/* * Copyright (c) 2005 Erwin Coumans http://www.erwincoumans.com * * Permission to use, copy, modify, distribute and sell this software * and its documentation for any purpose is hereby granted without fee, * provided that the above copyright notice appear in all copies. * Erwin Coumans makes no representations about the suitability * of this software for any purpose. * It is provided "as is" without express or implied warranty. */ #include "RaycastCallback.h" RaycastCallback::RaycastCallback(const SimdVector3& from,const SimdVector3& to) : m_from(from), m_to(to), m_hitFraction(1.f), m_hitProxy(0), m_hitFound(false) { } #include void RaycastCallback::ProcessTriangle(SimdVector3* triangle) { const SimdVector3 &vert0=triangle[0]; const SimdVector3 &vert1=triangle[1]; const SimdVector3 &vert2=triangle[2]; SimdVector3 v10; v10 = vert1 - vert0 ; SimdVector3 v20; v20 = vert2 - vert0 ; SimdVector3 triangleNormal; triangleNormal = v10.cross( v20 ); const float dist = vert0.dot(triangleNormal); float dist_a = triangleNormal.dot(m_from) ; dist_a-= dist; float dist_b = triangleNormal.dot(m_to); dist_b -= dist; if ( dist_a * dist_b >= 0.0f) { return ; // same sign } const float proj_length=dist_a-dist_b; const float distance = (dist_a)/(proj_length); // Now we have the intersection point on the plane, we'll see if it's inside the triangle // Add an epsilon as a tolerance for the raycast, // in case the ray hits exacly on the edge of the triangle. // It must be scaled for the triangle size. if(distance < m_hitFraction) { float edge_tolerance =triangleNormal.length2(); edge_tolerance *= -0.0001f; SimdVector3 point; point.setInterpolate3( m_from, m_to, distance); { SimdVector3 v0p; v0p = vert0 - point; SimdVector3 v1p; v1p = vert1 - point; SimdVector3 cp0; cp0 = v0p.cross( v1p ); if ( (float)(cp0.dot(triangleNormal)) >=edge_tolerance) { SimdVector3 v2p; v2p = vert2 - point; SimdVector3 cp1; cp1 = v1p.cross( v2p); if ( (float)(cp1.dot(triangleNormal)) >=edge_tolerance) { SimdVector3 cp2; cp2 = v2p.cross(v0p); if ( (float)(cp2.dot(triangleNormal)) >=edge_tolerance) { m_hitFraction = distance; if ( dist_a > 0 ) { m_hitNormalLocal = triangleNormal; } else { m_hitNormalLocal = -triangleNormal; } m_hitFound= true; } } } } } }