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84 lines
2.3 KiB
C++
84 lines
2.3 KiB
C++
/* ResidualVM - A 3D game interpreter
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*
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* ResidualVM 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
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the 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 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, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#include "math/ray.h"
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#include "common/util.h"
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namespace Math {
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Ray::Ray() {
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}
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Ray::Ray(const Vector3d &origin, const Vector3d &direction) :
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_origin(origin),
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_direction(direction) {
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}
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void Ray::transform(const Matrix4 &matrix) {
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matrix.transform(&_origin, true);
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matrix.transform(&_direction, false);
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_direction.normalize();
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}
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void Ray::rotate(const Quaternion &rot) {
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rot.transform(_origin);
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rot.transform(_direction);
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_direction.normalize();
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}
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void Ray::translate(const Vector3d &v) {
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_origin += v;
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}
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bool Ray::intersectAABB(const AABB &aabb) const {
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Vector3d dirFrac;
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dirFrac.x() = 1.0f / _direction.x();
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dirFrac.y() = 1.0f / _direction.y();
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dirFrac.z() = 1.0f / _direction.z();
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float t1 = (aabb.getMin().x() - _origin.x()) * dirFrac.x();
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float t2 = (aabb.getMax().x() - _origin.x()) * dirFrac.x();
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float t3 = (aabb.getMin().y() - _origin.y()) * dirFrac.y();
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float t4 = (aabb.getMax().y() - _origin.y()) * dirFrac.y();
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float t5 = (aabb.getMin().z() - _origin.z()) * dirFrac.z();
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float t6 = (aabb.getMax().z() - _origin.z()) * dirFrac.z();
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float tMin = MAX(MAX(MIN(t1, t2), MIN(t3, t4)), MIN(t5, t6));
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float tMax = MIN(MIN(MAX(t1, t2), MAX(t3, t4)), MAX(t5, t6));
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// If tMax < 0, the ray is intersecting the AABB, but the whole AABB is in the opposite direction
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if (tMax < 0) {
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return false;
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}
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// If tMin > tMax, the ray doesn't intersect the AABB
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if (tMin > tMax) {
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return false;
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}
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return true;
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}
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}
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