CollisionUtil: Make use of const where applicable

Makes it explicit which variables are mutating within algorithms, making
them nicer to follow.
This commit is contained in:
Lioncash 2020-04-06 01:48:19 -04:00
parent 39f5fddd63
commit 22eb5c837e
1 changed files with 227 additions and 158 deletions

View File

@ -220,92 +220,117 @@ u32 RayAABoxIntersection_Double(const zeus::CMRay& ray, const zeus::CAABox& aabb
bool RaySphereIntersection_Double(const zeus::CSphere& sphere, const zeus::CVector3f& pos, const zeus::CVector3f& dir,
double& T) {
zeus::CVector3d sPosD = sphere.position;
zeus::CVector3d posD = pos;
zeus::CVector3d sphereToPos = posD - sPosD;
double f30 = sphereToPos.dot(zeus::CVector3d(dir)) * 2.0;
double f1 = f30 * f30 - 4.0 * (sphereToPos.magSquared() - sphere.radius * sphere.radius);
const zeus::CVector3d sPosD = sphere.position;
const zeus::CVector3d posD = pos;
const zeus::CVector3d sphereToPos = posD - sPosD;
const double f30 = sphereToPos.dot(zeus::CVector3d(dir)) * 2.0;
const double f1 = f30 * f30 - 4.0 * (sphereToPos.magSquared() - sphere.radius * sphere.radius);
if (f1 >= 0.0) {
double intersectT = 0.5 * (-f30 - std::sqrt(f1));
const double intersectT = 0.5 * (-f30 - std::sqrt(f1));
if (T == 0 || intersectT < T) {
T = intersectT;
return true;
}
}
return false;
}
bool RaySphereIntersection(const zeus::CSphere& sphere, const zeus::CVector3f& pos, const zeus::CVector3f& dir,
float mag, float& T, zeus::CVector3f& point) {
zeus::CVector3f rayToSphere = sphere.position - pos;
float magSq = rayToSphere.magSquared();
float dirDot = rayToSphere.dot(dir);
float radSq = sphere.radius * sphere.radius;
if (dirDot < 0.f && magSq > radSq)
const zeus::CVector3f rayToSphere = sphere.position - pos;
const float magSq = rayToSphere.magSquared();
const float dirDot = rayToSphere.dot(dir);
const float radSq = sphere.radius * sphere.radius;
if (dirDot < 0.f && magSq > radSq) {
return false;
float intersectSq = radSq - (magSq - dirDot * dirDot);
if (intersectSq < 0.f)
}
const float intersectSq = radSq - (magSq - dirDot * dirDot);
if (intersectSq < 0.f) {
return false;
}
T = magSq > radSq ? dirDot - std::sqrt(intersectSq) : dirDot + std::sqrt(intersectSq);
if (T < mag || mag == 0.f) {
point = pos + T * dir;
return true;
}
return false;
}
bool RayTriangleIntersection_Double(const zeus::CVector3f& point, const zeus::CVector3f& dir,
const zeus::CVector3f* verts, double& d) {
zeus::CVector3d v0tov1 = verts[1] - verts[0];
zeus::CVector3d v0tov2 = verts[2] - verts[0];
zeus::CVector3d cross0 = zeus::CVector3d(dir).cross(v0tov2);
double dot0 = v0tov1.dot(cross0);
if (dot0 < DBL_EPSILON)
const zeus::CVector3d v0tov1 = verts[1] - verts[0];
const zeus::CVector3d v0tov2 = verts[2] - verts[0];
const zeus::CVector3d cross0 = zeus::CVector3d(dir).cross(v0tov2);
const double dot0 = v0tov1.dot(cross0);
if (dot0 < DBL_EPSILON) {
return false;
zeus::CVector3d v0toPoint = point - verts[0];
double dot1 = v0toPoint.dot(cross0);
if (dot1 < 0.0 || dot1 > dot0)
}
const zeus::CVector3d v0toPoint = point - verts[0];
const double dot1 = v0toPoint.dot(cross0);
if (dot1 < 0.0 || dot1 > dot0) {
return false;
zeus::CVector3d cross1 = v0toPoint.cross(v0tov1);
double dot2 = cross1.dot(dir);
if (dot2 < 0.0 || dot1 + dot2 > dot0)
}
const zeus::CVector3d cross1 = v0toPoint.cross(v0tov1);
const double dot2 = cross1.dot(dir);
if (dot2 < 0.0 || dot1 + dot2 > dot0) {
return false;
double final = 1.0 / dot0 * cross1.dot(v0tov2);
if (final < 0.0 || final >= d)
}
const double final = 1.0 / dot0 * cross1.dot(v0tov2);
if (final < 0.0 || final >= d) {
return false;
}
d = final;
return true;
}
bool RayTriangleIntersection(const zeus::CVector3f& point, const zeus::CVector3f& dir, const zeus::CVector3f* verts,
float& d) {
zeus::CVector3f v0tov1 = verts[1] - verts[0];
zeus::CVector3f v0tov2 = verts[2] - verts[0];
zeus::CVector3f cross0 = dir.cross(v0tov2);
float dot0 = v0tov1.dot(cross0);
if (dot0 < DBL_EPSILON)
const zeus::CVector3f v0tov1 = verts[1] - verts[0];
const zeus::CVector3f v0tov2 = verts[2] - verts[0];
const zeus::CVector3f cross0 = dir.cross(v0tov2);
const float dot0 = v0tov1.dot(cross0);
if (dot0 < DBL_EPSILON) {
return false;
zeus::CVector3f v0toPoint = point - verts[0];
float dot1 = v0toPoint.dot(cross0);
if (dot1 < 0.f || dot1 > dot0)
}
const zeus::CVector3f v0toPoint = point - verts[0];
const float dot1 = v0toPoint.dot(cross0);
if (dot1 < 0.f || dot1 > dot0) {
return false;
zeus::CVector3f cross1 = v0toPoint.cross(v0tov1);
float dot2 = cross1.dot(dir);
if (dot2 < 0.f || dot1 + dot2 > dot0)
}
const zeus::CVector3f cross1 = v0toPoint.cross(v0tov1);
const float dot2 = cross1.dot(dir);
if (dot2 < 0.f || dot1 + dot2 > dot0) {
return false;
float final = 1.f / dot0 * cross1.dot(v0tov2);
if (final < 0.f || final >= d)
}
const float final = 1.f / dot0 * cross1.dot(v0tov2);
if (final < 0.f || final >= d) {
return false;
}
d = final;
return true;
}
void FilterOutBackfaces(const zeus::CVector3f& vec, const CCollisionInfoList& in, CCollisionInfoList& out) {
if (vec.canBeNormalized()) {
zeus::CVector3f norm = vec.normalized();
const zeus::CVector3f norm = vec.normalized();
for (const CCollisionInfo& info : in) {
if (info.GetNormalLeft().dot(norm) < 0.001f)
if (info.GetNormalLeft().dot(norm) < 0.001f) {
out.Add(info, false);
}
}
} else {
out = in;
@ -317,7 +342,7 @@ void FilterByClosestNormal(const zeus::CVector3f& norm, const CCollisionInfoList
int idx = -1;
int i = 0;
for (const CCollisionInfo& info : in) {
float dot = info.GetNormalLeft().dot(norm);
const float dot = info.GetNormalLeft().dot(norm);
if (dot > maxDot) {
maxDot = dot;
idx = i;
@ -325,8 +350,9 @@ void FilterByClosestNormal(const zeus::CVector3f& norm, const CCollisionInfoList
++i;
}
if (idx != -1)
if (idx != -1) {
out.Add(in.GetItem(idx), false);
}
}
constexpr std::array<zeus::CVector3f, 6> AABBNormalTable{{
@ -340,15 +366,16 @@ constexpr std::array<zeus::CVector3f, 6> AABBNormalTable{{
bool AABoxAABoxIntersection(const zeus::CAABox& aabb0, const CMaterialList& list0, const zeus::CAABox& aabb1,
const CMaterialList& list1, CCollisionInfoList& infoList) {
zeus::CVector3f maxOfMin(std::max(aabb0.min.x(), aabb1.min.x()), std::max(aabb0.min.y(), aabb1.min.y()),
std::max(aabb0.min.z(), aabb1.min.z()));
zeus::CVector3f minOfMax(std::min(aabb0.max.x(), aabb1.max.x()), std::min(aabb0.max.y(), aabb1.max.y()),
std::min(aabb0.max.z(), aabb1.max.z()));
const zeus::CVector3f maxOfMin(std::max(aabb0.min.x(), aabb1.min.x()), std::max(aabb0.min.y(), aabb1.min.y()),
std::max(aabb0.min.z(), aabb1.min.z()));
const zeus::CVector3f minOfMax(std::min(aabb0.max.x(), aabb1.max.x()), std::min(aabb0.max.y(), aabb1.max.y()),
std::min(aabb0.max.z(), aabb1.max.z()));
if (maxOfMin.x() >= minOfMax.x() || maxOfMin.y() >= minOfMax.y() || maxOfMin.z() >= minOfMax.z())
if (maxOfMin.x() >= minOfMax.x() || maxOfMin.y() >= minOfMax.y() || maxOfMin.z() >= minOfMax.z()) {
return false;
}
zeus::CAABox boolAABB(maxOfMin, minOfMax);
const zeus::CAABox boolAABB(maxOfMin, minOfMax);
const std::array<int, 3> ineqFlags{
(aabb0.min.x() <= aabb1.min.x() ? 1 << 0 : 0) | (aabb0.min.x() <= aabb1.max.x() ? 1 << 1 : 0) |
@ -363,13 +390,13 @@ bool AABoxAABoxIntersection(const zeus::CAABox& aabb0, const CMaterialList& list
switch (ineqFlags[i]) {
case 0x2: // aabb0.min <= aabb1.max
{
CCollisionInfo info(boolAABB, list0, list1, AABBNormalTable[i * 2 + 1], -AABBNormalTable[i * 2 + 1]);
const CCollisionInfo info(boolAABB, list0, list1, AABBNormalTable[i * 2 + 1], -AABBNormalTable[i * 2 + 1]);
infoList.Add(info, false);
break;
}
case 0xB: // aabb0.min <= aabb1.min && aabb0.max <= aabb1.min && aabb0.max <= aabb1.max
{
CCollisionInfo info(boolAABB, list0, list1, AABBNormalTable[i * 2], -AABBNormalTable[i * 2]);
const CCollisionInfo info(boolAABB, list0, list1, AABBNormalTable[i * 2], -AABBNormalTable[i * 2]);
infoList.Add(info, false);
break;
}
@ -378,16 +405,17 @@ bool AABoxAABoxIntersection(const zeus::CAABox& aabb0, const CMaterialList& list
}
}
if (infoList.GetCount())
if (infoList.GetCount() != 0) {
return true;
}
{
CCollisionInfo info(boolAABB, list0, list1, AABBNormalTable[4], -AABBNormalTable[4]);
const CCollisionInfo info(boolAABB, list0, list1, AABBNormalTable[4], -AABBNormalTable[4]);
infoList.Add(info, false);
}
{
CCollisionInfo info(boolAABB, list0, list1, AABBNormalTable[5], -AABBNormalTable[5]);
const CCollisionInfo info(boolAABB, list0, list1, AABBNormalTable[5], -AABBNormalTable[5]);
infoList.Add(info, false);
}
@ -412,7 +440,9 @@ bool AABoxAABoxIntersection(const zeus::CAABox& aabb0, const zeus::CAABox& aabb1
/********************************************************/
static bool planeBoxOverlap(const zeus::CVector3f& normal, float d, const zeus::CVector3f& maxbox) {
zeus::CVector3f vmin, vmax;
zeus::CVector3f vmin;
zeus::CVector3f vmax;
for (int q = 0; q <= 2; q++) {
if (normal[q] > 0.0f) {
vmin[q] = -maxbox[q];
@ -422,10 +452,14 @@ static bool planeBoxOverlap(const zeus::CVector3f& normal, float d, const zeus::
vmax[q] = -maxbox[q];
}
}
if (normal.dot(vmin) + d > 0.0f)
if (normal.dot(vmin) + d > 0.0f) {
return false;
if (normal.dot(vmax) + d >= 0.0f)
}
if (normal.dot(vmax) + d >= 0.0f) {
return true;
}
return false;
}
@ -528,20 +562,18 @@ bool TriBoxOverlap(const zeus::CVector3f& boxcenter, const zeus::CVector3f& boxh
/* 2) normal of the triangle */
/* 3) crossproduct(edge from tri, {x,y,z}-directin) */
/* this gives 3x3=9 more tests */
zeus::CVector3f v0, v1, v2;
float min, max, d, p0, p1, p2, rad, fex, fey, fez;
zeus::CVector3f normal, e0, e1, e2;
/* This is the fastest branch on Sun */
/* move everything so that the boxcenter is in (0,0,0) */
v0 = trivert0 - boxcenter;
v1 = trivert1 - boxcenter;
v2 = trivert2 - boxcenter;
const zeus::CVector3f v0 = trivert0 - boxcenter;
const zeus::CVector3f v1 = trivert1 - boxcenter;
const zeus::CVector3f v2 = trivert2 - boxcenter;
/* compute triangle edges */
e0 = v1 - v0; /* tri edge 0 */
e1 = v2 - v1; /* tri edge 1 */
e2 = v0 - v2; /* tri edge 2 */
const zeus::CVector3f e0 = v1 - v0; // Tri edge 0
const zeus::CVector3f e1 = v2 - v1; // Tri edge 1
const zeus::CVector3f e2 = v0 - v2; // Tri edge 2
/* Bullet 3: */
/* test the 9 tests first (this was faster) */
@ -574,44 +606,48 @@ bool TriBoxOverlap(const zeus::CVector3f& boxcenter, const zeus::CVector3f& boxh
/* test in X-direction */
std::tie(min, max) = std::minmax<float>({v0.x(), v1.x(), v2.x()});
if (min > boxhalfsize.x() || max < -boxhalfsize.x())
if (min > boxhalfsize.x() || max < -boxhalfsize.x()) {
return false;
}
/* test in Y-direction */
std::tie(min, max) = std::minmax<float>({v0.y(), v1.y(), v2.y()});
if (min > boxhalfsize.y() || max < -boxhalfsize.y())
if (min > boxhalfsize.y() || max < -boxhalfsize.y()) {
return false;
}
/* test in Z-direction */
std::tie(min, max) = std::minmax<float>({v0.z(), v1.z(), v2.z()});
if (min > boxhalfsize.z() || max < -boxhalfsize.z())
if (min > boxhalfsize.z() || max < -boxhalfsize.z()) {
return false;
}
/* Bullet 2: */
/* test if the box intersects the plane of the triangle */
/* compute plane equation of triangle: normal*x+d=0 */
normal = e0.cross(e1);
const zeus::CVector3f normal = e0.cross(e1);
d = -normal.dot(v0); /* plane eq: normal.x+d=0 */
if (!planeBoxOverlap(normal, d, boxhalfsize))
if (!planeBoxOverlap(normal, d, boxhalfsize)) {
return false;
}
return true; /* box and triangle overlaps */
}
double TriPointSqrDist(const zeus::CVector3f& point, const zeus::CVector3f& trivert0, const zeus::CVector3f& trivert1,
const zeus::CVector3f& trivert2, float* baryX, float* baryY) {
zeus::CVector3d A = trivert0 - point;
zeus::CVector3d B = trivert1 - trivert0;
zeus::CVector3d C = trivert2 - trivert0;
const zeus::CVector3d A = trivert0 - point;
const zeus::CVector3d B = trivert1 - trivert0;
const zeus::CVector3d C = trivert2 - trivert0;
double bMag = B.magSquared();
double cMag = C.magSquared();
double bDotC = B.dot(C);
double aDotB = A.dot(B);
double aDotC = A.dot(C);
const double bMag = B.magSquared();
const double cMag = C.magSquared();
const double bDotC = B.dot(C);
const double aDotB = A.dot(B);
const double aDotC = A.dot(C);
double ret = A.magSquared();
double rej = std::fabs(bMag * cMag - bDotC * bDotC);
const double rej = std::fabs(bMag * cMag - bDotC * bDotC);
double retB = bDotC * aDotC - cMag * aDotB;
double retA = bDotC * aDotB - bMag * aDotC;
@ -663,7 +699,7 @@ double TriPointSqrDist(const zeus::CVector3f& point, const zeus::CVector3f& triv
ret += aDotB * retB;
}
} else {
float f3 = 1.0 / rej;
const float f3 = 1.0 / rej;
retA *= f3;
retB *= f3;
ret += retB * (2.0 * aDotB + (bMag * retB + bDotC * retA)) + retA * (2.0 * aDotC + (bDotC * retB + cMag * retA));
@ -752,10 +788,12 @@ double TriPointSqrDist(const zeus::CVector3f& point, const zeus::CVector3f& triv
}
}
if (baryX)
*baryX = retA;
if (baryY)
*baryY = retB;
if (baryX != nullptr) {
*baryX = float(retA);
}
if (baryY != nullptr) {
*baryY = float(retB);
}
return ret;
}
@ -769,17 +807,20 @@ bool TriSphereOverlap(const zeus::CSphere& sphere, const zeus::CVector3f& triver
bool TriSphereIntersection(const zeus::CSphere& sphere, const zeus::CVector3f& trivert0,
const zeus::CVector3f& trivert1, const zeus::CVector3f& trivert2, zeus::CVector3f& point,
zeus::CVector3f& normal) {
float baryX, baryY;
if (TriPointSqrDist(sphere.position, trivert0, trivert1, trivert2, &baryX, &baryY) > sphere.radius * sphere.radius)
float baryX;
float baryY;
if (TriPointSqrDist(sphere.position, trivert0, trivert1, trivert2, &baryX, &baryY) > sphere.radius * sphere.radius) {
return false;
}
zeus::CVector3f barys(baryX, baryY, 1.f - (baryX + baryY));
const zeus::CVector3f barys(baryX, baryY, 1.f - (baryX + baryY));
point = zeus::baryToWorld(trivert2, trivert1, trivert0, barys);
if (baryX == 0.f || baryX == 1.f || baryY == 0.f || baryY == 1.f || barys.z() == 0.f || barys.z() == 1.f)
if (baryX == 0.f || baryX == 1.f || baryY == 0.f || baryY == 1.f || barys.z() == 0.f || barys.z() == 1.f) {
normal = -sphere.getSurfaceNormal(point);
else
} else {
normal = (trivert1 - trivert0).cross(trivert2 - trivert0).normalized();
}
return true;
}
@ -796,8 +837,9 @@ bool BoxLineTest(const zeus::CAABox& aabb, const zeus::CVector3f& point, const z
}
}
float dirRecip = 1.f / dir[i];
float tmpMin, tmpMax;
const float dirRecip = 1.f / dir[i];
float tmpMin;
float tmpMax;
if (dir[i] < 0.f) {
tmpMin = (aabb.max[i] - point[i]) * dirRecip;
tmpMax = (aabb.min[i] - point[i]) * dirRecip;
@ -812,8 +854,9 @@ bool BoxLineTest(const zeus::CAABox& aabb, const zeus::CVector3f& point, const z
tMin = tmpMin;
}
if (tmpMax < tMax)
if (tmpMax < tMax) {
tMax = tmpMax;
}
}
return tMin <= tMax;
@ -821,26 +864,29 @@ bool BoxLineTest(const zeus::CAABox& aabb, const zeus::CVector3f& point, const z
bool LineCircleIntersection2d(const zeus::CVector3f& point, const zeus::CVector3f& dir, const zeus::CSphere& sphere,
int axis1, int axis2, float& d) {
zeus::CVector3f delta = sphere.position - point;
zeus::CVector2f deltaVec(delta[axis1], delta[axis2]);
zeus::CVector2f dirVec(dir[axis1], dir[axis2]);
const zeus::CVector3f delta = sphere.position - point;
const zeus::CVector2f deltaVec(delta[axis1], delta[axis2]);
const zeus::CVector2f dirVec(dir[axis1], dir[axis2]);
float dirVecMag = dirVec.magnitude();
if (dirVecMag < FLT_EPSILON)
const float dirVecMag = dirVec.magnitude();
if (dirVecMag < FLT_EPSILON) {
return false;
}
float deltaVecDot = deltaVec.dot(dirVec / dirVecMag);
float deltaVecMagSq = deltaVec.magSquared();
const float deltaVecDot = deltaVec.dot(dirVec / dirVecMag);
const float deltaVecMagSq = deltaVec.magSquared();
float sphereRadSq = sphere.radius * sphere.radius;
if (deltaVecDot < 0.f && deltaVecMagSq > sphereRadSq)
const float sphereRadSq = sphere.radius * sphere.radius;
if (deltaVecDot < 0.f && deltaVecMagSq > sphereRadSq) {
return false;
}
float tSq = sphereRadSq - (deltaVecMagSq - deltaVecDot * deltaVecDot);
if (tSq < 0.f)
const float tSq = sphereRadSq - (deltaVecMagSq - deltaVecDot * deltaVecDot);
if (tSq < 0.f) {
return false;
}
float t = std::sqrt(tSq);
const float t = std::sqrt(tSq);
d = (deltaVecMagSq > sphereRadSq) ? deltaVecDot - t : deltaVecDot + t;
d /= dirVecMag;
@ -850,35 +896,40 @@ bool LineCircleIntersection2d(const zeus::CVector3f& point, const zeus::CVector3
bool MovingSphereAABox(const zeus::CSphere& sphere, const zeus::CAABox& aabb, const zeus::CVector3f& dir, double& dOut,
zeus::CVector3f& point, zeus::CVector3f& normal) {
zeus::CAABox expAABB(aabb.min - sphere.radius, aabb.max + sphere.radius);
float tMin, tMax;
const zeus::CAABox expAABB(aabb.min - sphere.radius, aabb.max + sphere.radius);
float tMin;
float tMax;
int axis;
bool sign;
if (!BoxLineTest(expAABB, sphere.position, dir, tMin, tMax, axis, sign))
if (!BoxLineTest(expAABB, sphere.position, dir, tMin, tMax, axis, sign)) {
return false;
}
point = sphere.position + tMin * dir;
int nextAxis1 = (axis + 1) % 3; // r0
int nextAxis2 = (axis + 2) % 3; // r5
const int nextAxis1 = (axis + 1) % 3; // r0
const int nextAxis2 = (axis + 2) % 3; // r5
bool inMin1 = point[nextAxis1] >= aabb.min[nextAxis1]; // r6
bool inMax1 = point[nextAxis1] <= aabb.max[nextAxis1]; // r8
bool inBounds1 = inMin1 && inMax1; // r9
bool inMin2 = point[nextAxis2] >= aabb.min[nextAxis2]; // r7
bool inMax2 = point[nextAxis2] <= aabb.max[nextAxis2]; // r4
bool inBounds2 = inMin2 && inMax2; // r8
const bool inMin1 = point[nextAxis1] >= aabb.min[nextAxis1]; // r6
const bool inMax1 = point[nextAxis1] <= aabb.max[nextAxis1]; // r8
const bool inBounds1 = inMin1 && inMax1; // r9
const bool inMin2 = point[nextAxis2] >= aabb.min[nextAxis2]; // r7
const bool inMax2 = point[nextAxis2] <= aabb.max[nextAxis2]; // r4
const bool inBounds2 = inMin2 && inMax2; // r8
if (inBounds1 && inBounds2) {
if (tMin < 0.f || tMin > dOut)
if (tMin < 0.f || tMin > dOut) {
return false;
}
normal[axis] = sign ? 1.f : -1.f;
dOut = tMin;
point -= normal * sphere.radius;
return true;
} else if (!inBounds1 && !inBounds2) {
int pointFlags = (1 << axis) * sign | (1 << nextAxis1) * inMin1 | (1 << nextAxis2) * inMin2;
zeus::CVector3f aabbPoint = aabb.getPoint(pointFlags);
}
if (!inBounds1 && !inBounds2) {
const int pointFlags = (1 << axis) * sign | (1 << nextAxis1) * inMin1 | (1 << nextAxis2) * inMin2;
const zeus::CVector3f aabbPoint = aabb.getPoint(pointFlags);
float d;
if (CollisionUtil::RaySphereIntersection(zeus::CSphere(aabbPoint, sphere.radius), sphere.position, dir, dOut, d,
point)) {
@ -896,19 +947,20 @@ bool MovingSphereAABox(const zeus::CSphere& sphere, const zeus::CAABox& aabb, co
return true;
}
int useAxisNext1 = (useAxis + 1) % 3;
int useAxisNext2 = (useAxis + 2) % 3;
const int useAxisNext1 = (useAxis + 1) % 3;
const int useAxisNext2 = (useAxis + 2) % 3;
float d;
if (CollisionUtil::LineCircleIntersection2d(sphere.position, dir, zeus::CSphere(aabbPoint, sphere.radius),
useAxisNext1, useAxisNext2, d) &&
d > 0.f && d < dOut) {
if (point[useAxis] > aabb.max[useAxis]) {
int useAxisBit = 1 << useAxis;
if (pointFlags & useAxisBit)
const int useAxisBit = 1 << useAxis;
if (pointFlags & useAxisBit) {
return false;
}
zeus::CVector3f aabbPoint1 = aabb.getPoint(pointFlags | useAxisBit);
const zeus::CVector3f aabbPoint1 = aabb.getPoint(pointFlags | useAxisBit);
if (CollisionUtil::RaySphereIntersection(zeus::CSphere(aabbPoint1, sphere.radius), sphere.position, dir, dOut,
d, point)) {
dOut = d;
@ -919,11 +971,12 @@ bool MovingSphereAABox(const zeus::CSphere& sphere, const zeus::CAABox& aabb, co
return false;
}
} else if (point[useAxis] < aabb.min[useAxis]) {
int useAxisBit = 1 << useAxis;
if (!(pointFlags & useAxisBit))
const int useAxisBit = 1 << useAxis;
if (!(pointFlags & useAxisBit)) {
return false;
}
zeus::CVector3f aabbPoint1 = aabb.getPoint(pointFlags ^ useAxisBit);
const zeus::CVector3f aabbPoint1 = aabb.getPoint(pointFlags ^ useAxisBit);
if (CollisionUtil::RaySphereIntersection(zeus::CSphere(aabbPoint1, sphere.radius), sphere.position, dir, dOut,
d, point)) {
dOut = d;
@ -946,12 +999,13 @@ bool MovingSphereAABox(const zeus::CSphere& sphere, const zeus::CAABox& aabb, co
int minAxis = 0;
for (int i = 0; i < 3; ++i) {
if (std::fabs(dir[i]) > FLT_EPSILON) {
bool pointMax = pointFlags & (1 << i);
const bool pointMax = (pointFlags & (1 << i)) != 0;
if (pointMax != (dir[i] > 0.f)) {
++reverseCount;
float d = 1.f / dir[i] * ((pointMax ? aabb.max[i] : aabb.min[i]) - sphere.position[i]);
if (d < 0.f)
const float d = 1.f / dir[i] * ((pointMax ? aabb.max[i] : aabb.min[i]) - sphere.position[i]);
if (d < 0.f) {
return false;
}
if (d < dMin) {
dMin = d;
minAxis = i;
@ -960,20 +1014,23 @@ bool MovingSphereAABox(const zeus::CSphere& sphere, const zeus::CAABox& aabb, co
}
}
if (reverseCount < 2)
if (reverseCount < 2) {
return false;
}
int useAxisNext1 = (minAxis + 1) % 3;
int useAxisNext2 = (minAxis + 2) % 3;
const int useAxisNext1 = (minAxis + 1) % 3;
const int useAxisNext2 = (minAxis + 2) % 3;
float d;
if (CollisionUtil::LineCircleIntersection2d(sphere.position, dir, zeus::CSphere(aabbPoint, sphere.radius),
useAxisNext1, useAxisNext2, d) &&
d > 0.f && d < dOut) {
point = sphere.position + d * dir;
if (point[minAxis] > aabb.max[minAxis])
if (point[minAxis] > aabb.max[minAxis]) {
return false;
if (point[minAxis] < aabb.min[minAxis])
}
if (point[minAxis] < aabb.min[minAxis]) {
return false;
}
dOut = d;
normal = point - aabbPoint;
@ -986,17 +1043,17 @@ bool MovingSphereAABox(const zeus::CSphere& sphere, const zeus::CAABox& aabb, co
}
}
bool useNextAxis1 = inBounds1 ? nextAxis2 : nextAxis1;
bool useNextAxis2 = inBounds1 ? nextAxis1 : nextAxis2;
const bool useNextAxis1 = inBounds1 ? nextAxis2 : nextAxis1;
const bool useNextAxis2 = inBounds1 ? nextAxis1 : nextAxis2;
int pointFlags = ((1 << int(useNextAxis1)) * (inBounds1 ? inMin2 : inMin1)) | ((1 << axis) * sign);
zeus::CVector3f aabbPoint2 = aabb.getPoint(pointFlags);
const int pointFlags = ((1 << int(useNextAxis1)) * (inBounds1 ? inMin2 : inMin1)) | ((1 << axis) * sign);
const zeus::CVector3f aabbPoint2 = aabb.getPoint(pointFlags);
float d;
if (LineCircleIntersection2d(sphere.position, dir, zeus::CSphere(aabbPoint2, sphere.radius), axis, useNextAxis1, d) &&
d > 0.f && d < dOut) {
point = sphere.position + d * dir;
if (point[useNextAxis2] > aabb.max[useNextAxis2]) {
zeus::CVector3f aabbPoint3 = aabb.getPoint(pointFlags | (1 << int(useNextAxis2)));
const zeus::CVector3f aabbPoint3 = aabb.getPoint(pointFlags | (1 << int(useNextAxis2)));
if (point[useNextAxis2] < expAABB.max[useNextAxis2]) {
if (RaySphereIntersection(zeus::CSphere(aabbPoint3, sphere.radius), sphere.position, dir, dOut, d, point)) {
dOut = d;
@ -1006,7 +1063,9 @@ bool MovingSphereAABox(const zeus::CSphere& sphere, const zeus::CAABox& aabb, co
}
}
return false;
} else if (point[useNextAxis2] < aabb.min[useNextAxis2]) {
}
if (point[useNextAxis2] < aabb.min[useNextAxis2]) {
if (point[useNextAxis2] > expAABB.min[useNextAxis2]) {
if (RaySphereIntersection(zeus::CSphere(aabbPoint2, sphere.radius), sphere.position, dir, dOut, d, point)) {
dOut = d;
@ -1035,43 +1094,51 @@ bool AABox_AABox_Moving(const zeus::CAABox& aabb0, const zeus::CAABox& aabb1, co
for (size_t i = 0; i < 3; ++i) {
if (std::fabs(dir[i]) < FLT_EPSILON) {
if (aabb0.min[i] >= aabb1.min[i] && aabb0.min[i] <= aabb1.max[i])
if (aabb0.min[i] >= aabb1.min[i] && aabb0.min[i] <= aabb1.max[i]) {
continue;
if (aabb0.max[i] >= aabb1.min[i] && aabb0.max[i] <= aabb1.max[i])
}
if (aabb0.max[i] >= aabb1.min[i] && aabb0.max[i] <= aabb1.max[i]) {
continue;
if (aabb0.min[i] < aabb1.min[i] && aabb0.max[i] > aabb1.max[i])
}
if (aabb0.min[i] < aabb1.min[i] && aabb0.max[i] > aabb1.max[i]) {
continue;
}
return false;
} else {
if (aabb0.max[i] < aabb1.min[i] && dir[i] > 0.f)
if (aabb0.max[i] < aabb1.min[i] && dir[i] > 0.f) {
vecMin[i] = (aabb1.min[i] - aabb0.max[i]) / dir[i];
else if (aabb1.max[i] < aabb0.min[i] && dir[i] < 0.f)
} else if (aabb1.max[i] < aabb0.min[i] && dir[i] < 0.f) {
vecMin[i] = (aabb1.max[i] - aabb0.min[i]) / dir[i];
else if (aabb1.max[i] > aabb0.min[i] && dir[i] < 0.f)
} else if (aabb1.max[i] > aabb0.min[i] && dir[i] < 0.f) {
vecMin[i] = (aabb1.max[i] - aabb0.min[i]) / dir[i];
else if (aabb0.max[i] > aabb1.min[i] && dir[i] > 0.f)
} else if (aabb0.max[i] > aabb1.min[i] && dir[i] > 0.f) {
vecMin[i] = (aabb1.min[i] - aabb0.max[i]) / dir[i];
}
if (aabb1.max[i] > aabb0.min[i] && dir[i] > 0.f)
if (aabb1.max[i] > aabb0.min[i] && dir[i] > 0.f) {
vecMax[i] = (aabb1.max[i] - aabb0.min[i]) / dir[i];
else if (aabb0.max[i] > aabb1.min[i] && dir[i] < 0.f)
} else if (aabb0.max[i] > aabb1.min[i] && dir[i] < 0.f) {
vecMax[i] = (aabb1.min[i] - aabb0.max[i]) / dir[i];
else if (aabb0.max[i] < aabb1.min[i] && dir[i] < 0.f)
} else if (aabb0.max[i] < aabb1.min[i] && dir[i] < 0.f) {
vecMax[i] = (aabb1.min[i] - aabb0.max[i]) / dir[i];
else if (aabb1.max[i] < aabb0.min[i] && dir[i] > 0.f)
} else if (aabb1.max[i] < aabb0.min[i] && dir[i] > 0.f) {
vecMax[i] = (aabb1.max[i] - aabb0.min[i]) / dir[i];
}
}
}
int maxAxis = 0;
if (vecMin[1] > vecMin[0])
if (vecMin[1] > vecMin[0]) {
maxAxis = 1;
if (vecMin[2] > vecMin[maxAxis])
}
if (vecMin[2] > vecMin[maxAxis]) {
maxAxis = 2;
}
double minMax = std::min(std::min(vecMax[2], vecMax[1]), vecMax[0]);
if (vecMin[maxAxis] > minMax)
const double minMax = std::min(std::min(vecMax[2], vecMax[1]), vecMax[0]);
if (vecMin[maxAxis] > minMax) {
return false;
}
d = vecMin[maxAxis];
normal = zeus::skZero3f;
@ -1087,7 +1154,8 @@ bool AABox_AABox_Moving(const zeus::CAABox& aabb0, const zeus::CAABox& aabb1, co
void AddAverageToFront(const CCollisionInfoList& in, CCollisionInfoList& out) {
if (in.GetCount() > 1) {
zeus::CVector3f pointAccum, normAccum;
zeus::CVector3f pointAccum;
zeus::CVector3f normAccum;
for (const CCollisionInfo& info : in) {
pointAccum += info.GetPoint();
@ -1101,7 +1169,8 @@ void AddAverageToFront(const CCollisionInfoList& in, CCollisionInfoList& out) {
}
}
for (const CCollisionInfo& info : in)
for (const CCollisionInfo& info : in) {
out.Add(info, false);
}
}
} // namespace urde::CollisionUtil