Files
fs2open.github.com/code/math/fvi.h
T
2006-02-25 21:47:19 +00:00

221 lines
8.5 KiB
C

/*
* 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.
*
*/
/*
* $Logfile: /Freespace2/code/Math/Fvi.h $
* $Revision: 2.6 $
* $Date: 2006-02-25 21:47:00 $
* $Author: Goober5000 $
*
* Prototypes for fvi stuff
*
* $Log: not supported by cvs2svn $
* Revision 2.5 2005/07/13 03:15:50 Goober5000
* remove PreProcDefine #includes in FS2
* --Goober5000
*
* Revision 2.4 2005/04/05 05:53:18 taylor
* s/vector/vec3d/g, better support for different compilers (Jens Granseuer)
*
* Revision 2.3 2004/08/11 05:06:27 Kazan
* added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this
*
* Revision 2.2 2002/12/07 01:37:41 bobboau
* initial decals code, if you are worried a bug is being caused by the decals code it's only references are in,
* collideshipweapon.cpp line 262, beam.cpp line 2771, and modelinterp.cpp line 2949.
* it needs a better renderer, but is in prety good shape for now,
* I also (think) I squashed a bug in the warpmodel code
*
* Revision 2.1 2002/08/01 01:41:06 penguin
* The big include file move
*
* Revision 2.0 2002/06/03 04:02:24 penguin
* Warpcore CVS sync
*
* Revision 1.1 2002/05/02 18:03:09 mharris
* Initial checkin - converted filenames and includes to lower case
*
*
* 5 8/16/99 8:19a Andsager
* Add project_point_onto_bbox() to fvi and include in aicode
*
* 4 3/08/99 7:03p Dave
* First run of new object update system. Looks very promising.
*
* 3 11/13/98 11:10a Andsager
* Add fvi_two_lines_in_3space() - returns closest point of intersection
*
* 2 10/07/98 10:53a Dave
* Initial checkin.
*
* 1 10/07/98 10:49a Dave
*
* 16 1/12/98 9:20p Andsager
* Modify calling procedure to fvi_sphere_plane.
*
* 15 10/19/97 9:42p Andsager
* add fvi_sphere_plane to header
*
* 14 10/19/97 9:28p Andsager
* removed local function from header
*
* 13 10/17/97 1:21a Andsager
* add new function to check sphere-polgon edge collision
*
* 12 10/03/97 5:06p Andsager
* added sphere polygon intersection code
*
* 11 9/28/97 2:16p Andsager
* added fvi_moving_sphere_intersect_plane
*
* 10 4/01/97 1:03p John
* Changed fvi_ray_plane to take a dir, not two points.
*
* 9 3/26/97 10:48a Hoffoss
* JAS: Added fvi_ray_sphere
*
* 8 3/24/97 3:55p John
* renamed fvi functions so rays and segments aren't confusing.
*
* 7 3/24/97 3:26p John
* Cleaned up and restructured model_collide code and fvi code. In fvi
* made code that finds uvs work.. Added bm_get_pixel to BmpMan.
*
* 6 2/17/97 5:18p John
* Added a bunch of RCS headers to a bunch of old files that don't have
* them.
*
* $NoKeywords: $
*/
#ifndef _FVI_H
#define _FVI_H
#include "globalincs/pstypes.h"
//finds distance from point to plane
float fvi_point_dist_plane( vec3d *plane_pnt,vec3d *plane_norm, 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,
vec3d *plane_pnt,vec3d *plane_norm, // Plane description, a point and a normal
vec3d *ray_origin,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, vec3d *plane_pnt, vec3d *plane_norm, vec3d *p0, 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(vec3d *checkp, int nv, vec3d **verts, vec3d * norm1, float *u_out, float *v_out, 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, vec3d *p0, vec3d *p1, 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, vec3d *p0, vec3d *p1, 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( vec3d *min, vec3d *max, vec3d * p0, 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, vec3d *xs0, vec3d *vs, float Rs, int nv, vec3d **verts, float *hit_time);
int fvi_sphere_plane(vec3d *intersect_point, vec3d *sphere_center_start, vec3d *sphere_velocity, float sphere_radius,
vec3d *plane_normal, 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(vec3d *p1, vec3d *v1, vec3d *p2, 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(vec3d *mins, vec3d *maxs, vec3d *start, vec3d *box_pt);
#endif