Esempio n. 1
0
fp_t TriMesh_CalcTriDistortion_old( trimesh_knot_t *k1, trimesh_knot_t *k2, trimesh_knot_t *k3 )
{
	trimesh_vertex_t *v1, *v2, *v3;

	vec3d_t		norm;
	vec3d_t		cross;
	vec3d_t		d1, d2;
	fp_t		d;

	v1 = k1->vertex_ref;
	v2 = k2->vertex_ref;
	v3 = k3->vertex_ref;

	if ( !v1 || !v2 || !v3 )
		Error( "not all vertex_refs are vaild\n" );
      
	Vec3dCopy( norm, v1->norm );
	Vec3dAdd( norm, norm, v2->norm );
	Vec3dAdd( norm, norm, v3->norm );
	Vec3dUnify( norm );

	Vec3dSub( d1, v1->vec, v2->vec );
	Vec3dSub( d2, v3->vec, v2->vec );
	Vec3dUnify( d1 );
	Vec3dUnify( d2 );
	Vec3dCrossProduct( cross, d1, d2 );
	Vec3dUnify( cross );

	d = (Vec3dDotProduct( norm, cross )+1.0)*0.5;
	
	return d;
}
Esempio n. 2
0
/*
  ==============================
  U_VANormalize

  ==============================
*/
void U_VANormalize( vec3d_t inout[], int num )
{
	int		i;
	vec3d_t		min, max;
	vec3d_t		delta;
	vec3d_t		center;
	fp_t		scale;

	Vec3dInitBB( min, max, 999999.9 );
	for ( i = 0; i < num; i++ )
	{
		Vec3dAddToBB( min, max, inout[i] );
	}
	
	Vec3dSub( delta, max, min );
	
	scale = 1.0;
	if ( delta[0] >= delta[1] && delta[0] >= delta[2] )
		scale = delta[0];
	else if ( delta[1] >= delta[0] && delta[1] >= delta[2] )
		scale = delta[1];
	else if ( delta[2] >= delta[0] && delta[2] >= delta[1] )
		scale = delta[2];

	Vec3dMA( center, 0.5, delta, min );


	scale = 1.0 / scale;
	for ( i = 0; i < num; i++ )
	{
		Vec3dSub( inout[i], center, inout[i] );
		Vec3dScale( inout[i], scale, inout[i] );
	}
}
Esempio n. 3
0
bool_t Vec3dInitPlane( vec3d_t norm, fp_t *dist, vec3d_t in1, vec3d_t in2, vec3d_t in3 )
{
	bool_t		good;
	vec3d_t 	delta1, delta2;
	fp_t		len;

	Vec3dSub( delta1, in2, in1 );
	Vec3dSub( delta2, in3, in1 );

	Vec3dCrossProduct( norm, delta1, delta2 );

	len = norm[0]*norm[0] + norm[1]*norm[1] + norm[2]*norm[2];

	if ( len < ON_EPSILON )
		good = false;
	else
		good = true;

	len = 1.0/sqrt(len);
	norm[0]*=len;
	norm[1]*=len;
	norm[2]*=len;

	*dist = Vec3dDotProduct( in1, norm );

	return good;
}
Esempio n. 4
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surface_points_t* EvalSurfaceNormals( surface_points_t *in )
{
    vec3d_t		un, vn;
    vec3d_t		center;
    vec3d_t		tmp;
    int		unum, vnum;
    int		u, v;
    vec3d_t		norm;


    surface_points_t *nmesh;

    unum = in->upointnum;
    vnum = in->vpointnum;

    nmesh = NewSurfacePoints( unum, vnum );

    for ( u = 0; u < unum; u++ )
        for ( v = 0; v < vnum; v++ )
        {
            GetSurfacePoint( in, u, v, center );

            Vec3dInit( vn, 0, 0, 0 );
            Vec3dInit( un, 0, 0, 0 );

            if ( IsPointValid( u-1, v, unum, vnum ) )
            {
                GetSurfacePoint( in, u-1, v, tmp );
                Vec3dSub( tmp, center, tmp );
                Vec3dAdd( un, tmp, un );
            }
            if ( IsPointValid( u+1, v, unum, vnum ) )
            {
                GetSurfacePoint( in, u+1, v, tmp );
                Vec3dSub( tmp, tmp, center );
                Vec3dAdd( un, tmp, un );
            }
            if ( IsPointValid( u, v-1, unum, vnum ) )
            {
                GetSurfacePoint( in, u, v-1, tmp );
                Vec3dSub( tmp, center, tmp );
                Vec3dAdd( vn, tmp, vn );
            }
            if ( IsPointValid( u, v+1, unum, vnum ) )
            {
                GetSurfacePoint( in, u, v+1, tmp );
                Vec3dSub( tmp, tmp, center );
                Vec3dAdd( vn, tmp, vn );
            }

            Vec3dCrossProduct( norm, un, vn );
            Vec3dUnify( norm );

            SetSurfacePoint( nmesh, u, v, norm );
        }

    return nmesh;
}
Esempio n. 5
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//
// colinear check
// 
bool_t	Vec3dCheckColinear( vec3d_t p1, vec3d_t p2, vec3d_t t )
{
	vec3d_t		v1, v2;

	Vec3dSub( v1, p1, t );
	Vec3dSub( v2, t, p2 );
	if ( Vec3dUnify( v1 ) < 0.01 ) return true;
	if ( Vec3dUnify( v2 ) < 0.01 ) return true;
	if ( Vec3dDotProduct( v1, v2 ) > 0.999 )
		return true;
	return false;	
}
Esempio n. 6
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void Vec3dInitPlane( plane_t *p, vec3d_t v0, vec3d_t v1, vec3d_t v2 )
{
	vec3d_t		tv1, tv2;

	Vec3dSub( tv1, v1, v0 );
	Vec3dSub( tv2, v2, v0 );

	Vec3dCrossProduct( p->norm, tv1, tv2 );
	Vec3dUnify( p->norm );
	
	p->dist = Vec3dDotProduct( v0, p->norm );
}
Esempio n. 7
0
polygon_t*  BasePolygonForPlane( vec3d_t norm, fp_t dist )
{
	int		i;
	vec3d_t		absnorm;
	vec3d_t		org, vup, vright;
	fp_t		d;
	polygon_t	*p;

	
	Vec3dInit( vup, 0,0,0 );
	p = NewPolygon( 4 );
	
	for ( i=0; i<3; i++ )
		absnorm[i] = fabs( norm[i] );

	if ( absnorm[0] >= absnorm[1] && absnorm[0] >= absnorm[2] )
                vup[2] = 1.0;
        else if ( absnorm[1] >= absnorm[0] && absnorm[1] >= absnorm[2] )
                vup[2] = 1.0;
        else if ( absnorm[2] >= absnorm[0] && absnorm[2] >= absnorm[1] )
                vup[0] = 1.0;
	
	d = Vec3dDotProduct( vup, norm );
	Vec3dMA( vup, -d, norm, vup );
	Vec3dUnify( vup );
	
	Vec3dScale( org, dist, norm );
	
	Vec3dCrossProduct( vright, norm, vup );
	Vec3dScale( vup, BASE_POLYGON_SIZE, vup );
	Vec3dScale( vright, BASE_POLYGON_SIZE, vright );


	Vec3dSub( p->p[0], org, vright );
	Vec3dSub( p->p[0], p->p[0], vup );
	
	Vec3dSub( p->p[1], org, vright );
	Vec3dAdd( p->p[1], p->p[1], vup );
	
	Vec3dAdd( p->p[2], org, vright );
	Vec3dAdd( p->p[2], p->p[2], vup );
	
	Vec3dAdd( p->p[3], org, vright );
	Vec3dSub( p->p[3], p->p[3], vup );   	

	p->pointnum = 4;
	return p;	
}
Esempio n. 8
0
//
// PolygonArea
//
fp_t PolygonArea( polygon_t *in )
{
	int		i;
	vec3d_t		v1, v2, norm;
	fp_t		area;

	area = 0;
	for ( i = 2; i < in->pointnum; i++ )
	{
		Vec3dSub( v1, in->p[i-1], in->p[0] );
		Vec3dSub( v2, in->p[i], in->p[0] );
		Vec3dCrossProduct( norm, v1, v2 );
		area += 0.5 * Vec3dLen( norm );
	}
	return area;
}
Esempio n. 9
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bool IntersectSpheredSphered(const Point3d center1, F64 radius1, const Point3d center2, F64 radius2) {
	Vec3d d;
	Vec3dSub(center1.point, center2.point, &d);
	F64 dist2;
	dist2 = Vec3dDot(d,d);
	//intersect if squared distance is less than squared sum of radius
	F64 radiusSum = radius1 + radius2;
	return dist2 <= radiusSum * radiusSum;
}
Esempio n. 10
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// Compute indices to the two most separated points of the points defining the AABB encompassing the point set.
// return these ad outMin and outMax
void MostDistantPoints3d(Point3d* ptList, int ptCount, int* outMin, int* outMax) {
	int minX = 0;
	int maxX = 0;
	int minY = 0;
	int maxY = 0;
	int minZ = 0;
	int maxZ = 0;
	
	for(int i = 1; i<ptCount; ++i) {
		if (ptList[i].point.x < ptList[minX].point.x) minX = i;
		if (ptList[i].point.x > ptList[maxX].point.x) maxX = i;
		if (ptList[i].point.y < ptList[minY].point.y) minY = i;
		if (ptList[i].point.y > ptList[maxY].point.y) maxY = i;
		if (ptList[i].point.z < ptList[minZ].point.z) minZ = i;
		if (ptList[i].point.z > ptList[maxZ].point.z) maxZ = i;
	}
	
	Vec3d tempVec1;
	
	Vec3dSub( ptList[maxX].point, ptList[minX].point, &tempVec1 );
	F64 dist2X = Vec3dDot( tempVec1 , tempVec1 );
	
	Vec3dSub( ptList[maxY].point, ptList[minY].point, &tempVec1 );
	F64 dist2Y = Vec3dDot( tempVec1 , tempVec1 );
	
	Vec3dSub( ptList[maxZ].point, ptList[minZ].point, &tempVec1 );
	F64 dist2Z = Vec3dDot( tempVec1 , tempVec1 );
	
	int tempMin = minX;
	int tempMax = maxX;
	
	if (dist2Y > dist2X && dist2Y > dist2Z) {
		tempMax = maxY;
		tempMin = minY;
	}
	
	if (dist2Z > dist2X && dist2Z > dist2Y) {
		tempMax = maxZ;
		tempMin = minZ;
	}
	
	*outMax = tempMax;
	*outMin = tempMin;
}
/*
  ==============================
  Trify_SetupPlane

  ==============================
*/
void Trify_SetupPlane( vec3d_t norm, fp_t *dist, vec3d_t p1, vec3d_t p2 )
{
	vec3d_t		v1;

	Vec3dSub( v1, p2, p1 );
	Vec3dUnify( v1 );
	Vec3dCrossProduct( norm, v1, t_norm );
	*dist = Vec3dDotProduct( norm, p1 );
//	Vec3dPrint( norm );
}
Esempio n. 12
0
bool_t CheckCollinearEdge_old( vec3d_t p1, vec3d_t p2, vec3d_t t )
{
	vec3d_t		v;
	fp_t		d, d1, d2;

	Vec3dSub( v, p2, p1 );
	d = Vec3dLen( v );

	Vec3dSub( v, t, p1 );
	d1 = Vec3dLen( v );

	Vec3dSub( v, t, p2 );
	d2 = Vec3dLen( v );

	if ( fabs( (d1+d2) - d ) < 0.5 )
		return true;
	
	return false;
}
Esempio n. 13
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void    MergeSpheredSphered3d(const Sphered& a, const Sphered& b, Sphered* outSphered) {
	//Optimize checking if included

	Vec3d tempVec;
	Vec3dSum( a.center.point, b.center.point, &tempVec );
	Vec3dMultScalarInplace( 0.5, &tempVec );
	outSphered->center.point = tempVec;
	Vec3dSub(a.center.point, b.center.point, &tempVec);
	F64 distBwCenters = Vec3dGetLenght(tempVec);
	outSphered->radius = Div2d( a.radius + b.radius + distBwCenters );
	
}
Esempio n. 14
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void FixPolygon2( polygon_t *inout, vec3d_t center )
{
	vec3d_t		vright = { 1, 0, 0 };
	int		i, j;
	vec3d_t		v;
	fp_t		t;
	fp_t		dx, dy, ax, ay;

	int		best;
	fp_t		min;
	vec3d_t		tmp;

	for ( j = 0; j < inout->pointnum; j++ )
	{

		min = 999999.9;
		best = -1;
		for ( i = j; i < inout->pointnum; i++ )
		{
			Vec3dSub( v, inout->p[i], center );
			Vec3dUnify( v );
			
			dx = v[0];
			dy = v[2];
			ax = fabs( dx );
			ay = fabs( dy );
			t = (ax+ay == 0) ? 0 : (dy/(ax+ay));
			if ( dx < 0.0 ) 
				t = 2-t;
			else if ( dy < 0 )
				t = 4+t;
			t *= 90.0;

			printf( "%f\n", t );

			if ( t < min )
			{
				min = t;
				best = i;
			}
		}
		
		printf( "best: %d %f\n ", best, min );

		// SWAP
		Vec3dCopy( tmp, inout->p[j] );
		Vec3dCopy( inout->p[j], inout->p[best] );
		Vec3dCopy( inout->p[best], tmp );

	}
	printf( "\n" );
	
}
Esempio n. 15
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/*
  ==============================
  TriMesh_CalcAllTriNormals

  ==============================
*/
static void CalcTriNormalFunc( void *obj )
{
	trimesh_tri_t	*tri = obj;
	trimesh_vertex_t	*v1, *v2, *v3;
	vec3d_t		d1, d2;

	v1 = tri->knot_refs[0]->vertex_ref;
	v2 = tri->knot_refs[1]->vertex_ref;
	v3 = tri->knot_refs[2]->vertex_ref;

	if ( !v1 || !v2 || !v3 )
		Error( "not all knots have valid vertex_refs\n" );

	Vec3dSub( d1, v1->vec, v2->vec );
	Vec3dSub( d2, v3->vec, v2->vec );
	Vec3dUnify( d1 );
	Vec3dUnify( d2 );
	Vec3dCrossProduct( tri->norm, d1, d2 );
	Vec3dUnify( tri->norm );
//	printf( "tri_norm: %f\n", Vec3dLen( tri->norm ) );	
}
Esempio n. 16
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void *WayNetFindBest( vec3d_t origin )
{
	ati_t	*best;
	ati_t	*ati;
	u_list_iter_t	iter;

	fp_t		bestlen;
	
	U_ListIterInit( &iter, waynet );


	best = NULL;
	
	for( ;( ati = ( ati_t * )U_ListIterNext( &iter )); )
	{
		vec3d_t	lenvec1, vec;
		fp_t	len;
		if( !best )
		{
			best = ati;
			ati->ftbl->GetOrigin( ati, vec );
			Vec3dSub( lenvec1, origin, vec );
			bestlen = Vec3dLen( lenvec1 );
			continue;
		}
		ati->ftbl->GetOrigin( ati, vec );
		Vec3dSub( lenvec1, origin, vec );
		len = Vec3dLen( lenvec1 );
		
		if( len <= bestlen )
		{
			best = ati;
			bestlen = len;
		}
	}

	return ( void * )best;
}
Esempio n. 17
0
/*
  ==============================
  TriMesh_CalcTriArea

  ==============================
*/
fp_t TriMesh_CalcTriArea( trimesh_tri_t *tri )
{
	trimesh_vertex_t	*v1, *v2, *v3;
	vec3d_t			cross;
	fp_t			area;
	vec3d_t			d1, d2;

	v1 = tri->knot_refs[0]->vertex_ref;
	v2 = tri->knot_refs[1]->vertex_ref;
	v3 = tri->knot_refs[2]->vertex_ref;

	if ( !v1 || !v2 || !v3 )
		Error( "not all knots have valid vertex_refs\n" );
	
	
	Vec3dSub( d1, v2->vec, v1->vec );
	Vec3dSub( d2, v3->vec, v1->vec );	

	Vec3dCrossProduct( cross, d1, d2 );
	area = Vec3dLen( cross ) * 0.5;

	return area;
}
bool_t Trify_TestTri( vec3d_t p1, vec3d_t p2, vec3d_t p3, vec3d_t t )
{
	vec3d_t		sum;
	vec3d_t		v1, v2, v3, norm;

	Vec3dSub( v1, p1, t );
	Vec3dSub( v2, p2, t );
	Vec3dSub( v3, p3, t );
	Vec3dCrossProduct( sum, v1, v2 );
	Vec3dUnify( sum );
	Vec3dCrossProduct( norm, v2, v3 );
	Vec3dUnify( norm );
	Vec3dAdd( sum, sum, norm );
	Vec3dCrossProduct( norm, v3, v1 );
	Vec3dUnify( norm );
	Vec3dAdd( sum, sum, norm );

//	printf( "len: %f\n", Vec3dLen( sum ) );
	
	if ( Vec3dLen( sum ) < 2.9 )
		return false;
	return true;
}
Esempio n. 19
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// Bounding Sphered from a set of points
void BoundingSphered( Point3d* ptList, int ptCount, Sphered* outSphered) {
	int min;
	int max;
	Vec3d tempVec;
	
	MostDistantPoints3d( ptList , ptCount , &min , &max );
	
	Vec3dSum( ptList[min].point , ptList[max].point, &tempVec );
	Vec3dMultScalarInplace( 0.5 , &tempVec );
	outSphered->center.point = tempVec;
	
	Vec3dSub( ptList[max].point , outSphered->center.point , &tempVec );
	outSphered->radius = Vec3dDot( tempVec , tempVec );
	outSphered->radius = Sqrtd( outSphered->radius );
}
Esempio n. 20
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fp_t ApproxCurveLength( int num, vec3d_t pts[] )
{
	int		i;
	vec3d_t		v;
	fp_t		l;

	l = 0;
	for( i = 0; i < num-1; i++ )
	{
		Vec3dSub( v, pts[i], pts[i+1] );
		l += Vec3dLen( v );
	}

	return l;
}
Esempio n. 21
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/*
  ==============================
  NormalizePolygonList

  ==============================
*/
void NormalizePolygonList( u_list_t *poly_list )
{
	int			i;
	u_list_iter_t		iter;
	polygon_t		*p;
	vec3d_t			min, max;
	vec3d_t			scale;

	Vec3dInitBB( min, max, 999999.9 );
	U_ListIterInit( &iter, poly_list );
	for ( ; ( p = U_ListIterNext( &iter ) ) ; )
	{
		for ( i = 0; i < p->pointnum; i++ )
		{
			Vec3dAddToBB( min, max, p->p[i] );
		}
	}

	// shift to (0,0,0)
	U_ListIterInit( &iter, poly_list );
	for ( ; ( p = U_ListIterNext( &iter ) ) ; )
	{
		for ( i = 0; i < p->pointnum; i++ )
		{
			Vec3dSub( p->p[i], p->p[i], min );
		}
	}	

	// scale to (0,0,0)-(1,1,1)
	scale[0] = 1.0/(max[0]-min[0]);
	scale[1] = 1.0/(max[1]-min[1]);
	scale[2] = 1.0/(max[2]-min[2]);

	U_ListIterInit( &iter, poly_list );
	for ( ; ( p = U_ListIterNext( &iter ) ) ; )
	{
		for ( i = 0; i < p->pointnum; i++ )
		{
			p->p[i][0] *= scale[0];
			p->p[i][1] *= scale[1];
			p->p[i][2] *= scale[2];
		}
	}	
}
Esempio n. 22
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/*
  ==============================
  TriMesh_AddFreeVertex

  ==============================
*/
unique_t TriMesh_AddFreeVertex( trimesh_t *mesh, vec3d_t v, fp_t merge_dist )
{
	u_list_iter_t		iter;
	fp_t			len, best_len;
	trimesh_vertex_t	*vertex, *best_vertex;

	vec3d_t		delta;

	best_len = 9999999.9;
	best_vertex = NULL;

	U_ListIterInit( &iter, &mesh->vertex_list );
	for ( ; ( vertex = U_ListIterNext( &iter ) ) ; )
	{
		Vec3dSub( delta, v, vertex->vec );
		len = Vec3dLen( delta );

		if ( len <= merge_dist )
		{
			if ( len < best_len )
			{
				best_len = len;
				best_vertex = vertex;
			}
		}
	}

	if ( !best_vertex )
	{
		// create a new vertex
		
		best_vertex = NEWTYPE( trimesh_vertex_t );
		best_vertex->id = HManagerGetFreeID();
		Vec3dCopy( best_vertex->vec, v );
		
		U_ListInsertAtHead( &mesh->vertex_list, best_vertex );
	}
	
	return best_vertex->id;
}
Esempio n. 23
0
bool IntersectRaySphered( const Point3d& origin, const Direction3d& direction, const Point3d& centerSph, F64 radius, F64& t, Point3d& q ) {
	Vec3d m;
	Vec3dSub( origin.point , centerSph.point, &m );
	F64 b = Vec3dDot( m , direction.dir );
	F64 c = Vec3dDot( m , m ) - radius * radius;
	// Exit if rís origin outside s (c > 0) and r pointing away from s (b > 0)
	if(c > 0.0 &&  b > 0.0)
		return false;
	F64 discr = b * b - c;
	// A negative discriminant corresponds to ray missing sphere
	if (discr < 0.0)
		return false;
	// Ray now found to intersect sphere, compute smallest t value of intersection
	t = -b - Sqrtd(discr);
	// If t is negative, ray started inside sphere so clamp t to zero
	if (t < 0.0)
		t = 0.0;
	Vec3d tempRes = direction.dir;
	Vec3dMultScalarInplace( t , &tempRes );
	Vec3dSumInplace( origin.point , &tempRes );
	q.point = tempRes;
	return true;
}
Esempio n. 24
0
/*
  ==============================
  RunRocket

  ==============================
*/
static void RunRocket( cl_ati_t *atif )
{
	cl_at_rocket_t	*rocket;

	rocket = ADDR_OF_BASE( cl_at_rocket_t, atif, atif );	

	if ( !rocket->init )
	{
		int		i;
		vec3d_t         axis[3] = { {1,0,0}, {0,1,0}, {0,0,1} };                
		
		rocket->init = true;

		rocket->ri_model.md = CL_CreateModelFromResourceName( "rocket1" );		
		for ( i = 0; i < 3; i++ )                                               
			Vec3dCopy( rocket->ri_model.ref_axis[i], axis[i] );                
	}

	if ( rocket->u_ipo_mask )
	{
		rocket->u_ipo_mask = false;
		Vec3dCopy( rocket->ipo1, rocket->u_ipo1 );
		Vec3dCopy( rocket->ipo2, rocket->u_ipo2 );

		{
			cl_ati_t	*expl;
			expl = CL_CreateExplosion( rocket->ipo1, explosionStyle_smoke1 );
			U_ListInsertAtHead( &cl_ati_wakeup_list, expl );
		}
	}

	if ( rocket->u_angles_mask )
	{
		rocket->u_angles_mask = false;
		
		rocket->lon = rocket->u_lon;
		rocket->lat = rocket->u_lat;		
	}

	if ( rocket->u_style_mask )
	{
		rocket->u_style_mask = false;
		rocket->style = rocket->u_style;
	}

	// do spin
	{
		Matrix3SetupRotate( rocket->ri_model.ref_axis, rocket->u_lat*D2R, (cl_time_begin_frame/3.6)*D2R, rocket->u_lon*D2R );
	}

	//
	// do ipo
	//
	{
		fp_t		scale;
		vec3d_t		delta;

//		Vec3dPrint( view->ipo1 );
//		Vec3dPrint( view->ipo2 );

		scale = (cl_sv_time)/(cl_sv_time_delta);

//		printf( "scale: %f\n", scale );

		Vec3dSub( delta, rocket->ipo2, rocket->ipo1 );
		Vec3dMA( rocket->origin, scale, delta, rocket->ipo1 );		
	}
	

	if ( rocket->style == rocketStyle_fly )
	{
		// model
		Vec3dCopy( rocket->ri_model.ref_origin, rocket->origin );                    
		g_api.Render_Model( &rocket->ri_model );

		// nozzle
		{
			Vec3dMA( rocket->ri_sprite.origin, -16.0, rocket->ri_model.ref_axis[0], rocket->origin );
		}
		rocket->ri_sprite.rgba[0] = 0xaf;
		rocket->ri_sprite.rgba[1] = 0xaf;
		rocket->ri_sprite.rgba[2] = 0xff;
		rocket->ri_sprite.rgba[3] = 255;
		rocket->ri_sprite.width = 2.0;
		rocket->ri_sprite.height = 2.0;
		rocket->ri_sprite.rotate = cl_time_begin_frame;
		rocket->ri_sprite.gltex_res = g_api.GI_ResourceSearch( "gltex.fx.halo1" );

		g_api.Render_Sprite( &rocket->ri_sprite );

		// local light
		{

			vec3d_t		rel_min = { -128, -128, -128 };
			vec3d_t		rel_max = { 128, 128, 128 };
				//
				// set a local light
				//
		       
			
			Vec3dCopy( rocket->ri_llight.origin, rocket->origin );
			Vec3dInit( rocket->ri_llight.color, 1.0, 0.7, 0.0 );
			rocket->ri_llight.value = 100;
			
			Vec3dAdd( rocket->ri_llight.min, rocket->origin, rel_min );
			Vec3dAdd( rocket->ri_llight.max, rocket->origin, rel_max );
			
			g_api.Render_LocalLight( &rocket->ri_llight );	
		}
	}

	if ( rocket->style == rocketStyle_impact )
	{
		{
			cl_ati_t	*expl;
			vec3d_t		fly_dir;
			vec3d_t		expl_pos;

			Vec3dSub( fly_dir, rocket->ipo2, rocket->ipo1 );

			Vec3dUnify( fly_dir );
			Vec3dMA( expl_pos, -64.0, fly_dir, rocket->ipo2 );

			expl = CL_CreateExplosion( expl_pos, explosionStyle_hot1 );
			U_ListInsertAtHead( &cl_ati_wakeup_list, expl );
//			Util_SpawnTmpObject( expl );
		}		
		rocket->style = rocketStyle_none;
	}
	
}
Esempio n. 25
0
void TriMesh_RemoveKnotAndFix( trimesh_t *mesh, trimesh_knot_t *rm_knot )
{
	int		i;
	int		num;
	trimesh_knot_t		*start, *knot, *prev, *next;
	trimesh_knot_t		*best_knot, *best_prev, *best_next;

	unique_t		knot_ids[3];
	static unique_t		tri_id_count = 1000000;

	fp_t		d, e;
	fp_t		best_v, v;
	bool_t		hack;


	if ( rm_knot->id == 31486 )
		hack = true;
	else
		hack = false;

	hack = false;

	U_InitRing( &g_knot_ring );
	U_InitRing( &g_tri_ring );

	if ( !TriMesh_VisitKnotTrisInOrder( rm_knot, VisitKnotFunc ) )
	{
		// there is a hole in the mesh, can't remove this knot ...
		return;
	}

	// test knot_ring
	num = U_RingSize( &g_knot_ring );
//	printf( "knot_ring size: %d\n", num );
	for ( i = 0; i < num; i++ )
	{
		knot = U_RingGetCurrent( &g_knot_ring );
//		printf( "knot_ring: #%u\n", knot->id );
		U_RingWalk( &g_knot_ring, 1 );
	}


	// remove all tris in tri_ring from trimesh
	GLD_BeginList( g_gldbg, "remove", "fill" );
	GLD_Color3f( g_gldbg, 1.0, 0.0, 0.0 );
	num = U_RingSize( &g_tri_ring );
	for ( i = 0; i < num; i++ )
	{
		trimesh_tri_t	*tri;
		tri = U_RingGetCurrent( &g_tri_ring );
//		printf( "remove: #%u\n", tri->id );

		if ( !hack )
			TriMesh_GLDBG_tri( tri );
		
		TriMesh_RemoveTri( mesh, tri );

		U_RingWalk( &g_tri_ring, 1 );
	}
	GLD_Color3f( g_gldbg, 1.0, 1.0, 1.0 );
	GLD_EndList( g_gldbg );
	
       
	for (;;)
	{
		
		num = U_RingSize( &g_knot_ring );

		if ( num > 3 )
		{
			best_v = -999999;
			best_knot = NULL;
			for ( i = 0; i < num; i++, U_RingWalk( &g_knot_ring, 1 ) )
			{
				trimesh_vertex_t	*v1, *v2, *v3;
				vec3d_t			d1, d2;
				
				prev = U_RingGetCurrentPrev( &g_knot_ring );
				knot = U_RingGetCurrent( &g_knot_ring );
				next = U_RingGetCurrentNext( &g_knot_ring );
				
				
				// check tri's orientation
				if ( TriMesh_DoEdgeExist( prev, knot ) ||
				     TriMesh_DoEdgeExist( knot, next ) ||
				     TriMesh_DoEdgeExist( next, prev ) )
				{
//					printf( "orientation check failed\n" );
					continue;
				}
				
				v1 = prev->vertex_ref;
				v2 = knot->vertex_ref;
				v3 = next->vertex_ref;
				
				if ( !v1 || !v2 || !v3 )
					Error( "not all knots have valid vertex_refs\n" );
				
				Vec3dSub( d1, v1->vec, v2->vec );
				Vec3dSub( d2, v3->vec, v2->vec );
				Vec3dUnify( d1 );
				Vec3dUnify( d2 );
				
				d = (Vec3dDotProduct( d1, d2 )+1.0)*0.5;

				e = TriMesh_CalcTriDistortion( prev, knot, next );

//				printf( "ring: #%u-#%u-#%u, d %f, e %f\n", prev->id, knot->id, next->id, d, e );
				
				
				v = e*1.0 + d*0.0;

				if ( 1 )
				{
					if ( v > best_v )
					{
						best_v = v;
						best_prev = prev;
						best_knot = knot;
						best_next = next;
					}										
				}								
			}

			if ( !best_knot || !best_prev || !best_next )
				Error( "can't find knot to remove\n" );
			
			if ( !U_RingSearchObj( &g_knot_ring, best_knot ) )
				Error( "? missing best_knot\n" );

			U_RingRemoveGoPrev( &g_knot_ring );

			
//			printf( "new tri #%u: #%u-#%u-#%u\n", tri_id_count, best_prev->id, best_knot->id, best_next->id );

			knot_ids[0] = best_prev->id;
			knot_ids[1] = best_knot->id;
			knot_ids[2] = best_next->id;
			
//			printf( "tri distortion: %.2f\n", TriMesh_CalcTriDistortion( best_prev, best_knot, best_next ) );
			
			if ( !hack )
			{
				TriMesh_AddTri( mesh, tri_id_count++, knot_ids );
			}
			else
			{
				TriMesh_GLDBG_knots( best_prev, best_knot, best_next );
			}
			
		}
		else if ( num == 3 )
		{
			prev = U_RingGetCurrentPrev( &g_knot_ring );
			knot = U_RingGetCurrent( &g_knot_ring );
			next = U_RingGetCurrentNext( &g_knot_ring );
			U_CleanUpRing( &g_knot_ring, NULL );

//			printf( "last new tri #%u: #%u-#%u-#%u\n", tri_id_count, prev->id, knot->id, next->id );
//			printf( "tri distortion: %.2f\n", TriMesh_CalcTriDistortion( prev, knot, next ) );
			knot_ids[0] = prev->id;
			knot_ids[1] = knot->id;
			knot_ids[2] = next->id;

			if ( !hack )
			{
				TriMesh_AddTri( mesh, tri_id_count++, knot_ids );
			}
			else
			{
				TriMesh_GLDBG_knots( prev, knot, next );
			}
			
			break;
		}
		else
		{
			Error( "less than 3 knots\n" );
		}
	}

	if ( hack )
	{
			GLD_Color3f( g_gldbg, 1.0, 1.0, 1.0 );
			GLD_EndList( g_gldbg );			
	}

}
Esempio n. 26
0
planeSlope TryMove( vec3d_t pos, vec3d_t trypos )
{
	int		i;
	g_trace_t	*tr;

	planeSlope	slope;

	vec3d_t		min;
	vec3d_t		max;

	vec3d_t		trymin;
	vec3d_t		trymax;
	
	fp_t		dist;
	vec3d_t		norm;
	vec3d_t		p1, p2, vec;
	vec3d_t		minspace = { 16, 64, 16 };
	vec3d_t		maxspace = { 16, 0, 16 };

	Vec3dSub( min, pos, minspace );
	Vec3dAdd( max, pos, maxspace );
	Vec3dSub( trymin, trypos, minspace );
	Vec3dAdd( trymax, trypos, maxspace );

#if 0
	for ( i = 0; i < 3; i++ )
	{
		min[i] = pos[i] - 16.0;
		max[i] = pos[i] + 16.0;

		trymin[i] = trypos[i] - 16.0;
		trymax[i] = trypos[i] + 16.0;
	}
#endif

	slope = PlaneSlope_none;

	tr = li.TraceBB( min, max, trymin, trymax );	
	
	if ( tr->plane )
	{	   
		Vec3dCopy( norm, tr->plane->norm );

		slope = GetPlaneSlope( norm );

		dist = tr->plane->dist;

		Vec3dProjectOnPlane( p1, norm, dist, min );
		Vec3dProjectOnPlane( p2, norm, dist, trymin );

		Vec3dSub( vec, p2, p1 );

		Vec3dAdd( trymin, vec, min );
		Vec3dAdd( trymax, vec, max );

		tr = li.TraceBB( min, max, trymin, trymax );
		if ( tr->plane )                                                
                {			
			printf( "bounce again\n" );
			Vec3dCopy( trypos, pos );
			return GetPlaneSlope( tr->plane->norm );;
		}
	}

	Vec3dCopy( min, trymin );
	Vec3dCopy( max, trymax );
	
//	Vec3dAdd( vec, min, max );
//	Vec3dScale( trypos, 0.5, vec );	
	Vec3dAdd( trypos, trymin, minspace );
	return slope;
}
Esempio n. 27
0
planeSlope TryMoveVolume( move_volume_t *vol )
{
	int		i;
	g_trace_t	*tr;

	planeSlope	slope;

	vec3d_t		min;
	vec3d_t		max;

	vec3d_t		trymin;
	vec3d_t		trymax;

	vec3d_t		pos, trypos;
	
	fp_t		dist;
	vec3d_t		norm;
	vec3d_t		p1, p2, vec;
	vec3d_t		minspace;
	vec3d_t		maxspace;

	slope = PlaneSlope_none;
	
	L_MoveVolumeGetFromBoundBox( vol, min, max );
	L_MoveVolumeGetToBoundBox( vol, trymin, trymax );

	L_MoveVolumeGetFromPos( vol, pos );
	L_MoveVolumeGetToPos( vol, trypos );

	tr = li.TraceBB( min, max, trymin, trymax );	

	if ( tr->plane )
	{	   
		Vec3dCopy( norm, tr->plane->norm );

		slope = GetPlaneSlope( norm );

		dist = tr->plane->dist;

		Vec3dProjectOnPlane( p1, norm, dist, min );
		Vec3dProjectOnPlane( p2, norm, dist, trymin );

		Vec3dSub( vec, p2, p1 );

		Vec3dAdd( trymin, vec, min );
		Vec3dAdd( trymax, vec, max );

		tr = li.TraceBB( min, max, trymin, trymax );
		if ( tr->plane )                                                
                {			
			printf( "bounce again\n" );
//			Vec3dCopy( trypos, pos );
//			L_MoveVolumeSetToPos( vol, pos );
			L_MoveVolumeStay( vol );
			return GetPlaneSlope( tr->plane->norm );
		}
	}

	Vec3dCopy( min, trymin );
	Vec3dCopy( max, trymax );
	L_MoveVolumeGetRelativeBoundBox( vol, minspace, maxspace );

	Vec3dSub( trypos, trymin, minspace );

	L_MoveVolumeSetToPos( vol, trypos );

	return slope;	
}
Esempio n. 28
0
int main( int argc, char *argv[] )
{
	char		*in_brush_name;
	char		*out_shape_name;
	char		*out_glmesh_name;
	char		*in_plane_name;
	char		*in_texdef_name;
	char		*in_texture_name;
	char		*in_tm_name;
	char		*path_name;
	
	hobj_t		*brush_root;	
	hmanager_t	*plane_hm;
	hmanager_t	*texdef_hm;
	hmanager_t	*texture_hm;
	hobj_t		*tm_root;
	hobj_t		*meshtile_root;

	hobj_search_iterator_t	brush_iter;
	hobj_search_iterator_t	surf_iter;
	hobj_search_iterator_t	surf2_iter;
	hobj_t		*brush;
	hobj_t		*surf;
	hobj_t		*surf2;
	
	hobj_t		*shape_root;
	hobj_t		*shape;
	FILE		*h;

	int		num_total_tris;

	char		tt[256];


	gld = GLD_BeginSession( "xxx" );
	GLD_StartRecord( gld );
	GLD_BeginList( gld, "polys", "line" );

	puts( "===== meshtile1 - create meshtiles from surfaces =====" );
	SetCmdArgs( argc, argv );

	if ( argc == 1 )
	{
		puts( "usage:" );
		puts( " -i	: input bspbrush class" );
		puts( " -o	: output shape class" );
		puts( " -obin	: output glmesh binary" );
		puts( " -pl	: input plane class" );
		puts( " -td	: input texdef class" );
		puts( " -tx	: input texture class" );
		puts( " -tm	: input texture material class" );
		puts( " -path	: config path to ./shape_config and ./meshtiles" );

		exit(-1);
	}

	in_brush_name = GetCmdOpt2( "-i" );
	out_shape_name = GetCmdOpt2( "-o" );
	out_glmesh_name = GetCmdOpt2( "-obin" );
	in_plane_name = GetCmdOpt2( "-pl" );
	in_texdef_name = GetCmdOpt2( "-td" );
	in_texture_name = GetCmdOpt2( "-tx" );
	in_tm_name = GetCmdOpt2( "-tm" );
	path_name = GetCmdOpt2( "-path" );

	if ( !in_brush_name )
		Error( "no input bspbrush class\n" );
	if ( !out_shape_name )
		Error( "no output shape class\n" );
	if ( !out_glmesh_name )
		Error( "no output glmesh binary\n" );
	if ( !in_plane_name )
		Error( "no input plane class\n" );
	if ( !in_texdef_name )
		Error( "no input texdef class\n" );
	if ( !in_texture_name )
		Error( "no input texture class\n" );
	if ( !in_tm_name )
		Error( "no input texture material class\n" );
	if ( !path_name )
		Error( "no config path\n" );

	brush_root = ReadClassFile( in_brush_name );
	if ( !brush_root )
		Error( "can't read bspbrush class\n" );

	texdef_hm = NewHManagerLoadClass( in_texdef_name );
	if ( !texdef_hm )
		Error( "can't read texdef class\n" );

	plane_hm = ReadPlaneClass( in_plane_name );

	texture_hm = NewHManagerLoadClass( in_texture_name );
	if ( !texture_hm )
		Error( "can't read texture class\n" );

	tm_root = ReadClassFile( in_tm_name );
	if ( !tm_root )
		Error( "can't read texture material class" );

	sprintf( tt, "%s/shape_config/meshtile.hobj", path_name );
	meshtile_root = ReadClassFile( tt );
	if ( !meshtile_root )
		Error( "can't read meshtile class ( %s )\n", tt );


	shape_root = NewClass( "shapes", "meshtiles0" );
	
	//
	// for all c5 brushes
	//

	num_total_tris = 0;

	InitClassSearchIterator( &brush_iter, brush_root, "bspbrush" );
	for ( ; ( brush = SearchGetNextClass( &brush_iter ) ) ; )
	{
		int		b_contents;
		int		num_surf;

		vec3d_t		v;
		hobj_t		*surf_poly_obj;
		polygon_t	*surf_poly;
		

		EasyFindInt( &b_contents, brush, "content" );
		if ( b_contents != 5 )
		{
			continue;
		}


		//
		// for all surfaces
		//
		InitClassSearchIterator( &surf_iter, brush, "surface" );
		for ( num_surf = 0; ( surf = SearchGetNextClass( &surf_iter ) ) ; num_surf++ )
		{
			int	s_contents;

			hobj_t	*plane;
			hobj_t	*texdef;
			hobj_t	*texture;
			hobj_t	*meshtile;
			hpair_t	*pair;
			hpair_t	*mat_pair;
#if 1
			EasyFindInt( &s_contents, surf, "content" );

			if ( !(s_contents & 32) )
			{				
				// no substructur flag
				continue;
			}
#endif
//			GenerateMeshtile( surf, plane_hm, texdef_hm, 

			plane = EasyLookupClsref( surf, "plane", plane_hm );
			texdef = EasyLookupClsref( surf, "texdef", texdef_hm );
			texture = EasyLookupClsref( texdef, "texture", texture_hm );

			pair = FindHPair( texture, "ident" );
			if ( !pair )
				Error( "missing key 'ident'\n" );

			meshtile = FindClass( meshtile_root, pair->value );
			if ( !meshtile )
			{
				Error( "no meshtile defs for ident '%s'\n", pair->value );
			}

			mat_pair = FindHPair( tm_root, pair->value );
			
			{
				int		i, j;
				vec3d_t		norm;
				fp_t		dist;

				hobj_t		*plane2;
				vec3d_t		norm2;
				fp_t		dist2;				

				fp_t		rotate;
				vec2d_t		shift;
				vec2d_t		scale;
				vec2d_t		vec0, vec1;

				fp_t		u_size, v_size, height;
				u_list_t	*raw_poly_list;


				u_list_t		*base_tile_mesh;
				

				surf_poly_obj = FindClassType( surf, "polygon" );
				surf_poly = CreatePolygonFromClass( surf_poly_obj );

				EasyFindVec3d( norm, plane, "norm" );
				EasyFindFloat( &dist, plane, "dist" );
				EasyFindVec2d( shift, texdef, "shift" );
				EasyFindVec2d( vec0, texdef, "vec0" );
				EasyFindVec2d( vec1, texdef, "vec1" );
			     

				if ( vec0[0] == 0.0 && vec0[1] == 0.0 )
				{
					vec0[0] = 1.0;
				}
				if ( vec1[0] == 0.0 && vec1[1] == 0.0 )
				{
					vec1[1] = 1.0;
				}

				EasyFindVec2d( scale, texdef, "scale" );
				EasyFindFloat( &rotate, texdef, "rotate" );
				
				EasyFindFloat( &u_size, meshtile, "u_size" );
				EasyFindFloat( &v_size, meshtile, "v_size" );
				EasyFindFloat( &height, meshtile, "height" );
				
				pair = FindHPair( meshtile, "raw_path" );
				if ( !pair )
					Error( "missing key 'raw_path'\n" );
				sprintf( tt, "%s/%s", path_name, pair->value );
				raw_poly_list = ReadPolygonList( tt );
				if ( !raw_poly_list )
					Error( "can't load raw polygons\n" );

				printf( "%s: %d raw polygons/tile \n", pair->value, U_ListLength( raw_poly_list ) );
				NormalizePolygonList( raw_poly_list );
				{
					vec3d_t		scl;
					scl[0] = u_size;
					scl[1] = v_size;
					scl[2] = height;
					ScalePolygonList( raw_poly_list, scl );
				}

				{
					vec3d_t		shf;
					shf[0] = 0.0;
					shf[1] = 0.0;
					shf[2] = -height;
					ShiftPolygonList( raw_poly_list, shf );
				}
				
				base_tile_mesh = GenBaseTileMesh( surf_poly, norm, dist, vec0, vec1, shift, raw_poly_list, u_size, v_size, rotate, scale );

				//
				// clip base by all surface planes
				//

				InitClassSearchIterator( &surf2_iter, brush, "surface" );
				for ( ; ( surf2 = SearchGetNextClass( &surf2_iter ) ) ; )
				{
					if ( surf2 == surf )
						continue;
					
					EasyFindInt( &s_contents, surf2, "content" );
					
					if ( !(s_contents & 32) )
					{				
						// no substructur flag
						continue;
					}

					plane2 = EasyLookupClsref( surf2, "plane", plane_hm );
					EasyFindVec3d( norm2, plane2, "norm" );
					EasyFindFloat( &dist2, plane2, "dist" );
					
					ClipPolygonList( base_tile_mesh, norm2, dist2 );
				}


				for ( i = 0; i < surf_poly->pointnum; i++ )
				{
					j = (i+1==surf_poly->pointnum)?0:(i+1);
					
					// search surf, which the edge is on
					InitClassSearchIterator( &surf2_iter, brush, "surface" );
					for ( ; ( surf2 = SearchGetNextClass( &surf2_iter ) ) ; )
					{
						if ( surf2 == surf )
							continue;

						plane2 = EasyLookupClsref( surf2, "plane", plane_hm );
						EasyFindVec3d( norm2, plane2, "norm" );
						EasyFindFloat( &dist2, plane2, "dist" );

						if ( fabs(Vec3dDotProduct( surf_poly->p[i], norm2 )-dist2 ) < 0.1 &&
						     fabs(Vec3dDotProduct( surf_poly->p[j], norm2 )-dist2 ) < 0.1 )
						{
							// that's the surf

							vec3d_t		delta1, delta2;
							vec3d_t		cross;
							
							Vec3dSub( delta1, surf_poly->p[j], surf_poly->p[i] );
							Vec3dAdd( delta2, norm, norm2 );
							Vec3dUnify( delta1 );
							Vec3dUnify( delta2 );
							
							Vec3dCrossProduct( cross, delta1, delta2 );
							Vec3dUnify( cross );

							dist2 = Vec3dInitPlane2( cross, surf_poly->p[i] );
							ClipPolygonList( base_tile_mesh, cross, dist2 );
							break;							
						}
					}					
				}

//				DrawPolygonList( base_tile_mesh );

				//
				// build meshtile shape
				//
				plane = EasyLookupClsref( surf, "plane", plane_hm );
				shape = BuildMeshTileShape( surf_poly_obj, plane, texdef, mat_pair, base_tile_mesh );
				BuildTriMesh( shape, base_tile_mesh );
				InsertClass( shape_root, shape );

				num_total_tris += U_ListLength( base_tile_mesh );
			}
			
			
		}
	}

	printf( " generated %d triangles\n", num_total_tris );

	GLD_EndList( gld );       
	GLD_Update( gld );
	GLD_Pause( gld );
	GLD_EndSession( gld );
	

	h = fopen( out_shape_name, "w" );
	if ( !h )
		Error( "can't write shape class\n" );
	WriteClass( shape_root, h );
	fclose( h );

	h = fopen( out_glmesh_name, "w" );
	if ( !h )
		Error( "can't write glmesh binary\n" );
	fwrite( glmesh_base, glmesh_ofs, 1, h );
	fclose( h );

	HManagerSaveID();

	exit(0);
}
Esempio n. 29
0
bool IntersectRayTriangle3d(const Ray3d& ray, const Triangle3d& tr) {
	
	//reference: Essential Mathematics for Games and Interactive pag. 585
	
	// test ray direction against triangle
	//triangle' s point: v1=a,v0=b,v2=c
	
	Vec3d v0 = Vec3d(tr.b.point.x, tr.b.point.y, tr.b.point.z);
	Vec3d v1 = Vec3d(tr.a.point.x, tr.a.point.y, tr.a.point.z);
	Vec3d v2 = Vec3d(tr.c.point.x, tr.c.point.y, tr.c.point.z);
	
	//e1 = v1 - v0;
	Vec3d e1;
	Vec3dSub(v1, v0, &e1);
	
	//e2 = v2 - v0;
	Vec3d e2;
	Vec3dSub(v2, v0, &e2);
	
	//p = ray.mDirection.Cross(e2);
	Vec3d p;
	Vec3dCross(ray.direction.dir, e2, &p);
	
	//float a = e1.Dot(p);
	F64 a = Vec3dDot(e1, p);
	
	// if result zero, no intersection or infinite intersections
	// (ray parallel to triangle plane)
	//if ( IsZerod(a) )
	if (IsZerod(a))
		return false;
	
	// compute denominator
	F64 f = 1.0/a;
	
	// compute barycentric coordinates
	//IvVector3 s = ray.mOrigin - v0;
	Vec3d s;
	Vec3d mOrigin = Vec3d(ray.origin.point.x, ray.origin.point.y, ray.origin.point.z);
	Vec3dSub(mOrigin, v0, &s);
	
	//u = f*s.Dot(p)
	F64 u = f * Vec3dDot(s, p);
	if (u < 0.0 || u > 1.0)
		return false;
	
	//q = s.Cross(e1);
	Vec3d q;
	Vec3dCross(s, e1, &q);
	
	//v = f*ray.mDirection.Dot(q);
	F64 v = f * Vec3dDot(ray.direction.dir, q);
	if (v < 0.0 || u+v > 1.0)
		return false;
	
	// compute line parameter
	//t = f*e2.Dot(q);
	F64 t = f * Vec3dDot(e2, q);
	
	return (t >= 0.0);
}
Esempio n. 30
0
//to do: try this...
bool IntersectRayOBB3d(const Ray3d& ray, const OBB3d& obb) {
	//intersect ray-obb reference: http://www.geometrictools.com/LibMathematics/Intersection/Intersection.html intersect box ray
	
	//bool IntrRay3Box3<Real>::Test ()
	//{
	//Real WdU[3], AWdU[3], DdU[3], ADdU[3], AWxDdU[3], RHS;
	F64 WdU[3], AWdU[3], DdU[3], ADdU[3], AWxDdU[3], RHS;
	
	//Vector3<Real> diff = mRay->Origin - mBox->Center;
	Vec3d diff;
	Vec3dSub(ray.origin.point, obb.center.point, &diff);
	
	//WdU[0] = mRay->Direction.Dot(mBox->Axis[0]);
	WdU[0] = Vec3dDot(ray.direction.dir, obb.orientX);
	
	//AWdU[0] = Math<Real>::FAbs(WdU[0]);
	AWdU[0] = Absd(WdU[0]);
	
	//DdU[0] = diff.Dot(mBox->Axis[0]);
	DdU[0] = Vec3dDot(diff, obb.orientX);
	
	//ADdU[0] = Math<Real>::FAbs(DdU[0]);
	ADdU[0] = Absd(DdU[0]);
	
	//if (ADdU[0] > mBox->Extent[0] && DdU[0]*WdU[0] >= (Real)0)
	if ( ADdU[0] > obb.halfWidths.x && DdU[0]*WdU[0] >= 0.0) {
		return false;
	}
	
	//WdU[1] = mRay->Direction.Dot(mBox->Axis[1]);
	WdU[1] = Vec3dDot(ray.direction.dir, obb.orientY);
	
	//AWdU[1] = Math<Real>::FAbs(WdU[1]);
	AWdU[1] = Absd(WdU[1]);
	
	//DdU[1] = diff.Dot(mBox->Axis[1]);
	DdU[1] = Vec3dDot(diff, obb.orientY);
	
	//ADdU[1] = Math<Real>::FAbs(DdU[1]);
	ADdU[1] = Absd(DdU[1]);
	
	//if (ADdU[1] > mBox->Extent[1] && DdU[1]*WdU[1] >= (Real)0)
	if ( ADdU[1] > obb.halfWidths.y && DdU[1]*WdU[1] >= 0.0) {
		return false;
	}
	
	//WdU[2] = mRay->Direction.Dot(mBox->Axis[2]);
	WdU[2] = Vec3dDot(ray.direction.dir, obb.orientZ);
	
	//AWdU[2] = Math<Real>::FAbs(WdU[2]);
	AWdU[2] = Absd(WdU[2]);
	
	//DdU[2] = diff.Dot(mBox->Axis[2]);
	DdU[2] = Vec3dDot(diff, obb.orientZ);
	
	//ADdU[2] = Math<Real>::FAbs(DdU[2]);
	ADdU[2] = Absd(DdU[2]);
	
	//if (ADdU[2] > mBox->Extent[2] && DdU[2]*WdU[2] >= (Real)0)
	if ( ADdU[2] > obb.halfWidths.z && DdU[2]*WdU[2] >= 0.0) {
		return false;
	}
	
	//Vector3<Real> WxD = mRay->Direction.Cross(diff);
	Vec3d WxD;
	Vec3dCross(ray.direction.dir, diff, &WxD);
	
	//AWxDdU[0] = Math<Real>::FAbs(WxD.Dot(mBox->Axis[0]));
	AWxDdU[0] = Absd(Vec3dDot(WxD, obb.orientX));
	
	//RHS = mBox->Extent[1]*AWdU[2] + mBox->Extent[2]*AWdU[1];
	RHS = obb.halfWidths.y * AWdU[2] + obb.halfWidths.z * AWdU[1];
	
	if (AWxDdU[0] > RHS)
	{
		return false;
	}
	
	//AWxDdU[1] = Math<Real>::FAbs(WxD.Dot(mBox->Axis[1]));
	AWxDdU[1] = Absd(Vec3dDot(WxD, obb.orientY));
	
	//RHS = mBox->Extent[0]*AWdU[2] + mBox->Extent[2]*AWdU[0];
	RHS = obb.halfWidths.x * AWdU[2] + obb.halfWidths.z * AWdU[0];
	
	if (AWxDdU[1] > RHS)
	{
		return false;
	}
	
	//AWxDdU[2] = Math<Real>::FAbs(WxD.Dot(mBox->Axis[2]));
	AWxDdU[2] = Absd(Vec3dDot(WxD, obb.orientZ));
	
	//RHS = mBox->Extent[0]*AWdU[1] + mBox->Extent[1]*AWdU[0];
	RHS = obb.halfWidths.x * AWdU[1] + obb.halfWidths.y * AWdU[0];
	
	if (AWxDdU[2] > RHS)
	{
		return false;
	}
	
	return true;
}