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engines/tetraedge/te/te_pick_mesh.cpp
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engines/tetraedge/te/te_pick_mesh.cpp
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#include "math/ray.h"
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#include "tetraedge/te/te_pick_mesh.h"
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namespace Tetraedge {
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TePickMesh::TePickMesh() : _enabled(true) {
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}
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TePickMesh::TePickMesh(const TePickMesh &other) : _enabled(true) {
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copy(other);
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}
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void TePickMesh::copy(const TePickMesh &other) {
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_enabled = other._enabled;
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_name = other._name;
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_v1 = other._v1;
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_v2 = other._v2;
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_v3 = other._v3;
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_verticies = other._verticies;
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}
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void TePickMesh::destroy() {
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_verticies.clear();
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}
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void TePickMesh::getTriangle(uint triNum, TeVector3f32 &v1, TeVector3f32 &v2, TeVector3f32 &v3) const {
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assert(triNum < nTriangles());
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v1 = _verticies[triNum * 3];
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v2 = _verticies[triNum * 3 + 1];
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v3 = _verticies[triNum * 3 + 2];
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}
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bool TePickMesh::intersect(const Math::Ray &ray, TeVector3f32 &ptOut, float &lenOut) const {
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if (!_enabled || _verticies.empty())
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return false;
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float nearest = FLT_MAX;
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for (uint i = 0; i < _verticies.size() / 3; i++) {
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float idist;
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Math::Vector3d iloc;
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if (ray.intersectTriangle(_verticies[i * 3], _verticies[i * 3 + 1], _verticies[i * 3 + 2], iloc, idist)) {
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if (idist < nearest)
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nearest = idist;
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}
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}
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if (nearest != FLT_MAX) {
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ptOut = ray.getOrigin() + ray.getDirection() * nearest;
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lenOut = nearest;
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return true;
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}
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return false;
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}
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void TePickMesh::nbTriangles(uint nTriangles) {
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destroy();
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_verticies.clear();
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_verticies.resize(nTriangles * 3);
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}
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TePickMesh &TePickMesh::operator+=(const TePickMesh &other) {
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if (other.nTriangles())
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_verticies.push_back(other._verticies);
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return *this;
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}
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TePickMesh &TePickMesh::operator=(const TePickMesh &other) {
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copy(other);
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return *this;
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}
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void TePickMesh::setTriangle(uint triNum, const TeVector3f32 &v1, const TeVector3f32 &v2, const TeVector3f32 &v3) {
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assert(triNum < nTriangles());
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_verticies[triNum * 3] = v1;
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_verticies[triNum * 3 + 1] = v2;
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_verticies[triNum * 3 + 2] = v3;
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}
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} // end namespace Tetraedge
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