Example #1
0
void vec4_transform(struct vec4 *dst, const struct vec4 *v,
		const struct matrix4 *m)
{
	struct vec4 temp;
	struct matrix4 transpose;

	matrix4_transpose(&transpose, m);

	temp.x = vec4_dot(&transpose.x, v);
	temp.y = vec4_dot(&transpose.y, v);
	temp.z = vec4_dot(&transpose.z, v);
	temp.w = vec4_dot(&transpose.t, v);

	vec4_copy(dst, &temp);
}
Example #2
0
/* tests if ray intersects a given polygon */
int ray_intersect_polygon(const ray_t *ray, const polygon_t* poly,
							point_t *pt, float *distance)
{
	float num = -1.0f * (
		vec4_dot((vector4_t *)&poly->plane, &ray->origin) +
		poly->plane.F);
	float den = vec4_dot((vector4_t *)&poly->plane, &ray->direction);
	float w;
	unsigned int i = 0;		/* counter variable for loop */
	double angleTotal = 0.0;	/* running total of angle */
	double angleTmp = 0.0;		/* angle between current two vectors */	
	vector4_t tmp;
	vector4_t tmp2;
#ifdef __SPU__
	vector float vTmp;
#endif

	/* if denomenator = 0, ray is parallel to plane */
	if(den == 0.0f)
	{	/* return no intersection */
		return 0;
	}

	w = num / den;		/* distance to intersection */
	/* if w < 0, intersection point is behind ray */
	if(w < 0.0f)
	{	/* return no intersection */
		return 0;
	}

	/* now w is least positive root */
	/* use it to calculate where intersection point is */
	vec4_add(pt, &ray->origin,
		vec4_scale(&tmp, &ray->direction, w));
	*distance = w;		/* pass back distance to intersection */

	/* at this point we at least know the ray intersects the plane.
	 * let's figure out if the point is actually inside the confined
	 * polygonal area */
	for(i = 0; i < poly->nVerticies; ++i)
	{
		if(i == (poly->nVerticies - 1))
		{	/* last vertex, compare with first */
			/* calculate two vectors */
			vec4_sub(&tmp, &poly->vertex[i], pt);
			vec4_sub(&tmp2, &poly->vertex[0], pt);
			/* find angle between them - between normal vectors, dot
			 * product is cos of angle between them */
#ifdef __SPU__
			vTmp[0] = vec4_costheta(&tmp, &tmp2);
			vTmp = _acosf4(vTmp);
			angleTotal += vTmp[0];
#else
			angleTmp = vec4_costheta(&tmp, &tmp2);
			/* arccos to get theta */
			angleTmp = acos(angleTmp);
			angleTotal += angleTmp;
#endif
		}
		else
		{
			/* calculate two vectors */
			vec4_sub(&tmp, &poly->vertex[i], pt);
			vec4_sub(&tmp2, &poly->vertex[i+1], pt);
			/* find angle between them - between normal vectors, dot
			 * product is cos of angle between them */
#ifdef __SPU__
			vTmp[0] = vec4_costheta(&tmp, &tmp2);
			vTmp = _acosf4(vTmp);
			angleTotal += vTmp[0];
#else
			angleTmp = vec4_costheta(&tmp, &tmp2);
			/* arccos to get theta */
			angleTmp = acos(angleTmp);
			angleTotal += angleTmp;
#endif
		}
	}

	/* TODO: this comparison is weak, should be refined */
	if((angleTotal + .001) > (2.0 * M_PI))
	{
		return 1;
	}
	else
	{
		return 0;
	}
}