fix: some file didn't have the svn:eol-style native yet
This commit is contained in:
@@ -1,114 +1,114 @@
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/*
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* ICE / OPCODE - Optimized Collision Detection
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* http://www.codercorner.com/Opcode.htm
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*
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* Copyright (c) 2001-2008 Pierre Terdiman, pierre@codercorner.com
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This software is provided 'as-is', without any express or implied warranty.
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In no event will the authors be held liable for any damages arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it freely,
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subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Contains code for rays.
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* \file IceRay.h
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* \author Pierre Terdiman
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* \date April, 4, 2000
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*/
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// Include Guard
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#ifndef __ICERAY_H__
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#define __ICERAY_H__
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class ICEMATHS_API Ray
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{
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public:
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//! Constructor
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inline_ Ray() {}
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//! Constructor
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inline_ Ray(const Point& orig, const Point& dir) : mOrig(orig), mDir(dir) {}
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//! Copy constructor
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inline_ Ray(const Ray& ray) : mOrig(ray.mOrig), mDir(ray.mDir) {}
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//! Destructor
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inline_ ~Ray() {}
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float SquareDistance(const Point& point, float* t=null) const;
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inline_ float Distance(const Point& point, float* t=null) const { return sqrtf(SquareDistance(point, t)); }
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Point mOrig; //!< Ray origin
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Point mDir; //!< Normalized direction
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};
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inline_ void ComputeReflexionVector(Point& reflected, const Point& incoming_dir, const Point& outward_normal)
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{
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reflected = incoming_dir - outward_normal * 2.0f * (incoming_dir|outward_normal);
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}
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inline_ void ComputeReflexionVector(Point& reflected, const Point& source, const Point& impact, const Point& normal)
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{
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Point V = impact - source;
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reflected = V - normal * 2.0f * (V|normal);
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}
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inline_ void DecomposeVector(Point& normal_compo, Point& tangent_compo, const Point& outward_dir, const Point& outward_normal)
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{
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normal_compo = outward_normal * (outward_dir|outward_normal);
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tangent_compo = outward_dir - normal_compo;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Transforms a direction vector from world space to local space
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* \param local_dir [out] direction vector in local space
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* \param world_dir [in] direction vector in world space
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* \param world [in] world transform
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*/
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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inline_ void ComputeLocalDirection(Point& local_dir, const Point& world_dir, const Matrix4x4& world)
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{
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// Get world direction back in local space
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// Matrix3x3 InvWorld = world;
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// local_dir = InvWorld * world_dir;
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local_dir = Matrix3x3(world) * world_dir;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Transforms a position vector from world space to local space
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* \param local_pt [out] position vector in local space
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* \param world_pt [in] position vector in world space
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* \param world [in] world transform
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*/
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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inline_ void ComputeLocalPoint(Point& local_pt, const Point& world_pt, const Matrix4x4& world)
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{
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// Get world vertex back in local space
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Matrix4x4 InvWorld = world;
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InvWorld.Invert();
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local_pt = world_pt * InvWorld;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Transforms a ray from world space to local space
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* \param local_ray [out] ray in local space
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* \param world_ray [in] ray in world space
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* \param world [in] world transform
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*/
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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inline_ void ComputeLocalRay(Ray& local_ray, const Ray& world_ray, const Matrix4x4& world)
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{
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// Get world ray back in local space
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ComputeLocalDirection(local_ray.mDir, world_ray.mDir, world);
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ComputeLocalPoint(local_ray.mOrig, world_ray.mOrig, world);
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}
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#endif // __ICERAY_H__
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/*
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* ICE / OPCODE - Optimized Collision Detection
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* http://www.codercorner.com/Opcode.htm
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*
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* Copyright (c) 2001-2008 Pierre Terdiman, pierre@codercorner.com
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This software is provided 'as-is', without any express or implied warranty.
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In no event will the authors be held liable for any damages arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it freely,
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subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Contains code for rays.
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* \file IceRay.h
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* \author Pierre Terdiman
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* \date April, 4, 2000
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*/
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// Include Guard
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#ifndef __ICERAY_H__
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#define __ICERAY_H__
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class ICEMATHS_API Ray
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{
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public:
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//! Constructor
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inline_ Ray() {}
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//! Constructor
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inline_ Ray(const Point& orig, const Point& dir) : mOrig(orig), mDir(dir) {}
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//! Copy constructor
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inline_ Ray(const Ray& ray) : mOrig(ray.mOrig), mDir(ray.mDir) {}
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//! Destructor
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inline_ ~Ray() {}
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float SquareDistance(const Point& point, float* t=null) const;
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inline_ float Distance(const Point& point, float* t=null) const { return sqrtf(SquareDistance(point, t)); }
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Point mOrig; //!< Ray origin
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Point mDir; //!< Normalized direction
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};
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inline_ void ComputeReflexionVector(Point& reflected, const Point& incoming_dir, const Point& outward_normal)
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{
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reflected = incoming_dir - outward_normal * 2.0f * (incoming_dir|outward_normal);
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}
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inline_ void ComputeReflexionVector(Point& reflected, const Point& source, const Point& impact, const Point& normal)
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{
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Point V = impact - source;
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reflected = V - normal * 2.0f * (V|normal);
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}
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inline_ void DecomposeVector(Point& normal_compo, Point& tangent_compo, const Point& outward_dir, const Point& outward_normal)
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{
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normal_compo = outward_normal * (outward_dir|outward_normal);
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tangent_compo = outward_dir - normal_compo;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Transforms a direction vector from world space to local space
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* \param local_dir [out] direction vector in local space
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* \param world_dir [in] direction vector in world space
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* \param world [in] world transform
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*/
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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inline_ void ComputeLocalDirection(Point& local_dir, const Point& world_dir, const Matrix4x4& world)
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{
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// Get world direction back in local space
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// Matrix3x3 InvWorld = world;
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// local_dir = InvWorld * world_dir;
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local_dir = Matrix3x3(world) * world_dir;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Transforms a position vector from world space to local space
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* \param local_pt [out] position vector in local space
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* \param world_pt [in] position vector in world space
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* \param world [in] world transform
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*/
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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inline_ void ComputeLocalPoint(Point& local_pt, const Point& world_pt, const Matrix4x4& world)
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{
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// Get world vertex back in local space
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Matrix4x4 InvWorld = world;
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InvWorld.Invert();
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local_pt = world_pt * InvWorld;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Transforms a ray from world space to local space
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* \param local_ray [out] ray in local space
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* \param world_ray [in] ray in world space
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* \param world [in] world transform
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*/
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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inline_ void ComputeLocalRay(Ray& local_ray, const Ray& world_ray, const Matrix4x4& world)
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{
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// Get world ray back in local space
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ComputeLocalDirection(local_ray.mDir, world_ray.mDir, world);
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ComputeLocalPoint(local_ray.mOrig, world_ray.mOrig, world);
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}
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#endif // __ICERAY_H__
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