(const Vector3d &v0, const Vector3d &v1, const Vector3d &v2, Vector3d &vout, float &fout) const { const Vector3d e1 = v1 - v0; const Vector3d e2 = v2 - v0; const Vector3d h = Vector3d::crossProduct(_direction, e2); float a = e1.dotProduct(h); if (fabs(a) < 1e-6f) return false; float f = 1.0f / a; const Vector3d s = _origin - v0; float u = f * s.dotProduct(h); if (u < 0.0f || u > 1.0f) return false; const Vector3d q = Vector3d::crossProduct(s, e1); float v = f * _direction.dotProduct(q); if (v < 0.0f || u + v > 1.0f) return false; float t = f * e2.dotProduct(q); if (t < 1e-6f) return false; fout = t; vout = _origin + t * _direction; return true; } }