1 | #include "Ray.h"
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2 | #include "Mesh.h"
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3 | #include "MeshKdTree.h"
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4 | #include "Triangle3.h"
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5 |
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6 | int Intersectable::sMailId = 21843194198;
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7 | int Intersectable::sReservedMailboxes = 1;
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8 |
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9 | void
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10 | Mesh::Preprocess()
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11 | {
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12 | Cleanup();
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13 |
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14 | mBox.Initialize();
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15 | VertexContainer::const_iterator vi = mVertices.begin();
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16 | for (; vi != mVertices.end(); vi++) {
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17 | mBox.Include(*vi);
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18 | }
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19 |
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20 | /** true if it is a watertight convex mesh */
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21 | mIsConvex = false;
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22 |
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23 | if (mFaces.size() > MeshKdTree::mTermMinCost) {
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24 | mKdTree = new MeshKdTree(this);
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25 | MeshKdLeaf *root = (MeshKdLeaf *)mKdTree->GetRoot();
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26 | for (int i = 0; i < mFaces.size(); i++)
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27 | root->mFaces.push_back(i);
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28 | cout<<"KD";
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29 | mKdTree->Construct();
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30 |
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31 | if (mKdTree->GetRoot()->IsLeaf()) {
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32 | cout<<"d";
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33 | delete mKdTree;
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34 | mKdTree = NULL;
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35 | }
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36 | }
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37 | }
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38 |
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39 | AxisAlignedBox3
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40 | Mesh::GetFaceBox(const int faceIndex)
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41 | {
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42 | Face *face = mFaces[faceIndex];
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43 | AxisAlignedBox3 box;
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44 | box.SetMin( mVertices[face->mVertexIndices[0]] );
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45 | box.SetMax(box.Min());
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46 | for (int i = 1; i < face->mVertexIndices.size(); i++) {
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47 | box.Include(mVertices[face->mVertexIndices[i]]);
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48 | }
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49 | return box;
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50 | }
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51 |
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52 | int
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53 | Mesh::CastRayToFace(
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54 | const int faceIndex,
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55 | Ray &ray,
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56 | float &nearestT,
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57 | int &nearestFace,
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58 | Intersectable *instance
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59 | )
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60 | {
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61 | float t;
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62 | int hit = 0;
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63 | if (RayFaceIntersection(faceIndex, ray, t, nearestT) == Ray::INTERSECTION) {
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64 | switch (ray.GetType()) {
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65 | case Ray::GLOBAL_RAY:
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66 | ray.intersections.push_back(Ray::Intersection(t, instance, faceIndex));
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67 | hit++;
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68 | break;
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69 | case Ray::LOCAL_RAY:
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70 | nearestT = t;
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71 | nearestFace = faceIndex;
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72 | hit++;
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73 | break;
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74 | case Ray::LINE_SEGMENT:
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75 | if (t <= 1.0f) {
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76 | ray.intersections.push_back(Ray::Intersection(t, instance, faceIndex));
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77 | hit++;
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78 | }
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79 | break;
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80 | }
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81 | }
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82 | return hit;
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83 | }
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84 |
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85 | int
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86 | Mesh::CastRay(
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87 | Ray &ray,
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88 | MeshInstance *instance
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89 | )
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90 | {
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91 | if (mKdTree) {
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92 | return mKdTree->CastRay(ray, instance);
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93 | }
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94 |
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95 | int faceIndex = 0;
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96 | int hits = 0;
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97 | float nearestT = MAX_FLOAT;
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98 | int nearestFace = -1;
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99 |
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100 | if (ray.GetType() == Ray::LOCAL_RAY && ray.intersections.size())
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101 | nearestT = ray.intersections[0].mT;
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102 |
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103 |
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104 | for ( ;
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105 | faceIndex < mFaces.size();
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106 | faceIndex++) {
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107 | hits += CastRayToFace(faceIndex, ray, nearestT, nearestFace, instance);
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108 | if (mIsConvex && nearestFace != -1)
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109 | break;
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110 | }
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111 |
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112 | if ( hits && ray.GetType() == Ray::LOCAL_RAY ) {
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113 | if (ray.intersections.size())
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114 | ray.intersections[0] = Ray::Intersection(nearestT, instance, nearestFace);
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115 | else
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116 | ray.intersections.push_back(Ray::Intersection(nearestT, instance, nearestFace));
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117 | }
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118 |
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119 | return hits;
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120 | }
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121 |
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122 | int
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123 | Mesh::CastRayToSelectedFaces(
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124 | Ray &ray,
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125 | const vector<int> &faces,
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126 | Intersectable *instance
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127 | )
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128 | {
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129 | vector<int>::const_iterator fi;
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130 | int faceIndex = 0;
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131 | int hits = 0;
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132 | float nearestT = MAX_FLOAT;
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133 | int nearestFace = -1;
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134 |
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135 | if (ray.GetType() == Ray::LOCAL_RAY && ray.intersections.size())
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136 | nearestT = ray.intersections[0].mT;
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137 |
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138 | for ( fi = faces.begin();
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139 | fi != faces.end();
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140 | fi++) {
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141 | hits += CastRayToFace(*fi, ray, nearestT, nearestFace, instance);
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142 | if (mIsConvex && nearestFace != -1)
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143 | break;
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144 | }
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145 |
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146 | if ( hits && ray.GetType() == Ray::LOCAL_RAY ) {
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147 | if (ray.intersections.size())
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148 | ray.intersections[0] = Ray::Intersection(nearestT, instance, nearestFace);
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149 | else
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150 | ray.intersections.push_back(Ray::Intersection(nearestT, instance, nearestFace));
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151 | }
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152 |
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153 | return hits;
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154 | }
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155 |
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156 |
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157 | // int_lineseg returns 1 if the given line segment intersects a 2D
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158 | // ray travelling in the positive X direction. This is used in the
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159 | // Jordan curve computation for polygon intersection.
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160 | inline int
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161 | int_lineseg(float px,
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162 | float py,
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163 | float u1,
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164 | float v1,
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165 | float u2,
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166 | float v2)
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167 | {
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168 | float ydiff;
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169 |
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170 | u1 -= px; u2 -= px; // translate line
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171 | v1 -= py; v2 -= py;
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172 |
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173 | if ((v1 > 0 && v2 > 0) ||
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174 | (v1 < 0 && v2 < 0) ||
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175 | (u1 < 0 && u2 < 0))
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176 | return 0;
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177 |
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178 | if (u1 > 0 && u2 > 0)
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179 | return 1;
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180 |
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181 | ydiff = v2 - v1;
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182 | if (fabs(ydiff) < Limits::Small) { // denominator near 0
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183 | if (((fabs(v1) > Limits::Small) ||
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184 | (u1 > 0) || (u2 > 0)))
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185 | return 0;
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186 | return 1;
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187 | }
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188 |
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189 | double t = -v1 / ydiff; // Compute parameter
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190 |
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191 | double thresh;
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192 | if (ydiff < 0.0f)
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193 | thresh = -1e20;
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194 | else
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195 | thresh = 1e20;
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196 |
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197 |
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198 | return (u1 + t * (u2 - u1)) > thresh; //-Limits::Small;
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199 | }
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200 |
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201 |
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202 |
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203 | // intersection with the polygonal face of the mesh
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204 | int
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205 | Mesh::RayFaceIntersection(const int faceIndex,
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206 | const Ray &ray,
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207 | float &t,
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208 | const float nearestT
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209 | )
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210 | {
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211 | Face *face = mFaces[faceIndex];
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212 |
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213 | Plane3 plane = GetFacePlane(faceIndex);
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214 | float dot = DotProd(plane.mNormal, ray.GetDir());
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215 |
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216 | // Watch for near-zero denominator
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217 | // ONLY single sided polygons!!!!!
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218 | if (ray.mFlags & Ray::CULL_BACKFACES) {
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219 | if (dot > -Limits::Small)
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220 | // if (fabs(dot) < Limits::Small)
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221 | return Ray::NO_INTERSECTION;
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222 | } else {
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223 | if (fabs(dot) < Limits::Small)
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224 | return Ray::NO_INTERSECTION;
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225 | }
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226 |
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227 | t = (-plane.mD - DotProd(plane.mNormal, ray.GetLoc())) / dot;
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228 |
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229 | if (t <= Limits::Small)
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230 | return Ray::INTERSECTION_OUT_OF_LIMITS;
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231 |
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232 | if (t >= nearestT) {
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233 | return Ray::INTERSECTION_OUT_OF_LIMITS; // no intersection was found
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234 | }
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235 |
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236 | int count = 0;
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237 | float u, v, u1, v1, u2, v2;
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238 | int i;
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239 |
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240 | int paxis = plane.mNormal.DrivingAxis();
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241 |
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242 | // Project the intersection point onto the coordinate plane
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243 | // specified by which.
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244 | ray.Extrap(t).ExtractVerts(&u, &v, paxis);
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245 |
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246 |
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247 | int size = (int)face->mVertexIndices.size();
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248 |
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249 | mVertices[face->mVertexIndices[size - 1]].
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250 | ExtractVerts(&u1, &v1, paxis );
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251 |
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252 | if (0 && size <= 4) {
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253 | // assume a convex face
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254 | for (i = 0; i < size; i++) {
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255 | mVertices[face->mVertexIndices[i]].ExtractVerts(&u2, &v2, paxis);
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256 | // line u1, v1, u2, v2
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257 | if ((v1 - v2)*(u - u1) + (u2 - u1)*(v - v1) > 0)
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258 | return Ray::NO_INTERSECTION;
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259 | u1 = u2;
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260 | v1 = v2;
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261 | }
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262 |
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263 | return Ray::INTERSECTION;
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264 | }
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265 |
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266 | // We're stuck with the Jordan curve computation. Count number
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267 | // of intersections between the line segments the polygon comprises
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268 | // with a ray originating at the point of intersection and
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269 | // travelling in the positive X direction.
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270 | for (i = 0; i < size; i++) {
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271 | mVertices[face->mVertexIndices[i]].ExtractVerts(&u2, &v2, paxis);
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272 | count += (int_lineseg(u, v, u1, v1, u2, v2) != 0);
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273 | u1 = u2;
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274 | v1 = v2;
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275 | }
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276 |
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277 | // We hit polygon if number of intersections is odd.
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278 | return (count & 1) ? Ray::INTERSECTION : Ray::NO_INTERSECTION;
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279 | }
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280 |
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281 | int
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282 | Mesh::GetRandomSurfacePoint(Vector3 &point, Vector3 &normal)
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283 | {
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284 | int faceIndex = (int)RandomValue(0, (Real)((int)mFaces.size()-1));
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285 |
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286 | // assume the face is convex and generate a convex combination
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287 | //
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288 | Face *face = mFaces[faceIndex];
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289 | point = Vector3(0,0,0);
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290 | float sum = 0.0f;
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291 | for (int i = 0; i < face->mVertexIndices.size(); i++) {
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292 | float r = RandomValue(0,1);
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293 | sum += r;
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294 | point += mVertices[face->mVertexIndices[i]]*r;
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295 | }
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296 | point *= 1.0f/sum;
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297 |
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298 | normal = GetFacePlane(faceIndex).mNormal;
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299 |
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300 | return faceIndex;
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301 | }
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302 |
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303 | int
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304 | Mesh::GetRandomVisibleSurfacePoint(Vector3 &point,
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305 | Vector3 &normal,
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306 | const Vector3 &viewpoint,
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307 | const int maxTries
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308 | )
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309 | {
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310 | Plane3 plane;
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311 | int faceIndex = (int)RandomValue(0, (Real)((int)mFaces.size()-1));
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312 | int tries;
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313 | for (tries = 0; tries < maxTries; tries++) {
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314 | Face *face = mFaces[faceIndex];
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315 | plane = GetFacePlane(faceIndex);
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316 |
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317 | if (plane.Side(viewpoint) > 0) {
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318 | point = Vector3(0,0,0);
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319 | float sum = 0.0f;
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320 | // pickup a point inside this triangle
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321 | for (int i = 0; i < face->mVertexIndices.size(); i++) {
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322 | float r = RandomValue(0,1);
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323 | sum += r;
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324 | point += mVertices[face->mVertexIndices[i]]*r;
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325 | }
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326 | point *= 1.0f/sum;
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327 | break;
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328 | }
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329 | }
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330 |
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331 | normal = plane.mNormal;
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332 | return (tries < maxTries) ? faceIndex + 1 : 0;
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333 | }
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334 |
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335 |
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336 | int
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337 | MeshInstance::CastRay(
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338 | Ray &ray
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339 | )
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340 | {
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341 | int res = mMesh->CastRay(ray, this);
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342 | return res;
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343 | }
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344 |
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345 | int
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346 | MeshInstance::CastRay(
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347 | Ray &ray,
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348 | const vector<int> &faces
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349 | )
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350 | {
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351 | return mMesh->CastRayToSelectedFaces(ray, faces, this);
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352 | }
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353 |
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354 |
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355 |
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356 | int
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357 | MeshInstance::GetRandomSurfacePoint(Vector3 &point, Vector3 &normal)
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358 | {
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359 | return mMesh->GetRandomSurfacePoint(point, normal);
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360 | }
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361 |
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362 | int
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363 | MeshInstance::GetRandomVisibleSurfacePoint(Vector3 &point,
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364 | Vector3 &normal,
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365 | const Vector3 &viewpoint,
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366 | const int maxTries
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367 | )
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368 | {
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369 | return mMesh->GetRandomVisibleSurfacePoint(point, normal, viewpoint, maxTries);
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370 | }
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371 |
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372 |
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373 | int
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374 | TransformedMeshInstance::GetRandomSurfacePoint(Vector3 &point, Vector3 &normal)
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375 | {
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376 | int index = mMesh->GetRandomSurfacePoint(point, normal);
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377 | point = mWorldTransform*point;
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378 | normal = TransformNormal(mWorldTransform, normal);
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379 | return index;
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380 | }
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381 |
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382 | Plane3
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383 | Mesh::GetFacePlane(const int faceIndex)
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384 | {
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385 | Face *face = mFaces[faceIndex];
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386 | return Plane3(mVertices[face->mVertexIndices[0]],
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387 | mVertices[face->mVertexIndices[1]],
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388 | mVertices[face->mVertexIndices[2]]);
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389 | }
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390 |
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391 | bool
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392 | Mesh::ValidateFace(const int i)
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393 | {
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394 | Face *face = mFaces[i];
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395 |
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396 | Plane3 plane = Plane3(mVertices[face->mVertexIndices[0]],
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397 | mVertices[face->mVertexIndices[1]],
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398 | mVertices[face->mVertexIndices[2]]);
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399 |
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400 | if (!eq(Magnitude(plane.mNormal), 1.0f))
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401 | return false;
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402 |
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403 | return true;
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404 | }
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405 |
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406 | void
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407 | Mesh::Cleanup()
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408 | {
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409 | int toRemove = 0;
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410 | FaceContainer newFaces;
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411 | for (int i=0; i < mFaces.size(); i++)
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412 | if (ValidateFace(i)) {
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413 | newFaces.push_back(mFaces[i]);
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414 | } else {
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415 | cout<<"d";
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416 | delete mFaces[i];
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417 | toRemove++;
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418 | }
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419 |
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420 | if (toRemove) {
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421 | mFaces = newFaces;
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422 | }
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423 |
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424 | // cleanup vertices??
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425 | }
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426 |
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427 | int
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428 | TransformedMeshInstance::CastRay(
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429 | Ray &ray
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430 | )
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431 | {
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432 | ray.ApplyTransform(Invert(mWorldTransform));
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433 | int res = mMesh->CastRay(ray, this);
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434 | ray.ApplyTransform(mWorldTransform);
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435 |
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436 | return res;
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437 | }
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438 |
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439 |
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440 | void
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441 | Mesh::AddTriangle(const Triangle3 &triangle)
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442 | {
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443 | int index = (int)mVertices.size();
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444 |
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445 | for (int i=0; i < 3; i++) {
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446 | mVertices.push_back(triangle.mVertices[i]);
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447 | }
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448 |
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449 | AddFace(new Face(index + 0, index + 1, index + 2) );
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450 | }
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451 |
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452 | void
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453 | Mesh::AddRectangle(const Rectangle3 &rect)
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454 | {
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455 | int index = (int)mVertices.size();
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456 |
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457 | for (int i=0; i < 4; i++) {
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458 | mVertices.push_back(rect.mVertices[i]);
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459 | }
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460 |
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461 | AddFace(new Face(index + 0, index + 1, index + 2, index + 3) );
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462 | }
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