/* * Copyright (C) Volition, Inc. 1999. All rights reserved. * * All source code herein is the property of Volition, Inc. You may not sell * or otherwise commercially exploit the source or things you created based on the * source. * */ #ifndef _FVI_H #define _FVI_H #include "globalincs/pstypes.h" //finds distance from point to plane float fvi_point_dist_plane(const vec3d *plane_pnt, const vec3d *plane_norm, const vec3d *point); // fvi functions - fvi stands for Find Vector Intersection // fvi_a_b - means find the intersection of something of type a with something of type b // type can be: // ray: a line from p0 through p1 extending to inifinity // segment: a line from p0 stopping at p1 // sphere, point, face //-------------------------------------------------------------------- // fvi_ray_plane - Finds the point on the specified plane where the // infinite ray intersects. // // Returns scaled-distance plane is from the ray_origin (t), so // P = O + t*D, where P is the point of intersection, O is the ray origin, // and D is the ray's direction. So 0.0 would mean the intersection is // exactly on the ray origin, 1.0 would be on the ray origin plus the ray // direction vector, anything negative would be behind the ray's origin. // If you pass a pointer to the new_pnt, this routine will perform the P= // calculation to calculate the point of intersection and put the result // in *new_pnt. // // If radius is anything other than 0.0, it assumes you want the intersection // point to be that radius from the plane. // // Note that ray_direction doesn't have to be normalized unless you want // the return value to be in units from the ray origin. // // Also note that new_pnt will always be filled in to some valid value, // even if it is a point at infinity. // // If the plane and line are parallel, this will return the largest // negative float number possible. // // So if you want to check a line segment from p0 to p1, you would pass // p0 as ray_origin, p1-p0 as the ray_direction, and there would be an // intersection if the return value is between 0 and 1. float fvi_ray_plane(vec3d *new_pnt, const vec3d *plane_pnt, const vec3d *plane_norm, // Plane description, a point and a normal const vec3d *ray_origin, const vec3d *ray_direction, // Ray description, a point and a direction float rad); //find the point on the specified plane where the line segment intersects //returns true if point found, false if line parallel to plane //new_pnt is the found point on the plane //plane_pnt & plane_norm describe the plane //p0 & p1 are the ends of the line int fvi_segment_plane(vec3d *new_pnt, const vec3d *plane_pnt, const vec3d *plane_norm, const vec3d *p0, const vec3d *p1, float rad); // fvi_point_face // see if a point in inside a face by projecting into 2d. Also // Finds uv's if uvls is not NULL. Returns 0 if point isn't on // face, non-zero otherwise. // From Graphics Gems I, "An efficient Ray-Polygon intersection", p390 // checkp - The point to check // nv - how many verts in the poly // verts - the vertives for the polygon // norm1 - the polygon's normal // u_out,vout - if not null and v_out not null and uvls not_null and point is on face, the uv's of where it hit // uvls - a list of uv pairs for each vertex // This replaces the old check_point_to_face & find_hitpoint_uv int fvi_point_face(const vec3d *checkp, int nv, vec3d const *const *verts, const vec3d * norm1, float *u_out, float *v_out, const uv_pair * uvls ); //maybe this routine should just return the distance and let the caller //decide it it's close enough to hit //determine if and where a vector intersects with a sphere //vector defined by p0,p1 //returns 1 if intersects, and fills in intp //else returns 0 int fvi_segment_sphere(vec3d *intp, const vec3d *p0, const vec3d *p1, const vec3d *sphere_pos, float sphere_rad); /** * Determine if a cylinder *may* intersect with a sphere * * cylinder from p0 to p1 with radius cyl_rad * sphere at sphere_pos with radius sphere_rad * @return false if definitely not intersecting, returns true if intersection is possible */ bool fvi_cylinder_sphere_may_collide(const vec3d* p0, const vec3d* p1, float cyl_rad, const vec3d* sphere_pos, float sphere_rad); //determine if and where a ray intersects with a sphere //vector defined by p0,p1 //returns 1 if intersects, and fills in intp //else returns 0 int fvi_ray_sphere(vec3d *intp, const vec3d *p0, const vec3d *p1, const vec3d *sphere_pos, float sphere_rad); //============================================================== // Finds intersection of a ray and an axis-aligned bounding box // Given a ray with origin at p0, and direction pdir, this function // returns non-zero if that ray intersects an axis-aligned bounding box // from min to max. If there was an intersection, then hitpt will contain // the point where the ray begins inside the box. // Fast ray-box intersection taken from Graphics Gems I, pages 395,736. int fvi_ray_boundingbox(const vec3d *min, const vec3d *max, const vec3d * p0, const vec3d *pdir, vec3d *hitpt ); // sphere polygon collision prototypes // Given a polygon vertex list and a moving sphere, find the first contact the sphere makes with the edge, if any int fvi_polyedge_sphereline(vec3d *hit_point, const vec3d *xs0, const vec3d *vs, float Rs, int nv, vec3d const *const *verts, float *hit_time); int fvi_sphere_plane(vec3d *intersect_point, const vec3d *sphere_center_start, const vec3d *sphere_velocity, float sphere_radius, const vec3d *plane_normal, const vec3d *plane_point, float *hit_time, float *delta_time); // finds the point of intersection between two lines or the closest points if lines do not intersect // closest points - line 1: p1 + v1 * s, line 2: p2 + v2 * t // p1 - point on line 1 // v1 - vector direction of line 1 // p2 - point on line 2 // v2 - vector direction of line 2 // s - parameter of intersection of line 1 // t - parameter of intersection of line 2 void fvi_two_lines_in_3space(const vec3d *p1, const vec3d *v1, const vec3d *p2, const vec3d *v2, float *s, float *t); // vec3d mins - minimum extents of bbox // vec3d maxs - maximum extents of bbox // vec3d start - point in bbox reference frame // vec3d box_pt - point in bbox reference frame. // NOTE: if a coordinate of start is *inside* the bbox, it is *not* moved to surface of bbox // return: 1 if inside, 0 otherwise. int project_point_onto_bbox(const vec3d *mins, const vec3d *maxs, const vec3d *start, vec3d *box_pt); #endif