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authorAlon Zakai <alonzakai@gmail.com>2011-04-21 17:55:35 -0700
committerAlon Zakai <alonzakai@gmail.com>2011-04-21 17:55:35 -0700
commit887ce3dde89410d012a708c3ec454f679b2e5b1e (patch)
treedaeadbc86bf721a5d4fff109a1d87a4c69215905 /tests/bullet/Extras/ConvexDecomposition/raytri.cpp
parentb3f4022e35b34002f44aacde554cc8b3ea927500 (diff)
update bullet test to compile from source
Diffstat (limited to 'tests/bullet/Extras/ConvexDecomposition/raytri.cpp')
-rw-r--r--tests/bullet/Extras/ConvexDecomposition/raytri.cpp134
1 files changed, 134 insertions, 0 deletions
diff --git a/tests/bullet/Extras/ConvexDecomposition/raytri.cpp b/tests/bullet/Extras/ConvexDecomposition/raytri.cpp
new file mode 100644
index 00000000..83b076a2
--- /dev/null
+++ b/tests/bullet/Extras/ConvexDecomposition/raytri.cpp
@@ -0,0 +1,134 @@
+#include "float_math.h"
+#include <stdio.h>
+#include <stdlib.h>
+#include <string.h>
+#include <assert.h>
+#include <math.h>
+
+#include "raytri.h"
+
+/*----------------------------------------------------------------------
+ Copyright (c) 2004 Open Dynamics Framework Group
+ www.physicstools.org
+ All rights reserved.
+
+ Redistribution and use in source and binary forms, with or without modification, are permitted provided
+ that the following conditions are met:
+
+ Redistributions of source code must retain the above copyright notice, this list of conditions
+ and the following disclaimer.
+
+ Redistributions in binary form must reproduce the above copyright notice,
+ this list of conditions and the following disclaimer in the documentation
+ and/or other materials provided with the distribution.
+
+ Neither the name of the Open Dynamics Framework Group nor the names of its contributors may
+ be used to endorse or promote products derived from this software without specific prior written permission.
+
+ THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS 'AS IS' AND ANY EXPRESS OR IMPLIED WARRANTIES,
+ INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
+ DISCLAIMED. IN NO EVENT SHALL THE INTEL OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
+ EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
+ LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
+ IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
+ THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+-----------------------------------------------------------------------*/
+
+// http://codesuppository.blogspot.com
+//
+// mailto: jratcliff@infiniplex.net
+//
+// http://www.amillionpixels.us
+//
+
+
+/* a = b - c */
+#define vector(a,b,c) \
+ (a)[0] = (b)[0] - (c)[0]; \
+ (a)[1] = (b)[1] - (c)[1]; \
+ (a)[2] = (b)[2] - (c)[2];
+
+
+
+#define innerProduct(v,q) \
+ ((v)[0] * (q)[0] + \
+ (v)[1] * (q)[1] + \
+ (v)[2] * (q)[2])
+
+#define crossProduct(a,b,c) \
+ (a)[0] = (b)[1] * (c)[2] - (c)[1] * (b)[2]; \
+ (a)[1] = (b)[2] * (c)[0] - (c)[2] * (b)[0]; \
+ (a)[2] = (b)[0] * (c)[1] - (c)[0] * (b)[1];
+
+bool rayIntersectsTriangle(const float *p,const float *d,const float *v0,const float *v1,const float *v2,float &t)
+{
+
+ float e1[3],e2[3],h[3],s[3],q[3];
+ float a,f,u,v;
+
+ vector(e1,v1,v0);
+ vector(e2,v2,v0);
+ crossProduct(h,d,e2);
+ a = innerProduct(e1,h);
+
+ if (a > -0.00001 && a < 0.00001)
+ return(false);
+
+ f = 1/a;
+ vector(s,p,v0);
+ u = f * (innerProduct(s,h));
+
+ if (u < 0.0 || u > 1.0)
+ return(false);
+
+ crossProduct(q,s,e1);
+ v = f * innerProduct(d,q);
+ if (v < 0.0 || u + v > 1.0)
+ return(false);
+ // at this stage we can compute t to find out where
+ // the intersection point is on the line
+ t = f * innerProduct(e2,q);
+ if (t > 0) // ray intersection
+ return(true);
+ else // this means that there is a line intersection
+ // but not a ray intersection
+ return (false);
+}
+
+
+bool lineIntersectsTriangle(const float *rayStart,const float *rayEnd,const float *p1,const float *p2,const float *p3,float *sect)
+{
+ float dir[3];
+
+ dir[0] = rayEnd[0] - rayStart[0];
+ dir[1] = rayEnd[1] - rayStart[1];
+ dir[2] = rayEnd[2] - rayStart[2];
+
+ float d = sqrtf(dir[0]*dir[0] + dir[1]*dir[1] + dir[2]*dir[2]);
+ float r = 1.0f / d;
+
+ dir[0]*=r;
+ dir[1]*=r;
+ dir[2]*=r;
+
+
+ float t;
+
+ bool ret = rayIntersectsTriangle(rayStart, dir, p1, p2, p3, t );
+
+ if ( ret )
+ {
+ if ( t > d )
+ {
+ sect[0] = rayStart[0] + dir[0]*t;
+ sect[1] = rayStart[1] + dir[1]*t;
+ sect[2] = rayStart[2] + dir[2]*t;
+ }
+ else
+ {
+ ret = false;
+ }
+ }
+
+ return ret;
+}