| 1580 | } |
| 1581 | |
| 1582 | static bool IntersectTri( |
| 1583 | const Vector3* p0, |
| 1584 | const Vector3* p1, |
| 1585 | const Vector3* p2, |
| 1586 | const Vector3* rayPos, |
| 1587 | const Vector3* rayDir, |
| 1588 | float* u, |
| 1589 | float* v, |
| 1590 | float* dist ) |
| 1591 | { |
| 1592 | Matrix m; |
| 1593 | Vector4 vec; |
| 1594 | |
| 1595 | m.m[0][0] = p1->x - p0->x; |
| 1596 | m.m[1][0] = p2->x - p0->x; |
| 1597 | m.m[2][0] = -rayDir->x; |
| 1598 | m.m[3][0] = 0.0f; |
| 1599 | m.m[0][1] = p1->y - p0->y; |
| 1600 | m.m[1][1] = p2->y - p0->y; |
| 1601 | m.m[2][1] = -rayDir->y; |
| 1602 | m.m[3][1] = 0.0f; |
| 1603 | m.m[0][2] = p1->z - p0->z; |
| 1604 | m.m[1][2] = p2->z - p0->z; |
| 1605 | m.m[2][2] = -rayDir->z; |
| 1606 | m.m[3][2] = 0.0f; |
| 1607 | m.m[0][3] = 0.0f; |
| 1608 | m.m[1][3] = 0.0f; |
| 1609 | m.m[2][3] = 0.0f; |
| 1610 | m.m[3][3] = 1.0f; |
| 1611 | |
| 1612 | vec.x = rayPos->x - p0->x; |
| 1613 | vec.y = rayPos->y - p0->y; |
| 1614 | vec.z = rayPos->z - p0->z; |
| 1615 | vec.w = 0.0f; |
| 1616 | |
| 1617 | if( Inverse( m, m ) ) |
| 1618 | { |
| 1619 | vec = Transform( vec, m ); |
| 1620 | if( ( vec.x >= 0.0f ) && ( vec.y >= 0.0f ) && ( vec.x + vec.y <= 1.0f ) && ( vec.z >= 0.0f ) ) |
| 1621 | { |
| 1622 | *u = vec.x; |
| 1623 | *v = vec.y; |
| 1624 | *dist = fabs( vec.z ); |
| 1625 | return true; |
| 1626 | } |
| 1627 | } |
| 1628 | |
| 1629 | return false; |
| 1630 | } |
| 1631 | |
| 1632 | bool TriGeometryRes::GetIntersectionPoints( const Vector3* pos, const Vector3* dir, Vector3* hitpointNear, Vector3* hitpointNearNormal, Vector3* hitpointFar, Vector3* hitpointFarNormal, int* boneIndexNear, int* boneIndexFar, unsigned int areaIx ) |
| 1633 | { |
no outgoing calls
no test coverage detected