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@@ -1,669 +0,0 @@
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-// Copyright (C) 2014, Panagiotis Christopoulos Charitos.
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-// All rights reserved.
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-// Code licensed under the BSD License.
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-// http://www.anki3d.org/LICENSE
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-
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-#include "anki/collision/CollisionAlgorithms.h"
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-#include "anki/Collision.h"
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-#include "anki/util/Assert.h"
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-#include "anki/Math.h"
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-#include <limits>
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-
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-namespace anki {
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-namespace detail {
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-
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-//==============================================================================
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-template<typename T>
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-static Bool tcollide(const CollisionShape& a, const CollisionShape& b)
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-{
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- const T& t = static_cast<const T&>(a);
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- Bool out = false;
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-
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- switch(b.getType())
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- {
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- case CollisionShape::Type::LINE_SEG:
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- out = collide(t, static_cast<const LineSegment&>(b));
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- break;
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- case CollisionShape::Type::RAY:
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- out = collide(t, static_cast<const Ray&>(b));
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- break;
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- case CollisionShape::Type::PLANE:
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- out = collide(t, static_cast<const Plane&>(b));
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- break;
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- case CollisionShape::Type::SPHERE:
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- out = collide(t, static_cast<const Sphere&>(b));
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- break;
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- case CollisionShape::Type::AABB:
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- out = collide(t, static_cast<const Aabb&>(b));
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- break;
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- case CollisionShape::Type::OBB:
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- out = collide(t, static_cast<const Obb&>(b));
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- break;
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- default:
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- ANKI_ASSERT(0 && "Forgot something");
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- break;
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- }
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-
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- return out;
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-}
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-
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-//==============================================================================
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-Bool collide(const CollisionShape& a, const CollisionShape& b)
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-{
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- Bool out = false;
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-
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- switch(a.getType())
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- {
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- case CollisionShape::Type::LINE_SEG:
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- out = tcollide<LineSegment>(a, b);
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- break;
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- case CollisionShape::Type::RAY:
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- out = tcollide<Ray>(a, b);
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- break;
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- case CollisionShape::Type::PLANE:
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- out = tcollide<Plane>(a, b);
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- break;
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- case CollisionShape::Type::SPHERE:
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- out = tcollide<Sphere>(a, b);
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- break;
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- case CollisionShape::Type::AABB:
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- out = tcollide<Aabb>(a, b);
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- break;
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- case CollisionShape::Type::OBB:
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- out = tcollide<Obb>(a, b);
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- break;
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- default:
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- ANKI_ASSERT(0 && "Forgot something");
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- break;
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- }
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-
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- return out;
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-}
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-
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-//==============================================================================
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-// 1st row =
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-//==============================================================================
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-
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-//==============================================================================
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-Bool collide(const LineSegment& /*a*/, const LineSegment& /*b*/)
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-{
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- ANKI_ASSERT(0 && "N/A");
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- return false;
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-}
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-
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-//==============================================================================
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-Bool collide(const LineSegment& ls, const Obb& obb)
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-{
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- F32 maxS = std::numeric_limits<F32>::min();
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- F32 minT = std::numeric_limits<F32>::max();
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-
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- // compute difference vector
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- Vec3 diff = obb.getCenter() - ls.getOrigin();
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-
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- // for each axis do
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- for(U i = 0; i < 3; ++i)
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- {
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- // get axis i
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- Vec3 axis = obb.getRotation().getColumn(i);
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-
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- // project relative vector onto axis
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- F32 e = axis.dot(diff);
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- F32 f = ls.getDirection().dot(axis);
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-
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- // ray is parallel to plane
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- if(isZero(f))
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- {
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- // ray passes by box
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- if(-e - obb.getExtend()[i] > 0.0 || -e + obb.getExtend()[i] > 0.0)
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- {
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- return false;
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- }
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- continue;
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- }
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-
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- F32 s = (e - obb.getExtend()[i]) / f;
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- F32 t = (e + obb.getExtend()[i]) / f;
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-
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- // fix order
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- if(s > t)
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- {
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- F32 temp = s;
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- s = t;
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- t = temp;
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- }
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-
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- // adjust min and max values
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- if(s > maxS)
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- {
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- maxS = s;
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- }
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- if(t < minT)
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- {
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- minT = t;
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- }
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-
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- // check for intersection failure
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- if(minT < 0.0 || maxS > 1.0 || maxS > minT)
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- {
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- return false;
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- }
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- }
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-
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- // done, have intersection
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- return true;
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-}
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-
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-//==============================================================================
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-Bool collide(const LineSegment& ls, const Plane& p)
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-{
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- return ls.testPlane(p) == 0.0;
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-}
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-
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-//==============================================================================
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-Bool collide(const LineSegment& /*a*/, const Ray& /*b*/)
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-{
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- ANKI_ASSERT(0 && "N/A");
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- return false;
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-}
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-
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-//==============================================================================
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-Bool collide(const LineSegment& ls, const Sphere& s)
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-{
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- const Vec3& v = ls.getDirection();
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- Vec3 w0 = s.getCenter() - ls.getOrigin();
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- F32 w0dv = w0.dot(v);
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- F32 rsq = s.getRadius() * s.getRadius();
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-
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- if(w0dv < 0.0) // if the ang is >90
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- {
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- return w0.getLengthSquared() <= rsq;
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- }
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-
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- Vec3 w1 = w0 - v; // aka center - P1, where P1 = seg.origin + seg.dir
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- F32 w1dv = w1.dot(v);
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-
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- if(w1dv > 0.0) // if the ang is <90
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- {
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- return w1.getLengthSquared() <= rsq;
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- }
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-
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- // the big parenthesis is the projection of w0 to v
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- Vec3 tmp = w0 - (v * (w0.dot(v) / v.getLengthSquared()));
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- return tmp.getLengthSquared() <= rsq;
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-}
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-
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-//==============================================================================
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-Bool collide(const LineSegment& ls, const Aabb& aabb)
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-{
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- F32 maxS = std::numeric_limits<F32>::min();
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- F32 minT = std::numeric_limits<F32>::max();
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-
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- // do tests against three sets of planes
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- for(U i = 0; i < 3; ++i)
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- {
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- // segment is parallel to plane
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- if(isZero(ls.getDirection()[i]))
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- {
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- // segment passes by box
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- if(ls.getOrigin()[i] < aabb.getMin()[i]
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- || ls.getOrigin()[i] > aabb.getMax()[i])
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- {
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- return false;
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- }
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- }
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- else
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- {
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- // compute intersection parameters and sort
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- F32 s = (aabb.getMin()[i] - ls.getOrigin()[i])
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- / ls.getDirection()[i];
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- F32 t = (aabb.getMax()[i] - ls.getOrigin()[i])
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- / ls.getDirection()[i];
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- if(s > t)
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- {
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- F32 temp = s;
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- s = t;
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- t = temp;
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- }
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-
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- // adjust min and max values
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- if(s > maxS)
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- {
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- maxS = s;
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- }
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- if(t < minT)
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- {
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- minT = t;
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- }
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-
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- // check for intersection failure
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- if(minT < 0.0 || maxS > 1.0 || maxS > minT)
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- {
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- return false;
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- }
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- }
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- }
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-
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- // done, have intersection
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- return true;
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-}
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-
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-//==============================================================================
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-// 2nd row =
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-//==============================================================================
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-
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-//==============================================================================
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-Bool collide(const Obb& o0, const Obb& o1)
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-{
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- // extent vectors
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- const Vec3& a = o0.getExtend();
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- const Vec3& b = o1.getExtend();
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-
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- // test factors
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- F32 cTest, aTest, bTest;
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- Bool parallelAxes = false;
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-
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- // transpose of rotation of B relative to A, i.e. (R_b^T * R_a)^T
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- Mat3 rt = o0.getRotation().getTransposed() * o1.getRotation();
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-
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- // absolute value of relative rotation matrix
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- Mat3 rabs;
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- for(U i = 0; i < 3; ++i)
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- {
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- for(U j = 0; j < 3; ++j)
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- {
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- rabs(i, j) = fabs(rt(i, j));
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- // if magnitude of dot product between axes is close to one
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- if(rabs(i, j) + getEpsilon<F32>() >= 1.0)
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- {
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- // then box A and box B have near-parallel axes
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- parallelAxes = true;
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- }
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- }
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- }
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-
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- // relative translation (in A's frame)
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- Vec3 c = o0.getRotation().getTransposed()
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- * (o1.getCenter() - o0.getCenter());
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-
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- // separating axis A0
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- cTest = fabs(c.x());
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- aTest = a.x();
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- bTest = b.x() * rabs(0, 0) + b.y() * rabs(0, 1) + b.z() * rabs(0, 2);
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- if(cTest > aTest + bTest)
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- {
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- return false;
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- }
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-
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- // separating axis A1
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- cTest = fabs(c.y());
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- aTest = a.y();
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- bTest = b.x() * rabs(1, 0) + b.y() * rabs(1, 1) + b.z() * rabs(1, 2);
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- if(cTest > aTest + bTest)
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- {
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- return false;
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- }
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-
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- // separating axis A2
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- cTest = fabs(c.z());
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- aTest = a.z();
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- bTest = b.x() * rabs(2, 0) + b.y() * rabs(2, 1) + b.z() * rabs(2, 2);
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- if(cTest > aTest + bTest)
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- {
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- return false;
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- }
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-
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- // separating axis B0
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- cTest = fabs(c.x() * rt(0, 0) + c.y() * rt(1, 0) + c.z() * rt(2, 0));
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- aTest = a.x() * rabs(0, 0) + a.y() * rabs(1, 0) + a.z() * rabs(2, 0);
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- bTest = b.x();
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- if(cTest > aTest + bTest)
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- {
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- return false;
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- }
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-
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- // separating axis B1
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- cTest = fabs(c.x() * rt(0, 1) + c.y() * rt(1, 1) + c.z() * rt(2, 1));
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- aTest = a.x() * rabs(0, 1) + a.y() * rabs(1, 1) + a.z() * rabs(2, 1);
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- bTest = b.y();
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- if(cTest > aTest + bTest)
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- {
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- return false;
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- }
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-
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- // separating axis B2
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- cTest = fabs(c.x() * rt(0, 2) + c.y() * rt(1, 2) + c.z() * rt(2, 2));
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- aTest = a.x() * rabs(0, 2) + a.y() * rabs(1, 2) + a.z() * rabs(2, 2);
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- bTest = b.z();
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- if(cTest > aTest + bTest)
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- {
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- return false;
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- }
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-
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- // if the two boxes have parallel axes, we're done, intersection
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- if(parallelAxes)
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- {
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- return true;
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- }
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-
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- // separating axis A0 x B0
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- cTest = fabs(c.z() * rt(1, 0) - c.y() * rt(2, 0));
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- aTest = a.y() * rabs(2, 0) + a.z() * rabs(1, 0);
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- bTest = b.y() * rabs(0, 2) + b.z() * rabs(0, 1);
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- if(cTest > aTest + bTest)
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- {
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- return false;
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- }
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-
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- // separating axis A0 x B1
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- cTest = fabs(c.z() * rt(1, 1) - c.y() * rt(2, 1));
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- aTest = a.y() * rabs(2, 1) + a.z() * rabs(1, 1);
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- bTest = b.x() * rabs(0, 2) + b.z() * rabs(0, 0);
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- if(cTest > aTest + bTest)
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- {
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- return false;
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- }
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-
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- // separating axis A0 x B2
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- cTest = fabs(c.z() * rt(1, 2) - c.y() * rt(2, 2));
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- aTest = a.y() * rabs(2, 2) + a.z() * rabs(1, 2);
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- bTest = b.x() * rabs(0, 1) + b.y() * rabs(0, 0);
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- if(cTest > aTest + bTest)
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- {
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- return false;
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- }
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-
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- // separating axis A1 x B0
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- cTest = fabs(c.x() * rt(2, 0) - c.z() * rt(0, 0));
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- aTest = a.x() * rabs(2, 0) + a.z() * rabs(0, 0);
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- bTest = b.y() * rabs(1, 2) + b.z() * rabs(1, 1);
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- if(cTest > aTest + bTest)
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- {
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- return false;
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- }
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-
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- // separating axis A1 x B1
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- cTest = fabs(c.x() * rt(2, 1) - c.z() * rt(0, 1));
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- aTest = a.x() * rabs(2, 1) + a.z() * rabs(0, 1);
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- bTest = b.x() * rabs(1, 2) + b.z() * rabs(1, 0);
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- if(cTest > aTest + bTest)
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- {
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- return false;
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- }
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-
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- // separating axis A1 x B2
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- cTest = fabs(c.x() * rt(2, 2) - c.z() * rt(0, 2));
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- aTest = a.x() * rabs(2, 2) + a.z() * rabs(0, 2);
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- bTest = b.x() * rabs(1, 1) + b.y() * rabs(1, 0);
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- if(cTest > aTest + bTest)
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- {
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- return false;
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- }
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-
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- // separating axis A2 x B0
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- cTest = fabs(c.y() * rt(0, 0) - c.x() * rt(1, 0));
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- aTest = a.x() * rabs(1, 0) + a.y() * rabs(0, 0);
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- bTest = b.y() * rabs(2, 2) + b.z() * rabs(2, 1);
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- if(cTest > aTest + bTest)
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- {
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- return false;
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- }
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-
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- // separating axis A2 x B1
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- cTest = fabs(c.y() * rt(0, 1) - c.x() * rt(1, 1));
|
|
|
- aTest = a.x() * rabs(1, 1) + a.y() * rabs(0, 1);
|
|
|
- bTest = b.x() * rabs(2, 2) + b.z() * rabs(2, 0);
|
|
|
- if(cTest > aTest + bTest)
|
|
|
- {
|
|
|
- return false;
|
|
|
- }
|
|
|
-
|
|
|
- // separating axis A2 x B2
|
|
|
- cTest = fabs(c.y() * rt(0, 2) - c.x() * rt(1, 2));
|
|
|
- aTest = a.x() * rabs(1, 2) + a.y() * rabs(0, 2);
|
|
|
- bTest = b.x() * rabs(2, 1) + b.y() * rabs(2, 0);
|
|
|
- if(cTest > aTest + bTest)
|
|
|
- {
|
|
|
- return false;
|
|
|
- }
|
|
|
-
|
|
|
- // all tests failed, have intersection
|
|
|
- return true;
|
|
|
-}
|
|
|
-
|
|
|
-//==============================================================================
|
|
|
-Bool collide(const Obb& a, const Plane& b)
|
|
|
-{
|
|
|
- return a.testPlane(b) == 0.0;
|
|
|
-}
|
|
|
-
|
|
|
-//==============================================================================
|
|
|
-Bool collide(const Obb& obb, const Ray& r)
|
|
|
-{
|
|
|
- Aabb aabb_(-obb.getExtend(), obb.getExtend());
|
|
|
- Ray newray;
|
|
|
- Mat3 rottrans = obb.getRotation().getTransposed();
|
|
|
-
|
|
|
- newray.getOrigin() = rottrans * (r.getOrigin() - obb.getCenter());
|
|
|
- newray.getDirection() = rottrans * r.getDirection();
|
|
|
-
|
|
|
- return collide(newray, aabb_);
|
|
|
-}
|
|
|
-
|
|
|
-//==============================================================================
|
|
|
-Bool collide(const Obb& obb, const Sphere& s)
|
|
|
-{
|
|
|
- Aabb aabb_(-obb.getExtend(), obb.getExtend()); // aabb_ is in "this" frame
|
|
|
- Vec3 newCenter = obb.getRotation().getTransposed()
|
|
|
- * (s.getCenter() - obb.getCenter());
|
|
|
- Sphere sphere_(newCenter, s.getRadius()); // sphere1 to "this" fame
|
|
|
-
|
|
|
- return collide(sphere_, aabb_);
|
|
|
-}
|
|
|
-
|
|
|
-//==============================================================================
|
|
|
-Bool collide(const Obb& obb, const Aabb& aabb)
|
|
|
-{
|
|
|
- Vec3 center_ = (aabb.getMax() + aabb.getMin()) * 0.5;
|
|
|
- Vec3 extends_ = (aabb.getMax() - aabb.getMin()) * 0.5;
|
|
|
- Obb obb_(center_, Mat3::getIdentity(), extends_);
|
|
|
-
|
|
|
- return collide(obb, obb_);
|
|
|
-}
|
|
|
-
|
|
|
-//==============================================================================
|
|
|
-// 4th line (P) =
|
|
|
-//==============================================================================
|
|
|
-
|
|
|
-//==============================================================================
|
|
|
-Bool collide(const Plane& p0, const Plane& p1)
|
|
|
-{
|
|
|
- return p0.getNormal() != p1.getNormal();
|
|
|
-}
|
|
|
-
|
|
|
-//==============================================================================
|
|
|
-Bool collide(const Plane& p, const Ray& r)
|
|
|
-{
|
|
|
- return r.testPlane(p) == 0.0;
|
|
|
-}
|
|
|
-
|
|
|
-//==============================================================================
|
|
|
-Bool collide(const Plane& p, const Sphere& s)
|
|
|
-{
|
|
|
- return s.testPlane(p) == 0.0;
|
|
|
-}
|
|
|
-
|
|
|
-//==============================================================================
|
|
|
-Bool collide(const Plane& p, const Aabb& aabb)
|
|
|
-{
|
|
|
- return aabb.testPlane(p) == 0.0;
|
|
|
-}
|
|
|
-
|
|
|
-//==============================================================================
|
|
|
-// 5th line (R) =
|
|
|
-//==============================================================================
|
|
|
-
|
|
|
-//==============================================================================
|
|
|
-Bool collide(const Ray& a, const Ray& b)
|
|
|
-{
|
|
|
- ANKI_ASSERT(0 && "N/A");
|
|
|
- return false;
|
|
|
-}
|
|
|
-
|
|
|
-//==============================================================================
|
|
|
-Bool collide(const Ray& r, const Sphere& s)
|
|
|
-{
|
|
|
- Vec3 w(s.getCenter() - r.getOrigin());
|
|
|
- const Vec3& v = r.getDirection();
|
|
|
- F32 proj = v.dot(w);
|
|
|
- F32 wsq = w.getLengthSquared();
|
|
|
- F32 rsq = s.getRadius() * s.getRadius();
|
|
|
-
|
|
|
- if(proj < 0.0 && wsq > rsq)
|
|
|
- {
|
|
|
- return false;
|
|
|
- }
|
|
|
-
|
|
|
- F32 vsq = v.getLengthSquared();
|
|
|
-
|
|
|
- return (vsq * wsq - proj * proj <= vsq * rsq);
|
|
|
-}
|
|
|
-
|
|
|
-//==============================================================================
|
|
|
-Bool collide(const Ray& r, const Aabb& aabb)
|
|
|
-{
|
|
|
- F32 maxS = std::numeric_limits<F32>::min();
|
|
|
- F32 minT = std::numeric_limits<F32>::max();
|
|
|
-
|
|
|
- // do tests against three sets of planes
|
|
|
- for(U i = 0; i < 3; ++i)
|
|
|
- {
|
|
|
- // ray is parallel to plane
|
|
|
- if(isZero(r.getDirection()[i]))
|
|
|
- {
|
|
|
- // ray passes by box
|
|
|
- if(r.getOrigin()[i] < aabb.getMin()[i] ||
|
|
|
- r.getOrigin()[i] > aabb.getMax()[i])
|
|
|
- {
|
|
|
- return false;
|
|
|
- }
|
|
|
- }
|
|
|
- else
|
|
|
- {
|
|
|
- // compute intersection parameters and sort
|
|
|
- F32 s = (aabb.getMin()[i] - r.getOrigin()[i]) /
|
|
|
- r.getDirection()[i];
|
|
|
- F32 t = (aabb.getMax()[i] - r.getOrigin()[i]) /
|
|
|
- r.getDirection()[i];
|
|
|
- if(s > t)
|
|
|
- {
|
|
|
- F32 temp = s;
|
|
|
- s = t;
|
|
|
- t = temp;
|
|
|
- }
|
|
|
-
|
|
|
- // adjust min and max values
|
|
|
- if(s > maxS)
|
|
|
- {
|
|
|
- maxS = s;
|
|
|
- }
|
|
|
-
|
|
|
- if(t < minT)
|
|
|
- {
|
|
|
- minT = t;
|
|
|
- }
|
|
|
-
|
|
|
- // check for intersection failure
|
|
|
- if(minT < 0.0 || maxS > minT)
|
|
|
- {
|
|
|
- return false;
|
|
|
- }
|
|
|
- }
|
|
|
- }
|
|
|
-
|
|
|
- // done, have intersection
|
|
|
- return true;
|
|
|
-}
|
|
|
-
|
|
|
-//==============================================================================
|
|
|
-// 6th line (S) =
|
|
|
-//==============================================================================
|
|
|
-
|
|
|
-//==============================================================================
|
|
|
-Bool collide(const Sphere& a, const Sphere& b)
|
|
|
-{
|
|
|
- F32 tmp = a.getRadius() + b.getRadius();
|
|
|
- return (a.getCenter() - b.getCenter()).getLengthSquared() <= tmp * tmp;
|
|
|
-}
|
|
|
-
|
|
|
-//==============================================================================
|
|
|
-Bool collide(const Sphere& s, const Aabb& aabb)
|
|
|
-{
|
|
|
- const Vec3& c = s.getCenter();
|
|
|
-
|
|
|
- // find the box's closest point to the sphere
|
|
|
- Vec3 cp; // Closest Point
|
|
|
- for(U i = 0; i < 3; i++)
|
|
|
- {
|
|
|
- // if the center is greater than the max then the closest
|
|
|
- // point is the max
|
|
|
- if(c[i] > aabb.getMax()[i])
|
|
|
- {
|
|
|
- cp[i] = aabb.getMax()[i];
|
|
|
- }
|
|
|
- else if(c[i] < aabb.getMin()[i]) // relative to the above
|
|
|
- {
|
|
|
- cp[i] = aabb.getMin()[i];
|
|
|
- }
|
|
|
- else
|
|
|
- {
|
|
|
- // the c lies between min and max
|
|
|
- cp[i] = c[i];
|
|
|
- }
|
|
|
- }
|
|
|
-
|
|
|
- F32 rsq = s.getRadius() * s.getRadius();
|
|
|
-
|
|
|
- // if the c lies totally inside the box then the sub is the zero,
|
|
|
- // this means that the length is also zero and thus its always smaller
|
|
|
- // than rsq
|
|
|
- Vec3 sub = c - cp;
|
|
|
-
|
|
|
- if(sub.getLengthSquared() <= rsq)
|
|
|
- {
|
|
|
- return true;
|
|
|
- }
|
|
|
-
|
|
|
- return false;
|
|
|
-}
|
|
|
-
|
|
|
-//==============================================================================
|
|
|
-// 7th line (AABB) =
|
|
|
-//==============================================================================
|
|
|
-
|
|
|
-//==============================================================================
|
|
|
-Bool collide(const Aabb& a, const Aabb& b)
|
|
|
-{
|
|
|
- // if separated in x direction
|
|
|
- if(a.getMin().x() > b.getMax().x() || b.getMin().x() > a.getMax().x())
|
|
|
- {
|
|
|
- return false;
|
|
|
- }
|
|
|
-
|
|
|
- // if separated in y direction
|
|
|
- if(a.getMin().y() > b.getMax().y() || b.getMin().y() > a.getMax().y())
|
|
|
- {
|
|
|
- return false;
|
|
|
- }
|
|
|
-
|
|
|
- // if separated in z direction
|
|
|
- if(a.getMin().z() > b.getMax().z() || b.getMin().z() > a.getMax().z())
|
|
|
- {
|
|
|
- return false;
|
|
|
- }
|
|
|
-
|
|
|
- // no separation, must be intersecting
|
|
|
- return true;
|
|
|
-}
|
|
|
-
|
|
|
-} // end namespace detail
|
|
|
-} // end namespace anki
|