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56 lines
1.5 KiB
C#
56 lines
1.5 KiB
C#
#region === Copyright (c) 2010 Pascal van der Heiden ===
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Globalization;
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using System.Text;
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using CodeImp.DoomBuilder.Geometry;
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using CodeImp.DoomBuilder.Map;
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using CodeImp.DoomBuilder.Rendering;
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#endregion
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namespace CodeImp.DoomBuilder.GZDoomEditing
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{
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internal struct TexturePlane
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{
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// Geometry coordinates (left-top, right-top and right-bottom)
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public Vector3D vlt;
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public Vector3D vrt;
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public Vector3D vrb;
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// Texture coordinates on the points above
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public Vector2D tlt;
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public Vector2D trt;
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public Vector2D trb;
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// This returns interpolated texture coordinates for the point p on the plane defined by vlt, vrt and vrb
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public Vector2D GetTextureCoordsAt(Vector3D p)
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{
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// Delta vectors
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Vector3D v31 = vrb - vlt;
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Vector3D v21 = vrt - vlt;
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Vector3D vp1 = p - vlt;
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// Compute dot products
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float d00 = Vector3D.DotProduct(v31, v31);
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float d01 = Vector3D.DotProduct(v31, v21);
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float d02 = Vector3D.DotProduct(v31, vp1);
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float d11 = Vector3D.DotProduct(v21, v21);
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float d12 = Vector3D.DotProduct(v21, vp1);
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// Compute barycentric coordinates
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float invd = 1.0f / (d00 * d11 - d01 * d01);
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float u = (d11 * d02 - d01 * d12) * invd;
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float v = (d00 * d12 - d01 * d02) * invd;
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// Delta texture coordinates
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Vector2D t21 = trt - tlt;
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Vector2D t31 = trb - tlt;
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// Lerp
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return tlt + t31 * u + t21 * v;
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}
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}
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}
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