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92 lines
3.1 KiB
C++
92 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_RAY_MESH_H
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#define NL_RAY_MESH_H
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#include "nel/misc/types_nl.h"
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#include "nel/misc/matrix.h"
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namespace NL3D {
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// ***************************************************************************
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/**
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* A tool class. Provides fast methods to compute intersection of ray agst mesh
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* \author Lionel Berenguier
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* \author Nevrax France
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* \date 2004
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*/
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class CRayMesh
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{
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public:
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/** ray intersection with vertices in ray space
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* \param vertices vertices that must be transformed in ray space ( space where the ray is (0,K) )
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* \param tris list of triplets defining triangles
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* if intersect, dist2D=0, and distZ= Depth Distance
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* if don't intersect, dist2D="nearest distance to the ray", and distZ=0
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* \param computeDist2D if false and don't intersect, then return dist2D=FLT_MAX, and distZ=0
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* return false only if tris.size()<3
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* NB: don't test if tris indices are good agst vertices array!
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*/
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static bool getRayIntersection(std::vector<NLMISC::CVector> &vertices, const std::vector<uint32> &tris,
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float &dist2D, float &distZ, bool computeDist2D);
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/// same, for 16 bit indices
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static bool getRayIntersection(std::vector<NLMISC::CVector> &vertices, const std::vector<uint16> &tris,
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float &dist2D, float &distZ, bool computeDist2D);
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public:
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// Simple Definition of a mesh used to test against Ray
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std::vector<CVector> Vertices;
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std::vector<uint32> Triangles;
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/// Empty?
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bool empty() const
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{
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return Vertices.empty() || Triangles.size()<3;
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}
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/// clear
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void clear()
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{
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Vertices.clear();
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Triangles.clear();
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}
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/** Fast intersect the mesh with the ray. return false if empty, else return true and:
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* \param worldMatrix: the matrix to apply to the mesh to make it worldSpace
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* \param p0/dir: the ray, in world space
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* if intersect, dist2D=0, and distZ= Depth Distance
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* if don't intersect, dist2D="nearest distance to the ray", and distZ=0
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* \param computeDist2D if false and don't intersect, then return dist2D=FLT_MAX, and distZ=0
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*/
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bool fastIntersect(const NLMISC::CMatrix &worldMatrix, const NLMISC::CVector &p0, const NLMISC::CVector &dir, float &dist2D, float &distZ, bool computeDist2D) const;
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private:
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static uint NumCacheVertex;
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};
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} // NL3D
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#endif // NL_RAY_MESH_H
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/* End of ray_mesh.h */
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