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Engine directory for ticket #1
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Engine/source/util/triRayCheck.cpp
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Engine/source/util/triRayCheck.cpp
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//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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// Ray to triangle intersection test code originally by Tomas Akenine-Möller
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// and Ben Trumbore.
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// http://www.cs.lth.se/home/Tomas_Akenine_Moller/code/
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// Ported to TGE by DAW, 2005-7-15
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//-----------------------------------------------------------------------------
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#include "util/triRayCheck.h"
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#include "math/mPlane.h"
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#define EPSILON 0.000001
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#define CROSS(dest,v1,v2) \
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dest[0]=v1[1]*v2[2]-v1[2]*v2[1]; \
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dest[1]=v1[2]*v2[0]-v1[0]*v2[2]; \
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dest[2]=v1[0]*v2[1]-v1[1]*v2[0];
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#define DOT(v1,v2) (v1[0]*v2[0]+v1[1]*v2[1]+v1[2]*v2[2])
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#define SUB(dest,v1,v2) \
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dest[0]=v1[0]-v2[0]; \
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dest[1]=v1[1]-v2[1]; \
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dest[2]=v1[2]-v2[2];
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bool intersect_triangle(Point3F orig, Point3F dir,
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Point3F vert0, Point3F vert1, Point3F vert2,
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F32& t, F32& u, F32& v)
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{
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Point3F edge1, edge2, tvec, pvec, qvec;
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F32 det,inv_det;
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/* find vectors for two edges sharing vert0 */
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edge1.x = vert1.x - vert0.x;
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edge1.y = vert1.y - vert0.y;
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edge1.z = vert1.z - vert0.z;
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edge2.x = vert2.x - vert0.x;
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edge2.y = vert2.y - vert0.y;
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edge2.z = vert2.z - vert0.z;
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/* begin calculating determinant - also used to calculate U parameter */
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//CROSS(pvec, dir, edge2);
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mCross(dir, edge2, &pvec);
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/* if determinant is near zero, ray lies in plane of triangle */
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//det = DOT(edge1, pvec);
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det = mDot(edge1, pvec);
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#ifdef TEST_CULL /* define TEST_CULL if culling is desired */
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if (det < EPSILON)
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return 0;
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/* calculate distance from vert0 to ray origin */
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SUB(tvec, orig, vert0);
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/* calculate U parameter and test bounds */
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*u = DOT(tvec, pvec);
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if (*u < 0.0 || *u > det)
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return 0;
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/* prepare to test V parameter */
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CROSS(qvec, tvec, edge1);
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/* calculate V parameter and test bounds */
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*v = DOT(dir, qvec);
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if (*v < 0.0 || *u + *v > det)
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return 0;
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/* calculate t, scale parameters, ray intersects triangle */
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*t = DOT(edge2, qvec);
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inv_det = 1.0 / det;
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*t *= inv_det;
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*u *= inv_det;
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*v *= inv_det;
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#else /* the non-culling branch */
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if (det > -EPSILON && det < EPSILON)
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return false;
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inv_det = 1.0 / det;
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/* calculate distance from vert0 to ray origin */
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//SUB(tvec, orig, vert0);
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tvec.x = orig.x - vert0.x;
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tvec.y = orig.y - vert0.y;
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tvec.z = orig.z - vert0.z;
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/* calculate U parameter and test bounds */
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// *u = DOT(tvec, pvec) * inv_det;
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u = mDot(tvec, pvec) * inv_det;
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if (u < 0.0 || u > 1.0)
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return false;
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/* prepare to test V parameter */
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//CROSS(qvec, tvec, edge1);
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mCross(tvec, edge1, &qvec);
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/* calculate V parameter and test bounds */
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// *v = DOT(dir, qvec) * inv_det;
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v = mDot(dir, qvec) * inv_det;
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if (v < 0.0 || u + v > 1.0)
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return false;
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/* calculate t, ray intersects triangle */
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// *t = DOT(edge2, qvec) * inv_det;
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t = mDot(edge2, qvec) * inv_det;
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#endif
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return true;
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}
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//*** Taken from TSE, and based on the above
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bool castRayTriangle(Point3F orig, Point3F dir,
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Point3F vert0, Point3F vert1, Point3F vert2,
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F32 &t, Point2F &bary)
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{
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Point3F tvec, qvec;
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// Find vectors for two edges sharing vert0
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const Point3F edge1 = vert1 - vert0;
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const Point3F edge2 = vert2 - vert0;
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// Begin calculating determinant - also used to calculate U parameter.
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const Point3F pvec = mCross(dir, edge2);
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// If determinant is near zero, ray lies in plane of triangle.
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const F32 det = mDot(edge1, pvec);
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if (det > 0.00001)
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{
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// calculate distance from vert0 to ray origin
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tvec = orig - vert0;
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// calculate U parameter and test bounds
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bary.x = mDot(tvec, pvec); // bary.x is really bary.u...
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if (bary.x < 0.0 || bary.x > det)
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return false;
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// prepare to test V parameter
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qvec = mCross(tvec, edge1);
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// calculate V parameter and test bounds
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bary.y = mDot(dir, qvec); // bary.y is really bary.v
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if (bary.y < 0.0 || (bary.x + bary.y) > det)
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return false;
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}
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else if(det < -0.00001)
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{
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// calculate distance from vert0 to ray origin
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tvec = orig - vert0;
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// calculate U parameter and test bounds
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bary.x = mDot(tvec, pvec);
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if (bary.x > 0.0 || bary.x < det)
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return false;
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// prepare to test V parameter
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qvec = mCross(tvec, edge1);
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// calculate V parameter and test bounds
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bary.y = mDot(dir, qvec);
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if (bary.y > 0.0 || (bary.x + bary.y) < det)
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return false;
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}
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else
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return false; // ray is parallel to the plane of the triangle.
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const F32 inv_det = 1.0 / det;
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// calculate t, ray intersects triangle
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t = mDot(edge2, qvec) * inv_det;
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bary *= inv_det;
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//AssertFatal((t >= 0.f && t <=1.f), "AtlasGeomTracer::castRayTriangle - invalid t!");
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// Hack, check the math here!
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return (t >= 0.f && t <=1.f);
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}
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bool castRayTriangle(const Point3D &orig, const Point3D &dir,
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const Point3D &vert0, const Point3D &vert1, const Point3D &vert2)
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{
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F64 t;
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Point2D bary;
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Point3D tvec, qvec;
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// Find vectors for two edges sharing vert0
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const Point3D edge1 = vert1 - vert0;
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const Point3D edge2 = vert2 - vert0;
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// Begin calculating determinant - also used to calculate U parameter.
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Point3D pvec;
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mCross(dir, edge2, &pvec);
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// If determinant is near zero, ray lies in plane of triangle.
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const F64 det = mDot(edge1, pvec);
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if (det > 0.00001)
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{
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// calculate distance from vert0 to ray origin
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tvec = orig - vert0;
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// calculate U parameter and test bounds
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bary.x = mDot(tvec, pvec); // bary.x is really bary.u...
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if (bary.x < 0.0 || bary.x > det)
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return false;
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// prepare to test V parameter
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mCross(tvec, edge1, &qvec);
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// calculate V parameter and test bounds
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bary.y = mDot(dir, qvec); // bary.y is really bary.v
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if (bary.y < 0.0 || (bary.x + bary.y) > det)
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return false;
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}
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else if(det < -0.00001)
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{
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// calculate distance from vert0 to ray origin
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tvec = orig - vert0;
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// calculate U parameter and test bounds
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bary.x = mDot(tvec, pvec);
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if (bary.x > 0.0 || bary.x < det)
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return false;
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// prepare to test V parameter
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mCross(tvec, edge1, &qvec);
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// calculate V parameter and test bounds
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bary.y = mDot(dir, qvec);
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if (bary.y > 0.0 || (bary.x + bary.y) < det)
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return false;
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}
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else
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return false; // ray is parallel to the plane of the triangle.
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const F32 inv_det = 1.0 / det;
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// calculate t, ray intersects triangle
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t = mDot(edge2, qvec) * inv_det;
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bary *= inv_det;
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//AssertFatal((t >= 0.f && t <=1.f), "AtlasGeomTracer::castRayTriangle - invalid t!");
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// Hack, check the math here!
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return (t >= 0.f && t <=1.f);
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}
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