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restructured repository based on following standards:
https://github.com/HW-Core/directory-structure
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218
modules/dep/g3dlite/source/Ray.cpp
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218
modules/dep/g3dlite/source/Ray.cpp
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/**
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@file Ray.cpp
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@maintainer Morgan McGuire, http://graphics.cs.williams.edu
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@created 2002-07-12
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@edited 2004-03-19
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*/
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#include "G3D/platform.h"
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#include "G3D/Ray.h"
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#include "G3D/Plane.h"
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#include "G3D/Sphere.h"
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#include "G3D/CollisionDetection.h"
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namespace G3D {
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void Ray::set(const Vector3& origin, const Vector3& direction) {
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m_origin = origin;
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m_direction = direction;
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debugAssert(direction.isUnit());
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m_invDirection = Vector3::one() / direction;
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// ray slope
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ibyj = m_direction.x * m_invDirection.y;
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jbyi = m_direction.y * m_invDirection.x;
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jbyk = m_direction.y * m_invDirection.z;
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kbyj = m_direction.z * m_invDirection.y;
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ibyk = m_direction.x * m_invDirection.z;
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kbyi = m_direction.z * m_invDirection.x;
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// precomputed terms
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c_xy = m_origin.y - jbyi * m_origin.x;
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c_xz = m_origin.z - kbyi * m_origin.x;
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c_yx = m_origin.x - ibyj * m_origin.y;
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c_yz = m_origin.z - kbyj * m_origin.y;
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c_zx = m_origin.x - ibyk * m_origin.z;
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c_zy = m_origin.y - jbyk * m_origin.z;
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//ray slope classification
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if (m_direction.x < 0) {
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if (m_direction.y < 0) {
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if (m_direction.z < 0) {
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classification = MMM;
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} else if (m_direction.z > 0) {
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classification = MMP;
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} else { //(m_direction.z >= 0)
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classification = MMO;
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}
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} else { //(m_direction.y >= 0)
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if (m_direction.z < 0) {
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if (m_direction.y == 0) {
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classification = MOM;
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} else {
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classification = MPM;
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}
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} else { //(m_direction.z >= 0)
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if ((m_direction.y == 0) && (m_direction.z == 0)) {
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classification = MOO;
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} else if (m_direction.z == 0) {
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classification = MPO;
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} else if (m_direction.y == 0) {
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classification = MOP;
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} else {
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classification = MPP;
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}
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}
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}
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} else { //(m_direction.x >= 0)
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if (m_direction.y < 0) {
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if (m_direction.z < 0) {
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if (m_direction.x == 0) {
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classification = OMM;
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} else {
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classification = PMM;
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}
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} else { //(m_direction.z >= 0)
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if ((m_direction.x == 0) && (m_direction.z == 0)) {
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classification = OMO;
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} else if (m_direction.z == 0) {
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classification = PMO;
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} else if (m_direction.x == 0) {
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classification = OMP;
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} else {
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classification = PMP;
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}
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}
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} else { //(m_direction.y >= 0)
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if (m_direction.z < 0) {
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if ((m_direction.x == 0) && (m_direction.y == 0)) {
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classification = OOM;
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} else if (m_direction.x == 0) {
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classification = OPM;
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} else if (m_direction.y == 0) {
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classification = POM;
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} else {
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classification = PPM;
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}
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} else { //(m_direction.z > 0)
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if (m_direction.x == 0) {
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if (m_direction.y == 0) {
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classification = OOP;
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} else if (m_direction.z == 0) {
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classification = OPO;
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} else {
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classification = OPP;
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}
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} else {
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if ((m_direction.y == 0) && (m_direction.z == 0)) {
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classification = POO;
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} else if (m_direction.y == 0) {
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classification = POP;
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} else if (m_direction.z == 0) {
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classification = PPO;
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} else {
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classification = PPP;
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}
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}
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}
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}
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}
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}
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Ray::Ray(class BinaryInput& b) {
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deserialize(b);
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}
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void Ray::serialize(class BinaryOutput& b) const {
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m_origin.serialize(b);
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m_direction.serialize(b);
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}
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void Ray::deserialize(class BinaryInput& b) {
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m_origin.deserialize(b);
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m_direction.deserialize(b);
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set(m_origin, m_direction);
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}
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Ray Ray::refract(
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const Vector3& newOrigin,
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const Vector3& normal,
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float iInside,
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float iOutside) const {
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Vector3 D = m_direction.refractionDirection(normal, iInside, iOutside);
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return Ray(newOrigin + (m_direction + normal * (float)sign(m_direction.dot(normal))) * 0.001f, D);
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}
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Ray Ray::reflect(
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const Vector3& newOrigin,
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const Vector3& normal) const {
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Vector3 D = m_direction.reflectionDirection(normal);
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return Ray(newOrigin + (D + normal) * 0.001f, D);
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}
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Vector3 Ray::intersection(const Plane& plane) const {
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float d;
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Vector3 normal = plane.normal();
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plane.getEquation(normal, d);
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float rate = m_direction.dot(normal);
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if (rate >= 0.0f) {
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return Vector3::inf();
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} else {
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float t = -(d + m_origin.dot(normal)) / rate;
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return m_origin + m_direction * t;
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}
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}
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float Ray::intersectionTime(const class Sphere& sphere, bool solid) const {
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Vector3 dummy;
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return CollisionDetection::collisionTimeForMovingPointFixedSphere(
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m_origin, m_direction, sphere, dummy, dummy, solid);
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}
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float Ray::intersectionTime(const class Plane& plane) const {
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Vector3 dummy;
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return CollisionDetection::collisionTimeForMovingPointFixedPlane(
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m_origin, m_direction, plane, dummy);
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}
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float Ray::intersectionTime(const class Box& box) const {
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Vector3 dummy;
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float time = CollisionDetection::collisionTimeForMovingPointFixedBox(
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m_origin, m_direction, box, dummy);
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if ((time == finf()) && (box.contains(m_origin))) {
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return 0.0f;
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} else {
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return time;
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}
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}
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float Ray::intersectionTime(const class AABox& box) const {
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Vector3 dummy;
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bool inside;
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float time = CollisionDetection::collisionTimeForMovingPointFixedAABox(
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m_origin, m_direction, box, dummy, inside);
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if ((time == finf()) && inside) {
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return 0.0f;
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} else {
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return time;
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}
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}
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}
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