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