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