Added RaycastMesh function and example test case
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7 changed files with 712 additions and 51 deletions
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@ -130,6 +130,7 @@ RMDEF void VectorTransform(Vector3 *v, Matrix mat); // Transforms a Ve
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RMDEF Vector3 VectorZero(void); // Return a Vector3 init to zero
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RMDEF Vector3 VectorMin(Vector3 vec1, Vector3 vec2); // Return min value for each pair of components
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RMDEF Vector3 VectorMax(Vector3 vec1, Vector3 vec2); // Return max value for each pair of components
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RMDEF Vector3 Barycentric(Vector3 p, Vector3 a, Vector3 b, Vector3 c); // Barycentric coords for p in triangle abc
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//------------------------------------------------------------------------------------
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// Functions Declaration to work with Matrix
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@ -382,6 +383,31 @@ RMDEF Vector3 VectorMax(Vector3 vec1, Vector3 vec2)
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return result;
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}
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// Compute barycentric coordinates (u, v, w) for
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// point p with respect to triangle (a, b, c)
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// Assumes P is on the plane of the triangle
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RMDEF Vector3 Barycentric(Vector3 p, Vector3 a, Vector3 b, Vector3 c)
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{
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//Vector v0 = b - a, v1 = c - a, v2 = p - a;
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Vector3 v0 = VectorSubtract( b, a );
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Vector3 v1 = VectorSubtract( c, a );
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Vector3 v2 = VectorSubtract( p, a );
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float d00 = VectorDotProduct(v0, v0);
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float d01 = VectorDotProduct(v0, v1);
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float d11 = VectorDotProduct(v1, v1);
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float d20 = VectorDotProduct(v2, v0);
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float d21 = VectorDotProduct(v2, v1);
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float denom = d00 * d11 - d01 * d01;
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Vector3 result;
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result.y = (d11 * d20 - d01 * d21) / denom;
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result.z = (d00 * d21 - d01 * d20) / denom;
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result.x = 1.0f - (result.z + result.y);
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return result;
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}
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//----------------------------------------------------------------------------------
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// Module Functions Definition - Matrix math
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//----------------------------------------------------------------------------------
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