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engines/wintermute/base/gfx/3dutils.cpp
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engines/wintermute/base/gfx/3dutils.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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/*
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* This file is based on WME.
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* http://dead-code.org/redir.php?target=wme
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* Copyright (c) 2003-2013 Jan Nedoma and contributors
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*/
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#include "engines/wintermute/base/gfx/3dutils.h"
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#include "common/scummsys.h"
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#ifdef ENABLE_WME3D
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#include "common/util.h"
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#endif
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namespace Wintermute {
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#ifdef ENABLE_WME3D
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bool C3DUtils::intersectTriangle(const DXVector3 &orig, const DXVector3 &dir,
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DXVector3 &v0, DXVector3 &v1, DXVector3 &v2,
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float *t, float *u, float *v) {
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// Find vectors for two edges sharing vert0
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DXVector3 edge1 = v1 - v0;
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DXVector3 edge2 = v2 - v0;
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// Begin calculating determinant - also used to calculate U parameter
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DXVector3 pvec;
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DXVec3Cross(&pvec, &dir, &edge2);
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// If determinant is near zero, ray lies in plane of triangle
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float det = DXVec3Dot(&edge1, &pvec);
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if (det < 0.0001f)
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return false;
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// Calculate distance from vert0 to ray origin
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DXVector3 tvec = orig - v0;
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// Calculate U parameter and test bounds
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*u = DXVec3Dot(&tvec, &pvec);
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if (*u < 0.0f || *u > det)
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return false;
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// Prepare to test V parameter
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DXVector3 qvec;
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DXVec3Cross(&qvec, &tvec, &edge1);
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// Calculate V parameter and test bounds
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*v = DXVec3Dot(&dir, &qvec);
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if (*v < 0.0f || *u + *v > det)
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return false;
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// Calculate t, scale parameters, ray intersects triangle
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*t = DXVec3Dot(&edge2, &qvec);
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float fInvDet = 1.0f / det;
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*t *= fInvDet;
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*u *= fInvDet;
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*v *= fInvDet;
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DXVector3 intersection;
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DXVector3 dest = orig + dir;
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DXPlane plane;
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DXPlaneFromPoints(&plane, &v0, &v1, &v2);
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DXPlaneIntersectLine(&intersection, &plane, &orig, &dest);
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*t = intersection._x;
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*u = intersection._y;
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*v = intersection._z;
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return true;
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}
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DXMatrix *C3DUtils::matrixSetTranslation(DXMatrix *mat, DXVector3 *vec) {
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mat->matrix._41 = vec->_x;
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mat->matrix._42 = vec->_y;
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mat->matrix._43 = vec->_z;
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return mat;
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}
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DXMatrix *C3DUtils::matrixSetRotation(DXMatrix *mat, DXVector3 *vec) {
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double cr = cos(vec->_x);
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double sr = sin(vec->_x);
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double cp = cos(vec->_y);
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double sp = sin(vec->_y);
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double cy = cos(vec->_z);
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double sy = sin(vec->_z);
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mat->matrix._11 = (float)(cp * cy);
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mat->matrix._12 = (float)(cp * sy);
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mat->matrix._13 = (float)(-sp);
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double srsp = sr * sp;
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double crsp = cr * sp;
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mat->matrix._21 = (float)(srsp * cy - cr * sy);
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mat->matrix._22 = (float)(srsp * sy + cr * cy);
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mat->matrix._23 = (float)(sr * cp);
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mat->matrix._31 = (float)(crsp * cy + sr * sy);
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mat->matrix._32 = (float)(crsp * sy - sr * cy);
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mat->matrix._33 = (float)(cr * cp);
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return mat;
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}
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bool C3DUtils::pickGetIntersect(DXVector3 lineStart, DXVector3 lineEnd,
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DXVector3 v0, DXVector3 v1, DXVector3 v2,
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DXVector3 *intersection, float *distance) {
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// compute plane's normal
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DXVector3 vertex;
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DXVector3 normal;
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DXVector3 edge1 = v1 - v0;
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DXVector3 edge2 = v2 - v1;
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DXVec3Cross(&normal, &edge1, &edge2);
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DXVec3Normalize(&normal, &normal);
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vertex = v0;
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DXVector3 direction, l1;
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float lineLength, distFromPlane, percentage;
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direction._x = lineEnd._x - lineStart._x; // calculate the lines direction vector
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direction._y = lineEnd._y - lineStart._y;
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direction._z = lineEnd._z - lineStart._z;
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lineLength = DXVec3Dot(&direction, &normal); // This gives us the line length (the blue dot L3 + L4 in figure d)
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if (fabsf(lineLength) < 0.00001f)
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return false;
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l1._x = vertex._x - lineStart._x; // calculate vector L1 (the PINK line in figure d)
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l1._y = vertex._y - lineStart._y;
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l1._z = vertex._z - lineStart._z;
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distFromPlane = DXVec3Dot(&l1, &normal); // gives the distance from the plane (ORANGE Line L3 in figure d)
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percentage = distFromPlane / lineLength; // How far from Linestart , intersection is as a percentage of 0 to 1
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if (percentage < 0.0)
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return false;
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else if (percentage > 1.0)
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return false;
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*distance = percentage; //record the distance from beginning of ray (0.0 -1.0)
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intersection->_x = lineStart._x + direction._x * percentage; // add the percentage of the line to line start
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intersection->_y = lineStart._y + direction._y * percentage;
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intersection->_z = lineStart._z + direction._z * percentage;
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return true;
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}
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void C3DUtils::decomposeMatrixSimple(const DXMatrix *mat, DXVector3 *transVec, DXVector3 *scaleVec, DXQuaternion *rotQ) {
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*transVec = DXVector3(mat->matrix._41, mat->matrix._42, mat->matrix._43);
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*scaleVec = DXVector3(sqrtf(mat->matrix._11 * mat->matrix._11 + mat->matrix._21 * mat->matrix._21 + mat->matrix._31 * mat->matrix._31),
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sqrtf(mat->matrix._12 * mat->matrix._12 + mat->matrix._22 * mat->matrix._22 + mat->matrix._32 * mat->matrix._32),
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sqrtf(mat->matrix._13 * mat->matrix._13 + mat->matrix._23 * mat->matrix._23 + mat->matrix._33 * mat->matrix._33));
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DXQuaternion q;
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DXQuaternionRotationMatrix(&q, mat);
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*rotQ = q;
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}
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#endif
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} // End of namespace Wintermute
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