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+/*
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+Copyright (c) 2013 Daniele Bartolini, Michele Rossi
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+Copyright (c) 2012 Daniele Bartolini, Simone Boscaratto
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+
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+Permission is hereby granted, free of charge, to any person
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+obtaining a copy of this software and associated documentation
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+files (the "Software"), to deal in the Software without
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+restriction, including without limitation the rights to use,
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+copy, modify, merge, publish, distribute, sublicense, and/or sell
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+copies of the Software, and to permit persons to whom the
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+Software is furnished to do so, subject to the following
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+conditions:
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+
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+The above copyright notice and this permission notice shall be
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+included in all copies or substantial portions of the Software.
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+
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+THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
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+EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
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+OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
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+NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
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+HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
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+WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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+FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
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+OTHER DEALINGS IN THE SOFTWARE.
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+*/
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+
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+#include "intersection.h"
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+#include "aabb.h"
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+#include "plane.h"
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+#include "sphere.h"
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+#include "vector3.h"
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+
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+namespace crown
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+{
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+namespace math
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+{
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+ /// Returns the distance along ray (from, dir) to intersection point with plane @a p.
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+ /// -1.0f if no collision.
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+ float ray_plane_intersection(const Vector3& from, const Vector3& dir, const Plane& p)
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+ {
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+ float nd = vector3::dot(dir, p.n);
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+ float orpn = vector3::dot(from, p.n);
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+ float dist = -1.0f;
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+
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+ if (nd < 0.0f)
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+ dist = (-p.d - orpn) / nd;
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+
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+ return dist > 0.0f ? dist : -1.0f;
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+ }
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+
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+ /// Returns the distance along ray (from, dir) to intersection point with sphere @a s.
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+ /// -1.0f if no collision.
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+ float ray_sphere_intersection(const Vector3& from, const Vector3& dir, const Sphere& s)
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+ {
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+ Vector3 v = s.center() - from;
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+ float b = vector3::dot(v, dir);
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+ float det = (s.radius() * s.radius()) - vector3::dot(v, v) + (b * b);
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+
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+ if (det < 0.0 || b < s.radius())
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+ {
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+ return -1.0f;
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+ }
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+
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+ return b - math::sqrt(det);
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+ }
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+
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+ // http://www.opengl-tutorial.org/miscellaneous/clicking-on-objects/picking-with-custom-ray-obb-function/
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+ float ray_oobb_intersection(const Vector3& from, const Vector3& dir, const OBB& obb)
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+ {
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+ using namespace vector3;
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+
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+ float tmin = 0.0f;
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+ float tmax = 100000.0f;
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+
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+ Vector3 obb_pos(obb.tm.t.x, obb.tm.t.y, obb.tm.t.z);
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+ Vector3 delta = obb_pos - from;
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+
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+ {
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+ const Vector3 xaxis(obb.tm.x.x, obb.tm.x.y, obb.tm.x.z);
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+ float e = dot(xaxis, delta);
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+ float f = dot(dir, xaxis);
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+
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+ if (fabs(f) > 0.001f)
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+ {
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+ float t1 = (e+obb.aabb.min.x)/f;
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+ float t2 = (e+obb.aabb.max.x)/f;
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+
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+ if (t1>t2){
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+ float w=t1;t1=t2;t2=w;
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+ }
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+
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+ if (t2 < tmax)
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+ tmax = t2;
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+ if (t1 > tmin)
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+ tmin = t1;
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+
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+ if (tmax < tmin)
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+ return -1.0f;
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+
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+ }
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+ else
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+ {
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+ if(-e+obb.aabb.min.x > 0.0f || -e+obb.aabb.max.x < 0.0f)
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+ return -1.0f;
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+ }
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+ }
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+
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+ {
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+ const Vector3 yaxis(obb.tm.y.x, obb.tm.y.y, obb.tm.y.z);
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+ float e = dot(yaxis, delta);
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+ float f = dot(dir, yaxis);
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+
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+ if (fabs(f) > 0.001f){
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+
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+ float t1 = (e+obb.aabb.min.y)/f;
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+ float t2 = (e+obb.aabb.max.y)/f;
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+
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+ if (t1>t2){float w=t1;t1=t2;t2=w;}
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+
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+ if (t2 < tmax)
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+ tmax = t2;
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+ if (t1 > tmin)
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+ tmin = t1;
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+
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+ if (tmin > tmax)
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+ return -1.0f;
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+ }
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+ else
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+ {
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+ if(-e+obb.aabb.min.y > 0.0f || -e+obb.aabb.max.y < 0.0f)
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+ return -1.0f;
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+ }
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+ }
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+
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+ {
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+ const Vector3 zaxis(obb.tm.z.x, obb.tm.z.y, obb.tm.z.z);
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+ float e = dot(zaxis, delta);
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+ float f = dot(dir, zaxis);
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+
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+ if (fabs(f) > 0.001f){
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+
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+ float t1 = (e+obb.aabb.min.z)/f;
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+ float t2 = (e+obb.aabb.max.z)/f;
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+
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+ if (t1>t2){float w=t1;t1=t2;t2=w;}
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+
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+ if (t2 < tmax)
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+ tmax = t2;
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+ if (t1 > tmin)
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+ tmin = t1;
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+
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+ if (tmin > tmax)
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+ return -1.0f;
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+
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+ }
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+ else
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+ {
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+ if(-e+obb.aabb.min.z > 0.0f || -e+obb.aabb.max.z < 0.0f)
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+ return -1.0f;
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+ }
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+ }
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+
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+ return tmin;
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+ }
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+
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+ bool plane_3_intersection(const Plane& p1, const Plane& p2, const Plane& p3, Vector3& ip)
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+ {
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+ const Vector3& n1 = p1.n;
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+ const Vector3& n2 = p2.n;
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+ const Vector3& n3 = p3.n;
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+
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+ float den = -vector3::dot(vector3::cross(n1, n2), n3);
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+
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+ if (math::equals(den, (float)0.0))
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+ {
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+ return false;
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+ }
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+
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+ Vector3 res = p1.d * vector3::cross(n2, n3) + p2.d * vector3::cross(n3, n1) + p3.d * vector3::cross(n1, n2);
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+ ip = res / den;
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+
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+ return true;
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+ }
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+
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+ bool frustum_sphere_intersection(const Frustum& f, const Sphere& s)
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+ {
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+ if (plane::distance_to_point(f.left, s.center()) < -s.radius() ||
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+ plane::distance_to_point(f.right, s.center()) < -s.radius())
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+ {
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+ return false;
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+ }
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+
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+ if (plane::distance_to_point(f.bottom, s.center()) < -s.radius() ||
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+ plane::distance_to_point(f.top, s.center()) < -s.radius())
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+ {
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+ return false;
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+ }
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+
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+ if (plane::distance_to_point(f.near, s.center()) < -s.radius() ||
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+ plane::distance_to_point(f.far, s.center()) < -s.radius())
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+ {
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+ return false;
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+ }
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+
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+ return true;
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+ }
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+
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+ bool frustum_box_intersection(const Frustum& f, const AABB& b)
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+ {
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+ uint8_t out;
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+
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+ out = 0;
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+ if (plane::distance_to_point(f.left, aabb::vertex(b, 0)) < 0.0) out++;
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+ if (plane::distance_to_point(f.left, aabb::vertex(b, 1)) < 0.0) out++;
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+ if (plane::distance_to_point(f.left, aabb::vertex(b, 2)) < 0.0) out++;
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+ if (plane::distance_to_point(f.left, aabb::vertex(b, 3)) < 0.0) out++;
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+ if (plane::distance_to_point(f.left, aabb::vertex(b, 4)) < 0.0) out++;
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+ if (plane::distance_to_point(f.left, aabb::vertex(b, 5)) < 0.0) out++;
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+ if (plane::distance_to_point(f.left, aabb::vertex(b, 6)) < 0.0) out++;
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+ if (plane::distance_to_point(f.left, aabb::vertex(b, 7)) < 0.0) out++;
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+
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+ // If all vertices are outside one face, then the box doesn't intersect the frustum
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+ if (out == 8) return false;
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+
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+ out = 0;
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+ if (plane::distance_to_point(f.right, aabb::vertex(b, 0)) < 0.0) out++;
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+ if (plane::distance_to_point(f.right, aabb::vertex(b, 1)) < 0.0) out++;
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+ if (plane::distance_to_point(f.right, aabb::vertex(b, 2)) < 0.0) out++;
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+ if (plane::distance_to_point(f.right, aabb::vertex(b, 3)) < 0.0) out++;
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+ if (plane::distance_to_point(f.right, aabb::vertex(b, 4)) < 0.0) out++;
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+ if (plane::distance_to_point(f.right, aabb::vertex(b, 5)) < 0.0) out++;
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+ if (plane::distance_to_point(f.right, aabb::vertex(b, 6)) < 0.0) out++;
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+ if (plane::distance_to_point(f.right, aabb::vertex(b, 7)) < 0.0) out++;
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+ if (out == 8) return false;
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+
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+ out = 0;
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+ if (plane::distance_to_point(f.bottom, aabb::vertex(b, 0)) < 0.0) out++;
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+ if (plane::distance_to_point(f.bottom, aabb::vertex(b, 1)) < 0.0) out++;
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+ if (plane::distance_to_point(f.bottom, aabb::vertex(b, 2)) < 0.0) out++;
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+ if (plane::distance_to_point(f.bottom, aabb::vertex(b, 3)) < 0.0) out++;
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+ if (plane::distance_to_point(f.bottom, aabb::vertex(b, 4)) < 0.0) out++;
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+ if (plane::distance_to_point(f.bottom, aabb::vertex(b, 5)) < 0.0) out++;
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+ if (plane::distance_to_point(f.bottom, aabb::vertex(b, 6)) < 0.0) out++;
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+ if (plane::distance_to_point(f.bottom, aabb::vertex(b, 7)) < 0.0) out++;
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+ if (out == 8) return false;
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+
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+ out = 0;
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+ if (plane::distance_to_point(f.top, aabb::vertex(b, 0)) < 0.0) out++;
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+ if (plane::distance_to_point(f.top, aabb::vertex(b, 1)) < 0.0) out++;
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+ if (plane::distance_to_point(f.top, aabb::vertex(b, 2)) < 0.0) out++;
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+ if (plane::distance_to_point(f.top, aabb::vertex(b, 3)) < 0.0) out++;
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+ if (plane::distance_to_point(f.top, aabb::vertex(b, 4)) < 0.0) out++;
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+ if (plane::distance_to_point(f.top, aabb::vertex(b, 5)) < 0.0) out++;
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+ if (plane::distance_to_point(f.top, aabb::vertex(b, 6)) < 0.0) out++;
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+ if (plane::distance_to_point(f.top, aabb::vertex(b, 7)) < 0.0) out++;
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+ if (out == 8) return false;
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+
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+ out = 0;
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+ if (plane::distance_to_point(f.near, aabb::vertex(b, 0)) < 0.0) out++;
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+ if (plane::distance_to_point(f.near, aabb::vertex(b, 1)) < 0.0) out++;
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+ if (plane::distance_to_point(f.near, aabb::vertex(b, 2)) < 0.0) out++;
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+ if (plane::distance_to_point(f.near, aabb::vertex(b, 3)) < 0.0) out++;
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+ if (plane::distance_to_point(f.near, aabb::vertex(b, 4)) < 0.0) out++;
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+ if (plane::distance_to_point(f.near, aabb::vertex(b, 5)) < 0.0) out++;
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+ if (plane::distance_to_point(f.near, aabb::vertex(b, 6)) < 0.0) out++;
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+ if (plane::distance_to_point(f.near, aabb::vertex(b, 7)) < 0.0) out++;
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+ if (out == 8) return false;
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+
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+ out = 0;
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+ if (plane::distance_to_point(f.far, aabb::vertex(b, 0)) < 0.0) out++;
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+ if (plane::distance_to_point(f.far, aabb::vertex(b, 1)) < 0.0) out++;
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+ if (plane::distance_to_point(f.far, aabb::vertex(b, 2)) < 0.0) out++;
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+ if (plane::distance_to_point(f.far, aabb::vertex(b, 3)) < 0.0) out++;
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+ if (plane::distance_to_point(f.far, aabb::vertex(b, 4)) < 0.0) out++;
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+ if (plane::distance_to_point(f.far, aabb::vertex(b, 5)) < 0.0) out++;
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+ if (plane::distance_to_point(f.far, aabb::vertex(b, 6)) < 0.0) out++;
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+ if (plane::distance_to_point(f.far, aabb::vertex(b, 7)) < 0.0) out++;
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+ if (out == 8) return false;
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+
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+ // If we are here, it is because either the box intersects or it is contained in the frustum
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+ return true;
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+ }
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+
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+} // namespace math
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+} // namespace crown
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