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2026-02-02 04:50:13 +01:00

189 lines
5.7 KiB
C++

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