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author | Aki <please@ignore.pl> | 2021-10-03 16:51:12 +0200 |
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committer | Aki <please@ignore.pl> | 2021-10-03 16:51:12 +0200 |
commit | 104248aabf40b692231fccd1adf1a2a494f1589a (patch) | |
tree | 5eee42a18a9688b03b483aff5c2bedffb4fe8a6c /Opcode/OpcodeLib/OPC_RayTriOverlap.h | |
parent | ddd76aa4e1571c8d5965709db5c3cd47a89c9a38 (diff) | |
parent | d2f333bf998691760b8970c2784756d0fa81e820 (diff) | |
download | starshatter-104248aabf40b692231fccd1adf1a2a494f1589a.zip starshatter-104248aabf40b692231fccd1adf1a2a494f1589a.tar.gz starshatter-104248aabf40b692231fccd1adf1a2a494f1589a.tar.bz2 |
Stars45 can now be built under MSYS2/Mingw32
Diffstat (limited to 'Opcode/OpcodeLib/OPC_RayTriOverlap.h')
-rw-r--r-- | Opcode/OpcodeLib/OPC_RayTriOverlap.h | 89 |
1 files changed, 0 insertions, 89 deletions
diff --git a/Opcode/OpcodeLib/OPC_RayTriOverlap.h b/Opcode/OpcodeLib/OPC_RayTriOverlap.h deleted file mode 100644 index 6c65df1..0000000 --- a/Opcode/OpcodeLib/OPC_RayTriOverlap.h +++ /dev/null @@ -1,89 +0,0 @@ -#define LOCAL_EPSILON 0.000001f
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-/**
- * Computes a ray-triangle intersection test.
- * Original code from Tomas Möller's "Fast Minimum Storage Ray-Triangle Intersection".
- * It's been optimized a bit with integer code, and modified to return a non-intersection if distance from
- * ray origin to triangle is negative.
- *
- * \param vert0 [in] triangle vertex
- * \param vert1 [in] triangle vertex
- * \param vert2 [in] triangle vertex
- * \return true on overlap. mStabbedFace is filled with relevant info.
- */
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-inline_ BOOL RayCollider::RayTriOverlap(const IcePoint& vert0, const IcePoint& vert1, const IcePoint& vert2)
-{
- // Stats
- mNbRayPrimTests++;
-
- // Find vectors for two edges sharing vert0
- IcePoint edge1 = vert1 - vert0;
- IcePoint edge2 = vert2 - vert0;
-
- // Begin calculating determinant - also used to calculate U parameter
- IcePoint pvec = mDir^edge2;
-
- // If determinant is near zero, ray lies in plane of triangle
- float det = edge1|pvec;
-
- if(mCulling)
- {
- if(det<LOCAL_EPSILON) return FALSE;
- // From here, det is > 0. So we can use integer cmp.
-
- // Calculate distance from vert0 to ray origin
- IcePoint tvec = mOrigin - vert0;
-
- // Calculate U parameter and test bounds
- mStabbedFace.mU = tvec|pvec;
-// if(IR(u)&0x80000000 || u>det) return FALSE;
- if(IS_NEGATIVE_FLOAT(mStabbedFace.mU) || IR(mStabbedFace.mU)>IR(det)) return FALSE;
-
- // Prepare to test V parameter
- IcePoint qvec = tvec^edge1;
-
- // Calculate V parameter and test bounds
- mStabbedFace.mV = mDir|qvec;
- if(IS_NEGATIVE_FLOAT(mStabbedFace.mV) || mStabbedFace.mU+mStabbedFace.mV>det) return FALSE;
-
- // Calculate t, scale parameters, ray intersects triangle
- mStabbedFace.mDistance = edge2|qvec;
- // Det > 0 so we can early exit here
- // Intersection point is valid if distance is positive (else it can just be a face behind the orig point)
- if(IS_NEGATIVE_FLOAT(mStabbedFace.mDistance)) return FALSE;
- // Else go on
- float OneOverDet = 1.0f / det;
- mStabbedFace.mDistance *= OneOverDet;
- mStabbedFace.mU *= OneOverDet;
- mStabbedFace.mV *= OneOverDet;
- }
- else
- {
- // the non-culling branch
- if(det>-LOCAL_EPSILON && det<LOCAL_EPSILON) return FALSE;
- float OneOverDet = 1.0f / det;
-
- // Calculate distance from vert0 to ray origin
- IcePoint tvec = mOrigin - vert0;
-
- // Calculate U parameter and test bounds
- mStabbedFace.mU = (tvec|pvec) * OneOverDet;
-// if(IR(u)&0x80000000 || u>1.0f) return FALSE;
- if(IS_NEGATIVE_FLOAT(mStabbedFace.mU) || IR(mStabbedFace.mU)>IEEE_1_0) return FALSE;
-
- // prepare to test V parameter
- IcePoint qvec = tvec^edge1;
-
- // Calculate V parameter and test bounds
- mStabbedFace.mV = (mDir|qvec) * OneOverDet;
- if(IS_NEGATIVE_FLOAT(mStabbedFace.mV) || mStabbedFace.mU+mStabbedFace.mV>1.0f) return FALSE;
-
- // Calculate t, ray intersects triangle
- mStabbedFace.mDistance = (edge2|qvec) * OneOverDet;
- // Intersection point is valid if distance is positive (else it can just be a face behind the orig point)
- if(IS_NEGATIVE_FLOAT(mStabbedFace.mDistance)) return FALSE;
- }
- return TRUE;
-}
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