/* 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 "common/util.h" #include "tetraedge/tetraedge.h" #include "tetraedge/te/te_mesh.h" #include "tetraedge/te/te_pick_mesh2.h" #include "tetraedge/te/te_renderer.h" #include "tetraedge/te/te_ray_intersection.h" namespace Tetraedge { TePickMesh2::TePickMesh2() : _lastTriangleHit(0) { } void TePickMesh2::draw() { if (!worldVisible()) return; const uint nverticies = _verticies.size(); Common::SharedPtr mesh(TeMesh::makeInstance()); mesh->setConf(nverticies, nverticies, TeMesh::MeshMode_Triangles, 0, 0); for (uint i = 0; i < nverticies; i++) { mesh->setIndex(i, i); mesh->setVertex(i, _verticies[i]); } TeRenderer *renderer = g_engine->getRenderer(); const TeColor prevCol = renderer->currentColor(); renderer->enableWireFrame(); // NOTE: added this so we can draw _clickMeshes in scene. renderer->setCurrentColor(TeColor(0xff, 0, 0, 0xff)); renderer->pushMatrix(); renderer->multiplyMatrix(transformationMatrix()); mesh->draw(); renderer->popMatrix(); renderer->setCurrentColor(prevCol); renderer->disableWireFrame(); } bool TePickMesh2::intersect(const TeVector3f32 &origin, const TeVector3f32 &dir, TeVector3f32 &hitPtOut, float &hitDistOut, bool lastHitFirst, uint *triangleHitOut) { if (_verticies.size() / 3 == 0) return false; TeVector3f32 hitPt; float hitDist; const TeMatrix4x4 worldTrans = worldTransformationMatrix(); const Math::Ray ray(origin, dir); if (lastHitFirst) { const TeVector3f32 triv1 = worldTrans * _verticies[_lastTriangleHit * 3 + 0]; const TeVector3f32 triv2 = worldTrans * _verticies[_lastTriangleHit * 3 + 1]; const TeVector3f32 triv3 = worldTrans * _verticies[_lastTriangleHit * 3 + 2]; bool result = ray.intersectTriangle(triv1, triv2, triv3, hitPt, hitDist); if (result && hitDist >= 0.0 && hitDist < FLT_MAX) { hitPtOut = origin + dir * hitDist; hitDistOut = hitDist; if (triangleHitOut) *triangleHitOut = _lastTriangleHit; return true; } } float lastHitDist = FLT_MAX; for (uint i = 0; i < _verticies.size() / 3; i++) { const TeVector3f32 triv1 = worldTrans * _verticies[i * 3 + 0]; const TeVector3f32 triv2 = worldTrans * _verticies[i * 3 + 1]; const TeVector3f32 triv3 = worldTrans * _verticies[i * 3 + 2]; bool result = ray.intersectTriangle(triv1, triv2, triv3, hitPt, hitDist); if (result && hitDist >= 0.0 && hitDist < FLT_MAX) { _lastTriangleHit = i; lastHitDist = hitDist; if (lastHitFirst) break; } } if (lastHitDist != FLT_MAX) { hitPtOut = origin + dir * lastHitDist; hitDistOut = lastHitDist; if (triangleHitOut) *triangleHitOut = _lastTriangleHit; return true; } return false; } bool TePickMesh2::intersect2D(const TeVector2f32 &pt) { if (_verticies.size() < 3) return false; // Check last triangle hit first.. TeVector2f32 vert2s[3]; for (uint i = 0; i < 3; i++) { const TeVector3f32 &vert = _verticies[_lastTriangleHit * 3 + i]; vert2s[i] = TeVector2f32(vert.x(), vert.z()); } if (pointInTriangle(pt, vert2s[0], vert2s[1], vert2s[2])) return true; for (uint tri = 0; tri < _verticies.size() / 3; tri++) { for (uint i = 0; i < 3; i++) { const TeVector3f32 &vert = _verticies[tri * 3 + i]; vert2s[i] = TeVector2f32(vert.x(), vert.z()); } if (pointInTriangle(pt, vert2s[0], vert2s[1], vert2s[2])) { _lastTriangleHit = tri; return true; } } return false; } uint TePickMesh2::lastTriangleHit() const { if (_lastTriangleHit < _verticies.size() / 3) return _lastTriangleHit; return 0; } static float TeSgn(float f) { if (f < 0.0) return -1.0; else if (f > 0.0) return 1.0; return 0.0; } bool TePickMesh2::pointInTriangle(const TeVector2f32 &p1, const TeVector2f32 &p2, const TeVector2f32 &p3, const TeVector2f32 &p4) const { float f1 = TeSgn(TeVector2f32(p3 - p2).crossProduct(p4 - p2)); float f2 = TeSgn(TeVector2f32(p3 - p2).crossProduct(p1 - p2)); f1 = -f1; if (f1 == f2) return false; f2 = TeSgn(TeVector2f32(p4 - p3).crossProduct(p1 - p3)); if (f1 == f2) return false; f2 = TeSgn(TeVector2f32(p2 - p4).crossProduct(p1 - p4)); return f1 != f2; } void TePickMesh2::setNbTriangles(uint num) { _verticies.resize(num * 3); _lastTriangleHit = 0; } void TePickMesh2::setTriangle(uint num, const TeVector3f32 &v1, const TeVector3f32 &v2, const TeVector3f32 &v3) { assert(num <= _verticies.size() / 3); _verticies[num * 3 + 0] = v1; _verticies[num * 3 + 1] = v2; _verticies[num * 3 + 2] = v3; } static float linePointIntersection(const TeVector3f32 &v1, const TeVector3f32 &v2, const TeVector3f32 &v3) { const TeVector3f32 line = v2 - v1; float dot = line.dotProduct(line); float retval = 0; if (dot != 0) { const TeVector3f32 segment = v3 - v1; retval = segment.dotProduct(line); } return retval; } static float segmentPointIntersection(const TeVector3f32 &v1, const TeVector3f32 &v2, const TeVector3f32 &v3) { float intersect = linePointIntersection(v1, v2, v3); float retval; if (intersect < 0) retval = 0; else if (intersect > 1) retval = 1; else retval = intersect; return retval; } TeVector3f32 TePickMesh2::slide(const TeVector3f32 &pos) { const TeMatrix4x4 worldTransform = worldTransformationMatrix(); float shortest = 0; TeVector3f32 retval; for (uint i = 0; i < _verticies.size() / 3; i += 3) { TeVector3f32 v1 = _verticies[i]; TeVector3f32 v2 = _verticies[i + 1]; TeVector3f32 v3 = _verticies[i + 2]; v1 = worldTransform * v1; v2 = worldTransform * v2; v3 = worldTransform * v3; const TeVector3f32 pt1 = (v1 + (v2 - v1) * segmentPointIntersection(v1, v2, pos)); const TeVector3f32 off1 = pos - pt1; if (i == 0 || off1.squaredLength() < shortest) { retval = pt1; shortest = off1.squaredLength(); } const TeVector3f32 pt2 = v2 + (v3 - v2) * segmentPointIntersection(v2, v3, pos); const TeVector3f32 off2 = pos - pt2; if (off2.squaredLength() < shortest) { retval = pt2; shortest = off2.squaredLength(); } const TeVector3f32 pt3 = v3 + (v1 - v3) * segmentPointIntersection(v3, v1, pos); const TeVector3f32 off3 = pos - pt3; if (off3.squaredLength() < shortest) { retval = pt3; shortest = off3.squaredLength(); } } return retval; } /*static*/ void TePickMesh2::serialize(Common::WriteStream &stream, const TePickMesh2 &mesh) { error("TODO: Implement TePickMesh2::serialize"); } /*static*/ void TePickMesh2::deserialize(Common::ReadStream &stream, TePickMesh2 &mesh) { Te3DObject2::deserialize(stream, mesh); uint32 ntriangles = stream.readUint32LE(); if (ntriangles > 100000) error("TePickMesh2::deserialize: Improbable number of triangles %d", ntriangles); mesh._verticies.resize(ntriangles * 3); mesh._lastTriangleHit = 0; for (uint i = 0; i < ntriangles * 3; i++) { TeVector3f32 vec; TeVector3f32::deserialize(stream, vec); mesh._verticies[i] = vec; } } } // end namespace Tetraedge