105 lines
3.1 KiB
C++
105 lines
3.1 KiB
C++
// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
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// Copyright (C) 2010 Winch Gate Property Limited
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#ifndef NL_TRIANGLE_H
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#define NL_TRIANGLE_H
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#include "types_nl.h"
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#include "vector.h"
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namespace NLMISC
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{
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class CPlane;
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class CMatrix;
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}
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namespace NLMISC
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{
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// ***************************************************************************
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/**
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* A simple triangles of 3 points.
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* \author Lionel Berenguier
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* \author Nevrax France
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* \date 2000
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*/
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class CTriangle
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{
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public:
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CVector V0,V1,V2;
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public:
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/// Constructor
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CTriangle() {}
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/// Constructor
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CTriangle(const CVector &a, const CVector &b, const CVector &c) : V0(a), V1(b), V2(c) {}
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/**
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* Intersection detection with a segment. You must pass the normalized plane of the triangle as parameter.
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*
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* \param p0 is the first point of the segment.
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* \param p1 is the second point of the segment.
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* \param hit will receive the coordinate of the intersection if the method returns true.
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* \param plane is the plane of the triangle. Build it like this:
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* \code
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* CPlane plane;
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* plane.make (triangle.V0, triangle.V1, triangle.V2);
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* \endcode
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* \return true if the segement [p0,p1] intersects the triangle else false.
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*/
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bool intersect (const CVector& p0, const CVector& p1, CVector& hit, const class NLMISC::CPlane& plane) const;
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/** 3D Gradient computation.
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* Given 3 values at the 3 corners 'ci' (gouraud, uv....), this method compute the gradients Grad.
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* The formula to compute the interpolated value according to a 3d position 'v' in space is then simply: \n
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* c(v)= c0 + grad*(v-V0)
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*/
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void computeGradient(float c0, float c1, float c2, CVector &grad) const;
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// transform triangle
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void applyMatrix(const CMatrix &m, CTriangle &dest) const;
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// compute the minimal corner of this triangle
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inline void getMinCorner(NLMISC::CVector &dest) const;
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// compute the minimal corner of this triangle
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inline void getMaxCorner(NLMISC::CVector &dest) const;
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};
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// inlines
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inline void CTriangle::getMinCorner(NLMISC::CVector &dest) const
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{
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dest.set(minof(V0.x, V1.x, V2.x),
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minof(V0.y, V1.y, V2.y),
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minof(V0.z, V1.z, V2.z));
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}
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inline void CTriangle::getMaxCorner(NLMISC::CVector &dest) const
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{
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dest.set(maxof(V0.x, V1.x, V2.x),
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maxof(V0.y, V1.y, V2.y),
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maxof(V0.z, V1.z, V2.z));
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}
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} // NLMISC
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#endif // NL_TRIANGLE_H
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/* End of triangle.h */
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