mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 12:44:46 +00:00
154 lines
4.4 KiB
C++
154 lines
4.4 KiB
C++
/*
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NvRayCast.cpp : A code snippet to cast a ray against a triangle mesh. This implementation does not use any acceleration data structures. That is a 'to do' item.
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*/
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/*!
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**
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** Copyright (c) 2009 by John W. Ratcliff mailto:jratcliffscarab@gmail.com
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**
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** Portions of this source has been released with the PhysXViewer application, as well as
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** Rocket, CreateDynamics, ODF, and as a number of sample code snippets.
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**
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** If you find this code useful or you are feeling particularily generous I would
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** ask that you please go to http://www.amillionpixels.us and make a donation
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** to Troy DeMolay.
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**
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** DeMolay is a youth group for young men between the ages of 12 and 21.
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** It teaches strong moral principles, as well as leadership skills and
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** public speaking. The donations page uses the 'pay for pixels' paradigm
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** where, in this case, a pixel is only a single penny. Donations can be
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** made for as small as $4 or as high as a $100 block. Each person who donates
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** will get a link to their own site as well as acknowledgement on the
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** donations blog located here http://www.amillionpixels.blogspot.com/
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**
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** If you wish to contact me you can use the following methods:
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**
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** Skype ID: jratcliff63367
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** Yahoo: jratcliff63367
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** AOL: jratcliff1961
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** email: jratcliffscarab@gmail.com
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**
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**
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** The MIT license:
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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 deal
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** in the Software without restriction, including without limitation the rights
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** to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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** copies of the Software, and to permit persons to whom the Software is furnished
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** 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 all
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** copies or substantial portions of the Software.
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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 LIABILITY,
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** WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
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** CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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*/
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#include "NvRayCast.h"
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#include "NvUserMemAlloc.h"
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#include "NvFloatMath.h"
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#pragma warning(disable:4100)
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namespace CONVEX_DECOMPOSITION
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{
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class RayCast : public iRayCast, public Memalloc
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{
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public:
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RayCast(const NxF32 *vertices,NxU32 tcount,const NxU32 *indices)
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{
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mVertices = vertices;
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mTcount = tcount;
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mIndices = indices;
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}
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~RayCast(void)
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{
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}
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virtual bool castRay(const NxF32 *orig,const NxF32 *dir,NxF32 *dest,NxF32 *hitNormal)
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{
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bool ret = false;
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NxF32 p2[3];
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const NxF32 RAY_DIST=50;
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dest[0] = p2[0] = orig[0]+ dir[0]*RAY_DIST;
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dest[1] = p2[1] = orig[1]+ dir[1]*RAY_DIST;
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dest[2] = p2[2] = orig[2]+ dir[2]*RAY_DIST;
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NxF32 nearest = 1e9;
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NxU32 near_face=0;
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for (NxU32 i=0; i<mTcount; i++)
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{
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NxU32 i1 = mIndices[i*3+0];
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NxU32 i2 = mIndices[i*3+1];
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NxU32 i3 = mIndices[i*3+2];
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const NxF32 *t1 = &mVertices[i1*3];
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const NxF32 *t2 = &mVertices[i2*3];
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const NxF32 *t3 = &mVertices[i3*3];
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NxF32 t;
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if ( fm_rayIntersectsTriangle(orig,dir,t1,t2,t3,t) )
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{
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if ( t < nearest )
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{
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dest[0] = orig[0]+dir[0]*t;
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dest[1] = orig[1]+dir[1]*t;
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dest[2] = orig[2]+dir[2]*t;
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ret = true;
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near_face = i;
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nearest = t;
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}
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}
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}
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if ( ret )
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{
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// If the nearest face we hit was back-facing, then reject this cast!
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NxU32 i1 = mIndices[near_face*3+0];
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NxU32 i2 = mIndices[near_face*3+1];
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NxU32 i3 = mIndices[near_face*3+2];
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const NxF32 *t1 = &mVertices[i1*3];
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const NxF32 *t2 = &mVertices[i2*3];
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const NxF32 *t3 = &mVertices[i3*3];
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fm_computePlane(t3,t2,t1,hitNormal);
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}
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return ret;
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}
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private:
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const NxF32 *mVertices;
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NxU32 mTcount;
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const NxU32 *mIndices;
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};
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iRayCast *createRayCast(const NxF32 *vertices,NxU32 tcount,const NxU32 *indices)
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{
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RayCast *rc = MEMALLOC_NEW(RayCast)(vertices,tcount,indices);
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return static_cast< iRayCast *>(rc);
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}
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void releaseRayCast(iRayCast *rc)
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{
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RayCast *r = static_cast< RayCast *>(rc);
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delete r;
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}
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};
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