Files
scummvm-cursorfix/engines/tetraedge/te/te_pick_mesh2.cpp
2026-02-02 04:50:13 +01:00

262 lines
7.5 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/>.
*
*/
#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<TeMesh> 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