// NeL - MMORPG Framework
// Copyright (C) 2010 Winch Gate Property Limited
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero 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 Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program. If not, see .
#include "stdmisc.h"
#include "nel/misc/triangle.h"
#include "nel/misc/plane.h"
#include "nel/misc/matrix.h"
#ifdef DEBUG_NEW
#define new DEBUG_NEW
#endif
namespace NLMISC
{
#define EPSILON 0.0001f
// ***************************************************************************
bool CTriangle::intersect (const CVector& p0, const CVector& p1, CVector& hit, const CPlane& plane) const
{
CVector normal = plane.getNormal();
float np1 = normal*p1;
float np2 = np1-normal*p0;
if (np2 == 0.0f)
return false;
float lambda = (plane.d+np1)/np2;
// Checks the intersection belongs to the segment
if (lambda < -EPSILON || lambda > 1.0f+EPSILON)
return false;
// The intersection on the plane
hit = p0*lambda+p1*(1.0f-lambda);
float d0 = ((V1-V0)^normal)*(hit-V0);
float d1 = ((V2-V1)^normal)*(hit-V1);
float d2 = ((V0-V2)^normal)*(hit-V2);
return (d0 < +EPSILON && d1 < +EPSILON && d2 < +EPSILON) ||
(d0 > -EPSILON && d1 > -EPSILON && d2 > -EPSILON);
}
// ***************************************************************************
void CTriangle::computeGradient(float c0, float c1, float c2, CVector &grad) const
{
// Compute basis for 2D triangle.
CVector locI, locJ, locK;
locI= V1-V0;
locJ= V2-V0;
locK= locI^locJ;
locK.normalize();
locI.normalize();
locJ= locK^locI;
// compute triangle in 2D.
CTriangle tri2D;
tri2D.V0.set(0,0,0);
tri2D.V1.x= (V1-V0)*locI;
tri2D.V1.y= (V1-V0)*locJ;
tri2D.V1.z= 0;
tri2D.V2.x= (V2-V0)*locI;
tri2D.V2.y= (V2-V0)*locJ;
tri2D.V2.z= 0;
// Compute 2 2D Gradients.
float dx01= tri2D.V0.x - tri2D.V2.x;
float dx02= tri2D.V1.x - tri2D.V2.x;
float dy01= tri2D.V0.y - tri2D.V2.y;
float dy02= tri2D.V1.y - tri2D.V2.y;
float dc01= c0 - c2;
float dc02= c1 - c2;
float gd= dx02*dy01 - dx01*dy02;
float OOgd;
if(gd!=0)
OOgd= 1.0f/gd;
else
OOgd= 1; // for now, do not manage correctly this case.
float gx, gy;
gx= (dc02*dy01 - dc01*dy02) * OOgd;
gy= (dc01*dx02 - dc02*dx01) * OOgd;
// transform in 3D.
grad= locI*gx + locJ*gy;
}
// ***************************************************************************
void CTriangle::applyMatrix(const CMatrix &m, CTriangle &dest) const
{
dest.V0 = m * V0;
dest.V1 = m * V1;
dest.V2 = m * V2;
}
} // NLMISC