X-Git-Url: https://git.jsancho.org/?p=lugaru.git;a=blobdiff_plain;f=Source%2FMath%2FXYZ.cpp;h=113ddf55f5ddb01605fa8514790d0e88d3f9f9f3;hp=ad145ae99f6a19c60b5ba485cbed09159483ca9e;hb=8b6e8f3ad7390309795eb35c0959264cb7924402;hpb=531fd8d27258d6c15d6fd221272c74b48602a85a diff --git a/Source/Math/XYZ.cpp b/Source/Math/XYZ.cpp index ad145ae..113ddf5 100644 --- a/Source/Math/XYZ.cpp +++ b/Source/Math/XYZ.cpp @@ -20,7 +20,7 @@ along with Lugaru. If not, see . #include "Math/XYZ.hpp" -bool PointInTriangle(XYZ *p, XYZ normal, XYZ *p1, XYZ *p2, XYZ *p3) +bool PointInTriangle(XYZ* p, XYZ normal, XYZ* p1, XYZ* p2, XYZ* p3) { static float u0, u1, u2; static float v0, v1, v2; @@ -40,7 +40,6 @@ bool PointInTriangle(XYZ *p, XYZ normal, XYZ *p1, XYZ *p2, XYZ *p3) pointv[1] = p->y; pointv[2] = p->z; - p1v[0] = p1->x; p1v[1] = p1->y; p1v[2] = p1->z; @@ -57,20 +56,20 @@ bool PointInTriangle(XYZ *p, XYZ normal, XYZ *p1, XYZ *p2, XYZ *p3) normalv[1] = normal.y; normalv[2] = normal.z; -#define ABS(X) (((X)<0.f)?-(X):(X) ) -#define MAX(A, B) (((A)<(B))?(B):(A)) +#define ABS(X) (((X) < 0.f) ? -(X) : (X)) +#define MAX(A, B) (((A) < (B)) ? (B) : (A)) max = MAX(MAX(ABS(normalv[0]), ABS(normalv[1])), ABS(normalv[2])); #undef MAX if (max == ABS(normalv[0])) { - i = 1; // y, z + i = 1; // y, z j = 2; } if (max == ABS(normalv[1])) { - i = 0; // x, z + i = 0; // x, z j = 2; } if (max == ABS(normalv[2])) { - i = 0; // x, y + i = 0; // x, y j = 1; } #undef ABS @@ -86,14 +85,14 @@ bool PointInTriangle(XYZ *p, XYZ normal, XYZ *p1, XYZ *p2, XYZ *p3) b = u0 / u2; if (0.0f <= b && b <= 1.0f) { a = (v0 - b * v2) / v1; - if ((a >= 0.0f) && (( a + b ) <= 1.0f)) + if ((a >= 0.0f) && ((a + b) <= 1.0f)) bInter = 1; } } else { b = (v0 * u1 - u0 * v1) / (v2 * u1 - u2 * v1); if (0.0f <= b && b <= 1.0f) { a = (u0 - b * u2) / u1; - if ((a >= 0.0f) && (( a + b ) <= 1.0f )) + if ((a >= 0.0f) && ((a + b) <= 1.0f)) bInter = 1; } } @@ -101,7 +100,7 @@ bool PointInTriangle(XYZ *p, XYZ normal, XYZ *p1, XYZ *p2, XYZ *p3) return bInter; } -bool LineFacet(XYZ p1, XYZ p2, XYZ pa, XYZ pb, XYZ pc, XYZ *p) +bool LineFacet(XYZ p1, XYZ p2, XYZ pa, XYZ pb, XYZ pc, XYZ* p) { static float d; static float denom, mu; @@ -112,27 +111,27 @@ bool LineFacet(XYZ p1, XYZ p2, XYZ pa, XYZ pb, XYZ pc, XYZ *p) n.y = (pb.z - pa.z) * (pc.x - pa.x) - (pb.x - pa.x) * (pc.z - pa.z); n.z = (pb.x - pa.x) * (pc.y - pa.y) - (pb.y - pa.y) * (pc.x - pa.x); Normalise(&n); - d = - n.x * pa.x - n.y * pa.y - n.z * pa.z; + d = -n.x * pa.x - n.y * pa.y - n.z * pa.z; //Calculate the position on the line that intersects the plane denom = n.x * (p2.x - p1.x) + n.y * (p2.y - p1.y) + n.z * (p2.z - p1.z); - if (fabs(denom) < 0.0000001) // Line and plane don't intersect + if (fabs(denom) < 0.0000001) // Line and plane don't intersect return 0; - mu = - (d + n.x * p1.x + n.y * p1.y + n.z * p1.z) / denom; + mu = -(d + n.x * p1.x + n.y * p1.y + n.z * p1.z) / denom; p->x = p1.x + mu * (p2.x - p1.x); p->y = p1.y + mu * (p2.y - p1.y); p->z = p1.z + mu * (p2.z - p1.z); - if (mu < 0 || mu > 1) // Intersection not along line segment + if (mu < 0 || mu > 1) // Intersection not along line segment return 0; - if (!PointInTriangle( p, n, &pa, &pb, &pc)) { + if (!PointInTriangle(p, n, &pa, &pb, &pc)) { return 0; } return 1; } -float LineFacetd(XYZ p1, XYZ p2, XYZ pa, XYZ pb, XYZ pc, XYZ *p) +float LineFacetd(XYZ p1, XYZ p2, XYZ pa, XYZ pb, XYZ pc, XYZ* p) { static float d; static float denom, mu; @@ -143,52 +142,52 @@ float LineFacetd(XYZ p1, XYZ p2, XYZ pa, XYZ pb, XYZ pc, XYZ *p) n.y = (pb.z - pa.z) * (pc.x - pa.x) - (pb.x - pa.x) * (pc.z - pa.z); n.z = (pb.x - pa.x) * (pc.y - pa.y) - (pb.y - pa.y) * (pc.x - pa.x); Normalise(&n); - d = - n.x * pa.x - n.y * pa.y - n.z * pa.z; + d = -n.x * pa.x - n.y * pa.y - n.z * pa.z; //Calculate the position on the line that intersects the plane denom = n.x * (p2.x - p1.x) + n.y * (p2.y - p1.y) + n.z * (p2.z - p1.z); - if (fabs(denom) < 0.0000001) // Line and plane don't intersect + if (fabs(denom) < 0.0000001) // Line and plane don't intersect return 0; - mu = - (d + n.x * p1.x + n.y * p1.y + n.z * p1.z) / denom; + mu = -(d + n.x * p1.x + n.y * p1.y + n.z * p1.z) / denom; p->x = p1.x + mu * (p2.x - p1.x); p->y = p1.y + mu * (p2.y - p1.y); p->z = p1.z + mu * (p2.z - p1.z); - if (mu < 0 || mu > 1) // Intersection not along line segment + if (mu < 0 || mu > 1) // Intersection not along line segment return 0; - if (!PointInTriangle( p, n, &pa, &pb, &pc)) { + if (!PointInTriangle(p, n, &pa, &pb, &pc)) { return 0; } return 1; } -float LineFacetd(XYZ p1, XYZ p2, XYZ pa, XYZ pb, XYZ pc, XYZ n, XYZ *p) +float LineFacetd(XYZ p1, XYZ p2, XYZ pa, XYZ pb, XYZ pc, XYZ n, XYZ* p) { static float d; static float denom, mu; //Calculate the parameters for the plane - d = - n.x * pa.x - n.y * pa.y - n.z * pa.z; + d = -n.x * pa.x - n.y * pa.y - n.z * pa.z; //Calculate the position on the line that intersects the plane denom = n.x * (p2.x - p1.x) + n.y * (p2.y - p1.y) + n.z * (p2.z - p1.z); - if (fabs(denom) < 0.0000001) // Line and plane don't intersect + if (fabs(denom) < 0.0000001) // Line and plane don't intersect return 0; - mu = - (d + n.x * p1.x + n.y * p1.y + n.z * p1.z) / denom; + mu = -(d + n.x * p1.x + n.y * p1.y + n.z * p1.z) / denom; p->x = p1.x + mu * (p2.x - p1.x); p->y = p1.y + mu * (p2.y - p1.y); p->z = p1.z + mu * (p2.z - p1.z); - if (mu < 0 || mu > 1) // Intersection not along line segment + if (mu < 0 || mu > 1) // Intersection not along line segment return 0; - if (!PointInTriangle( p, n, &pa, &pb, &pc)) { + if (!PointInTriangle(p, n, &pa, &pb, &pc)) { return 0; } return 1; } -float LineFacetd(XYZ *p1, XYZ *p2, XYZ *pa, XYZ *pb, XYZ *pc, XYZ *p) +float LineFacetd(XYZ* p1, XYZ* p2, XYZ* pa, XYZ* pb, XYZ* pc, XYZ* p) { static float d; static float denom, mu; @@ -199,49 +198,46 @@ float LineFacetd(XYZ *p1, XYZ *p2, XYZ *pa, XYZ *pb, XYZ *pc, XYZ *p) n.y = (pb->z - pa->z) * (pc->x - pa->x) - (pb->x - pa->x) * (pc->z - pa->z); n.z = (pb->x - pa->x) * (pc->y - pa->y) - (pb->y - pa->y) * (pc->x - pa->x); Normalise(&n); - d = - n.x * pa->x - n.y * pa->y - n.z * pa->z; - + d = -n.x * pa->x - n.y * pa->y - n.z * pa->z; //Calculate the position on the line that intersects the plane denom = n.x * (p2->x - p1->x) + n.y * (p2->y - p1->y) + n.z * (p2->z - p1->z); - if (fabs(denom) < 0.0000001) // Line and plane don't intersect + if (fabs(denom) < 0.0000001) // Line and plane don't intersect return 0; - mu = - (d + n.x * p1->x + n.y * p1->y + n.z * p1->z) / denom; + mu = -(d + n.x * p1->x + n.y * p1->y + n.z * p1->z) / denom; p->x = p1->x + mu * (p2->x - p1->x); p->y = p1->y + mu * (p2->y - p1->y); p->z = p1->z + mu * (p2->z - p1->z); - if (mu < 0 || mu > 1) // Intersection not along line segment + if (mu < 0 || mu > 1) // Intersection not along line segment return 0; - if (!PointInTriangle( p, n, pa, pb, pc)) { + if (!PointInTriangle(p, n, pa, pb, pc)) { return 0; } return 1; } -float LineFacetd(XYZ *p1, XYZ *p2, XYZ *pa, XYZ *pb, XYZ *pc, XYZ *n, XYZ *p) +float LineFacetd(XYZ* p1, XYZ* p2, XYZ* pa, XYZ* pb, XYZ* pc, XYZ* n, XYZ* p) { static float d; static float denom, mu; //Calculate the parameters for the plane - d = - n->x * pa->x - n->y * pa->y - n->z * pa->z; + d = -n->x * pa->x - n->y * pa->y - n->z * pa->z; //Calculate the position on the line that intersects the plane denom = n->x * (p2->x - p1->x) + n->y * (p2->y - p1->y) + n->z * (p2->z - p1->z); - if (fabs(denom) < 0.0000001) // Line and plane don't intersect + if (fabs(denom) < 0.0000001) // Line and plane don't intersect return 0; - mu = - (d + n->x * p1->x + n->y * p1->y + n->z * p1->z) / denom; + mu = -(d + n->x * p1->x + n->y * p1->y + n->z * p1->z) / denom; p->x = p1->x + mu * (p2->x - p1->x); p->y = p1->y + mu * (p2->y - p1->y); p->z = p1->z + mu * (p2->z - p1->z); - if (mu < 0 || mu > 1) // Intersection not along line segment + if (mu < 0 || mu > 1) // Intersection not along line segment return 0; - if (!PointInTriangle( p, *n, pa, pb, pc)) { + if (!PointInTriangle(p, *n, pa, pb, pc)) { return 0; } return 1; } - -