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