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raycphdr.c
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C/C++ Source or Header
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1991-08-26
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3KB
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110 lines
/* Ray-Convex Polyhedron Intersection Test by Eric Haines, erich@eye.com
*
* This test checks the ray against each face of a polyhedron, checking whether
* the set of intersection points found for each ray-plane intersection
* overlaps the previous intersection results. If there is no overlap (i.e.
* no line segment along the ray that is inside the polyhedron), then the
* ray misses and returns 0; else 1 is returned if the ray is entering the
* polyhedron, -1 if the ray originates inside the polyhedron. If there is
* an intersection, the distance and the normal of the face hit is returned.
*/
#include <math.h>
#include "GraphicsGems.h"
#ifndef HUGE_VAL
#define HUGE_VAL 1.7976931348623157e+308
#endif
typedef struct Point4Struct { /* 4d point */
double x, y, z, w;
} Point4;
/* fast macro version of V3Dot, usable with Point4 */
#define DOT3( a, b ) ( (a)->x*(b)->x + (a)->y*(b)->y + (a)->z*(b)->z )
/* return codes */
#define MISSED 0
#define FRONTFACE 1
#define BACKFACE -1
int RayCvxPolyhedronInt( org, dir, tmax, phdrn, ph_num, tresult, norm )
Point3 *org, *dir ; /* origin and direction of ray */
double tmax ; /* maximum useful distance along ray */
Point4 *phdrn ; /* list of planes in convex polyhedron */
int ph_num ; /* number of planes in convex polyhedron */
double *tresult ; /* returned: distance of intersection along ray */
Point3 *norm ; /* returned: normal of face hit */
{
Point4 *pln ; /* plane equation */
double tnear, tfar, t, vn, vd ;
int fnorm_num, bnorm_num ; /* front/back face # hit */
tnear = -HUGE_VAL ;
tfar = tmax ;
/* Test each plane in polyhedron */
for ( pln = &phdrn[ph_num-1] ; ph_num-- ; pln-- ) {
/* Compute intersection point T and sidedness */
vd = DOT3( dir, pln ) ;
vn = DOT3( org, pln ) + pln->w ;
if ( vd == 0.0 ) {
/* ray is parallel to plane - check if ray origin is inside plane's
half-space */
if ( vn > 0.0 )
/* ray origin is outside half-space */
return ( MISSED ) ;
} else {
/* ray not parallel - get distance to plane */
t = -vn / vd ;
if ( vd < 0.0 ) {
/* front face - T is a near point */
if ( t > tfar ) return ( MISSED ) ;
if ( t > tnear ) {
/* hit near face, update normal */
fnorm_num = ph_num ;
tnear = t ;
}
} else {
/* back face - T is a far point */
if ( t < 0.0 ) return ( MISSED ) ;
if ( t < tfar ) {
/* hit near face, update normal */
bnorm_num = ph_num ;
tfar = t ;
}
}
}
}
/* survived all tests */
/* Note: if ray originates on polyhedron, may want to change 0.0 to some
* epsilon to avoid intersecting the originating face.
*/
if ( tnear >= 0.0 ) {
/* outside, hitting front face */
*norm = *(Point3 *)&phdrn[fnorm_num] ;
*tresult = tnear ;
return ( FRONTFACE ) ;
} else {
if ( tfar < tmax ) {
/* inside, hitting back face */
*norm = *(Point3 *)&phdrn[bnorm_num] ;
*tresult = tfar ;
return ( BACKFACE ) ;
} else {
/* inside, but back face beyond tmax */
return ( MISSED ) ;
}
}
}