Mercurial > mm7
changeset 1045:d3f4c6584ada
Intersect_Ray_Face clean
author | Ritor1 |
---|---|
date | Tue, 21 May 2013 16:13:43 +0600 |
parents | a85f5cb295b7 |
children | 5758ddc56127 |
files | Vis.cpp mm7_5.cpp |
diffstat | 2 files changed, 25 insertions(+), 122 deletions(-) [+] |
line wrap: on
line diff
--- a/Vis.cpp Tue May 21 15:17:18 2013 +0600 +++ b/Vis.cpp Tue May 21 16:13:43 2013 +0600 @@ -367,8 +367,6 @@ auto bmodel = &pOutdoor->pBModels[i]; for (uint j = 0; j < bmodel->uNumFaces; ++j) { - //if ( i == 77 && j == 17 )// - //__debugbreak();// auto face = &bmodel->pFaces[j]; if (is_part_of_selection(face, filter)) { @@ -547,101 +545,25 @@ //----- (004C1C0C) -------------------------------------------------------- bool Vis::Intersect_Ray_Face(RenderVertexSoft *pRayStart, RenderVertexSoft *pRayEnd, float *pDepth, RenderVertexSoft *Intersection, BLVFace *pFace, unsigned int pBModelID) { - //BLVFace *v7; // ebx@1 - //bool result; // eax@1 - double v9; // st7@3 - //__int16 v10; // fps@3 - //char v11; // c0@3 - //char v12; // c2@3 - //char v13; // c3@3 - //__int16 v14; // fps@5 - //char v15; // c0@5 - //char v16; // c2@5 - //char v17; // c3@5 - double c1; // st5@6 - //__int16 v19; // fps@6 - //char v20; // c0@6 - //char v21; // c2@6 - //char v22; // c3@6 - //unsigned __int8 v23; // c0@6 - //char v24; // c2@6 - //unsigned __int8 v25; // c3@6 - //char v26; // zf@6 - double v27; // st6@10 - //__int16 v28; // fps@10 - //unsigned __int8 v29; // c0@10 - //char v30; // c2@10 - //unsigned __int8 v31; // c3@10 - double c2; // st7@11 - //Vec2_short_ v33; // ST1E_4@11 - Vec3_short_ v34; // ST04_6@11 - //float a5a; // [sp+30h] [bp+18h]@10 - //float a5b; // [sp+30h] [bp+18h]@13 + float c1; // st5@6 + float c2; // st7@11 + Vec3_short_ IntersectPoint; // ST04_6@11 if (pFace->Portal() || pFace->Invisible()) return false; - int ray_dir_x = pRayEnd->vWorldPosition.x - pRayStart->vWorldPosition.x,//dir_x y z это вектор направления - ray_dir_y = pRayEnd->vWorldPosition.y - pRayStart->vWorldPosition.y,//точка В - точка А = вектор из А в В + int ray_dir_x = pRayEnd->vWorldPosition.x - pRayStart->vWorldPosition.x, + ray_dir_y = pRayEnd->vWorldPosition.y - pRayStart->vWorldPosition.y, ray_dir_z = pRayEnd->vWorldPosition.z - pRayStart->vWorldPosition.z; - /*v9 = ray_dir_z * pFace->pFacePlane.vNormal.z - + ray_dir_y * pFace->pFacePlane.vNormal.y//скалярное произведение направления луча и нормали к полигону - + ray_dir_x * pFace->pFacePlane.vNormal.x;//= косинус угла между двумя векторами - if (v9 >= 0) // ray faces face's normal ( > 0) or parallel ( == 0) - return false;*/ - -//ray = t dir + start -//plane = (p - vertex) normal = -d -// -// -//(t dir + start - vertex) normal = -d -// -// -d - (start - vertex) norm -//t = -------------------- -// dir norm - - - /*float dir_mag = sqrtf(ray_dir_x * ray_dir_x + ray_dir_y * ray_dir_y + ray_dir_z * ray_dir_z);//модуль вектора - float ndir_x = ray_dir_x / dir_mag,//ndir - нормализованное направление - ndir_y = ray_dir_y / dir_mag,//В результате нормализации получается вектор, направление которого совпадает с исходным, а модуль равен единице (единичный вектор). - ndir_z = ray_dir_z / dir_mag;//Чтобы нормализовать произвольный вектор, достаточно разделить каждый компонент вектора на модуль вектора - - int face_center_x = (pFace->pBounding.x1 + pFace->pBounding.x2) / 2,//усреднённые координаты баундинга - face_center_y = (pFace->pBounding.y1 + pFace->pBounding.y2) / 2, - face_center_z = (pFace->pBounding.z1 + pFace->pBounding.z2) / 2; - - int to_plane_x = pRayStart->vWorldPosition.x - face_center_x,//вектор из глас к середине фейса - to_plane_y = pRayStart->vWorldPosition.y - face_center_y, - to_plane_z = pRayStart->vWorldPosition.z - face_center_z;*/ - - //float t = /*-pFace->pFacePlane.dist*/ - (to_plane_x * pFace->pFacePlane.vNormal.x + to_plane_y * pFace->pFacePlane.vNormal.y + to_plane_y * pFace->pFacePlane.vNormal.z) / - // (ndir_x * pFace->pFacePlane.vNormal.x + ndir_y * pFace->pFacePlane.vNormal.y + ndir_z * pFace->pFacePlane.vNormal.z);//насколько сильно луч из камеры отклоняется от луча до центра фейса -/* if (t <= *pDepth) - { - int intersection_x = pRayStart->vWorldPosition.x + ndir_x * t, - intersection_y = pRayStart->vWorldPosition.y + ndir_y * t, - intersection_z = pRayStart->vWorldPosition.z + ndir_z * t; - - if (intersection_x < pFace->pBounding.x1 || intersection_x > pFace->pBounding.x2 || - intersection_y < pFace->pBounding.y1 || intersection_y > pFace->pBounding.y2 || - intersection_z < pFace->pBounding.z1 || intersection_z > pFace->pBounding.z2) - return false; - - pFace->uAttributes |= 0x80000000; - return true; - } - - return false;*/ - - //c1 = -d-(n*p0) c1 = -pFace->pFacePlane.dist -(pFace->pFacePlane.vNormal.x * pRayStart->vWorldPosition.x + pFace->pFacePlane.vNormal.y * pRayStart->vWorldPosition.y + pFace->pFacePlane.vNormal.z * pRayStart->vWorldPosition.z); - //if (c1 > 0) - //return false; -#define EPSILON 0.000001 + if (c1 > 0) + return false; + #define EPSILON 1e-6 + //c2 = n*u c2 = pFace->pFacePlane.vNormal.x * ray_dir_y + pFace->pFacePlane.vNormal.y * ray_dir_x @@ -650,28 +572,23 @@ return false; //t = -d-(n*p0)/n*u - double t = c1 / c2;//точка соприкосновения - - //if (t < 0 || t > 1) - //return false; + float t = c1 / c2; - // p(t) = p0 + tu; - // p(t) - вектор указывающий в точку на плоскости - // p0 - начало вектора, точка наблюдателя, камеры - // t - - // u - вектор направления - Intersection->vWorldPosition.x = pRayStart->vWorldPosition.x + t * ray_dir_y;//12432 < X < 12656 - Intersection->vWorldPosition.y = pRayStart->vWorldPosition.y + t * ray_dir_x;//-96 < Y < 1088 - Intersection->vWorldPosition.z = pRayStart->vWorldPosition.z + t * ray_dir_z;//Z == 192 - - v34.x = (signed __int64)Intersection->vWorldPosition.x; - v34.y = (signed __int64)Intersection->vWorldPosition.y; - v34.z = (signed __int64)Intersection->vWorldPosition.z; - - if ( !_4C1D2B(pFace, v34, pBModelID) ) + if (t < 0 || t > 1) return false; - //a5b = v27; +// p(t) = p0 + tu; + Intersection->vWorldPosition.x = pRayStart->vWorldPosition.x + t * ray_dir_y; + Intersection->vWorldPosition.y = pRayStart->vWorldPosition.y + t * ray_dir_x; + Intersection->vWorldPosition.z = pRayStart->vWorldPosition.z + t * ray_dir_z; + + IntersectPoint.x = (signed __int64)Intersection->vWorldPosition.x; + IntersectPoint.y = (signed __int64)Intersection->vWorldPosition.y; + IntersectPoint.z = (signed __int64)Intersection->vWorldPosition.z; + + if ( !_4C1D2B(pFace, IntersectPoint, pBModelID) ) + return false; + //*pDepth = t; return true; } @@ -971,7 +888,7 @@ pStartR.x = pIndoorCamera->pos.x; pStartR.y = pIndoorCamera->pos.y; pRotX = pIndoorCamera->sRotationX + UnprojectY((signed __int64)fMouseY); - pDepth = fixpoint_from_float(fPickDepth); + pDepth = fixpoint_from_float(/*(int)&fMouseX, */fPickDepth); Vec3_int_::Rotate(pDepth, pRotY, pRotX, pStartR, &outx, &outy, &outz); v11[0].flt_2C = 0.0;
--- a/mm7_5.cpp Tue May 21 15:17:18 2013 +0600 +++ b/mm7_5.cpp Tue May 21 16:13:43 2013 +0600 @@ -5354,28 +5354,14 @@ //----- (0043AA99) -------------------------------------------------------- void __fastcall Vec3_int_::Rotate(int sDepth, int sRotY, int sRotX, Vec3_int_ v, int *outx, int *outy, int *outz) { -/* int v7; // ebx@1 - int v8; // ST14_4@1 - int v9; // edi@1 - int anglea; // [sp+20h] [bp+8h]@1 - - v7 = sRotX; - v8 = sDepth; - v9 = sRotY; - anglea = (unsigned __int64)(stru_5C6E00->SinCos(sRotX) * (signed __int64)sDepth) >> 16; - *outx = v.x + ((unsigned __int64)(stru_5C6E00->SinCos(sRotY) * (signed __int64)anglea) >> 16); - *outy = v.y + ((unsigned __int64)(stru_5C6E00->SinCos(sRotY - stru_5C6E00->uIntegerHalfPi) * (signed __int64)anglea) >> 16); - *outz = v.z + ((unsigned __int64)(stru_5C6E00->SinCos(sRotX - stru_5C6E00->uIntegerHalfPi) * (signed __int64)sDepth) >> 16);*/ - float cosf_x = cosf(3.14159265f * sRotX / 1024.0f), sinf_x = sinf(3.14159265f * sRotX / 1024.0f), cosf_y = cosf(3.14159265f * sRotY / 1024.0f), sinf_y = sinf(3.14159265f * sRotY / 1024.0f); - //sDepth = 14000000; + *outx = v.x + ((unsigned __int64)(sinf_y * (signed __int64)((unsigned __int64)(cosf_x * (signed __int64)sDepth)>> 16))); *outy = v.y + ((unsigned __int64)(cosf_y * (signed __int64)((unsigned __int64)(cosf_x * (signed __int64)sDepth)>> 16))); *outz = v.z + ((unsigned __int64)(sinf_x * (signed __int64)sDepth) >> 16); - } //----- (0043AB61) --------------------------------------------------------