mirror of https://github.com/AxioDL/metaforce.git
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:
parent
39f5fddd63
commit
22eb5c837e
|
@ -220,93 +220,118 @@ 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,
|
bool RaySphereIntersection_Double(const zeus::CSphere& sphere, const zeus::CVector3f& pos, const zeus::CVector3f& dir,
|
||||||
double& T) {
|
double& T) {
|
||||||
zeus::CVector3d sPosD = sphere.position;
|
const zeus::CVector3d sPosD = sphere.position;
|
||||||
zeus::CVector3d posD = pos;
|
const zeus::CVector3d posD = pos;
|
||||||
zeus::CVector3d sphereToPos = posD - sPosD;
|
const zeus::CVector3d sphereToPos = posD - sPosD;
|
||||||
double f30 = sphereToPos.dot(zeus::CVector3d(dir)) * 2.0;
|
const double f30 = sphereToPos.dot(zeus::CVector3d(dir)) * 2.0;
|
||||||
double f1 = f30 * f30 - 4.0 * (sphereToPos.magSquared() - sphere.radius * sphere.radius);
|
const double f1 = f30 * f30 - 4.0 * (sphereToPos.magSquared() - sphere.radius * sphere.radius);
|
||||||
|
|
||||||
if (f1 >= 0.0) {
|
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) {
|
if (T == 0 || intersectT < T) {
|
||||||
T = intersectT;
|
T = intersectT;
|
||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
return false;
|
return false;
|
||||||
}
|
}
|
||||||
|
|
||||||
bool RaySphereIntersection(const zeus::CSphere& sphere, const zeus::CVector3f& pos, const zeus::CVector3f& dir,
|
bool RaySphereIntersection(const zeus::CSphere& sphere, const zeus::CVector3f& pos, const zeus::CVector3f& dir,
|
||||||
float mag, float& T, zeus::CVector3f& point) {
|
float mag, float& T, zeus::CVector3f& point) {
|
||||||
zeus::CVector3f rayToSphere = sphere.position - pos;
|
const zeus::CVector3f rayToSphere = sphere.position - pos;
|
||||||
float magSq = rayToSphere.magSquared();
|
const float magSq = rayToSphere.magSquared();
|
||||||
float dirDot = rayToSphere.dot(dir);
|
const float dirDot = rayToSphere.dot(dir);
|
||||||
float radSq = sphere.radius * sphere.radius;
|
const float radSq = sphere.radius * sphere.radius;
|
||||||
if (dirDot < 0.f && magSq > radSq)
|
|
||||||
|
if (dirDot < 0.f && magSq > radSq) {
|
||||||
return false;
|
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;
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
T = magSq > radSq ? dirDot - std::sqrt(intersectSq) : dirDot + std::sqrt(intersectSq);
|
T = magSq > radSq ? dirDot - std::sqrt(intersectSq) : dirDot + std::sqrt(intersectSq);
|
||||||
if (T < mag || mag == 0.f) {
|
if (T < mag || mag == 0.f) {
|
||||||
point = pos + T * dir;
|
point = pos + T * dir;
|
||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
|
|
||||||
return false;
|
return false;
|
||||||
}
|
}
|
||||||
|
|
||||||
bool RayTriangleIntersection_Double(const zeus::CVector3f& point, const zeus::CVector3f& dir,
|
bool RayTriangleIntersection_Double(const zeus::CVector3f& point, const zeus::CVector3f& dir,
|
||||||
const zeus::CVector3f* verts, double& d) {
|
const zeus::CVector3f* verts, double& d) {
|
||||||
zeus::CVector3d v0tov1 = verts[1] - verts[0];
|
const zeus::CVector3d v0tov1 = verts[1] - verts[0];
|
||||||
zeus::CVector3d v0tov2 = verts[2] - verts[0];
|
const zeus::CVector3d v0tov2 = verts[2] - verts[0];
|
||||||
zeus::CVector3d cross0 = zeus::CVector3d(dir).cross(v0tov2);
|
const zeus::CVector3d cross0 = zeus::CVector3d(dir).cross(v0tov2);
|
||||||
double dot0 = v0tov1.dot(cross0);
|
const double dot0 = v0tov1.dot(cross0);
|
||||||
if (dot0 < DBL_EPSILON)
|
if (dot0 < DBL_EPSILON) {
|
||||||
return false;
|
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;
|
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;
|
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;
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
d = final;
|
d = final;
|
||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
|
|
||||||
bool RayTriangleIntersection(const zeus::CVector3f& point, const zeus::CVector3f& dir, const zeus::CVector3f* verts,
|
bool RayTriangleIntersection(const zeus::CVector3f& point, const zeus::CVector3f& dir, const zeus::CVector3f* verts,
|
||||||
float& d) {
|
float& d) {
|
||||||
zeus::CVector3f v0tov1 = verts[1] - verts[0];
|
const zeus::CVector3f v0tov1 = verts[1] - verts[0];
|
||||||
zeus::CVector3f v0tov2 = verts[2] - verts[0];
|
const zeus::CVector3f v0tov2 = verts[2] - verts[0];
|
||||||
zeus::CVector3f cross0 = dir.cross(v0tov2);
|
const zeus::CVector3f cross0 = dir.cross(v0tov2);
|
||||||
float dot0 = v0tov1.dot(cross0);
|
const float dot0 = v0tov1.dot(cross0);
|
||||||
if (dot0 < DBL_EPSILON)
|
if (dot0 < DBL_EPSILON) {
|
||||||
return false;
|
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;
|
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;
|
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;
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
d = final;
|
d = final;
|
||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
|
|
||||||
void FilterOutBackfaces(const zeus::CVector3f& vec, const CCollisionInfoList& in, CCollisionInfoList& out) {
|
void FilterOutBackfaces(const zeus::CVector3f& vec, const CCollisionInfoList& in, CCollisionInfoList& out) {
|
||||||
if (vec.canBeNormalized()) {
|
if (vec.canBeNormalized()) {
|
||||||
zeus::CVector3f norm = vec.normalized();
|
const zeus::CVector3f norm = vec.normalized();
|
||||||
for (const CCollisionInfo& info : in) {
|
for (const CCollisionInfo& info : in) {
|
||||||
if (info.GetNormalLeft().dot(norm) < 0.001f)
|
if (info.GetNormalLeft().dot(norm) < 0.001f) {
|
||||||
out.Add(info, false);
|
out.Add(info, false);
|
||||||
}
|
}
|
||||||
|
}
|
||||||
} else {
|
} else {
|
||||||
out = in;
|
out = in;
|
||||||
}
|
}
|
||||||
|
@ -317,7 +342,7 @@ void FilterByClosestNormal(const zeus::CVector3f& norm, const CCollisionInfoList
|
||||||
int idx = -1;
|
int idx = -1;
|
||||||
int i = 0;
|
int i = 0;
|
||||||
for (const CCollisionInfo& info : in) {
|
for (const CCollisionInfo& info : in) {
|
||||||
float dot = info.GetNormalLeft().dot(norm);
|
const float dot = info.GetNormalLeft().dot(norm);
|
||||||
if (dot > maxDot) {
|
if (dot > maxDot) {
|
||||||
maxDot = dot;
|
maxDot = dot;
|
||||||
idx = i;
|
idx = i;
|
||||||
|
@ -325,8 +350,9 @@ void FilterByClosestNormal(const zeus::CVector3f& norm, const CCollisionInfoList
|
||||||
++i;
|
++i;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (idx != -1)
|
if (idx != -1) {
|
||||||
out.Add(in.GetItem(idx), false);
|
out.Add(in.GetItem(idx), false);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
constexpr std::array<zeus::CVector3f, 6> AABBNormalTable{{
|
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,
|
bool AABoxAABoxIntersection(const zeus::CAABox& aabb0, const CMaterialList& list0, const zeus::CAABox& aabb1,
|
||||||
const CMaterialList& list1, CCollisionInfoList& infoList) {
|
const CMaterialList& list1, CCollisionInfoList& infoList) {
|
||||||
zeus::CVector3f maxOfMin(std::max(aabb0.min.x(), aabb1.min.x()), std::max(aabb0.min.y(), aabb1.min.y()),
|
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()));
|
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()),
|
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()));
|
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;
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
zeus::CAABox boolAABB(maxOfMin, minOfMax);
|
const zeus::CAABox boolAABB(maxOfMin, minOfMax);
|
||||||
|
|
||||||
const std::array<int, 3> ineqFlags{
|
const std::array<int, 3> ineqFlags{
|
||||||
(aabb0.min.x() <= aabb1.min.x() ? 1 << 0 : 0) | (aabb0.min.x() <= aabb1.max.x() ? 1 << 1 : 0) |
|
(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]) {
|
switch (ineqFlags[i]) {
|
||||||
case 0x2: // aabb0.min <= aabb1.max
|
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);
|
infoList.Add(info, false);
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
case 0xB: // aabb0.min <= aabb1.min && aabb0.max <= aabb1.min && aabb0.max <= aabb1.max
|
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);
|
infoList.Add(info, false);
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
|
@ -378,16 +405,17 @@ bool AABoxAABoxIntersection(const zeus::CAABox& aabb0, const CMaterialList& list
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
if (infoList.GetCount())
|
if (infoList.GetCount() != 0) {
|
||||||
return true;
|
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);
|
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);
|
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) {
|
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++) {
|
for (int q = 0; q <= 2; q++) {
|
||||||
if (normal[q] > 0.0f) {
|
if (normal[q] > 0.0f) {
|
||||||
vmin[q] = -maxbox[q];
|
vmin[q] = -maxbox[q];
|
||||||
|
@ -422,10 +452,14 @@ static bool planeBoxOverlap(const zeus::CVector3f& normal, float d, const zeus::
|
||||||
vmax[q] = -maxbox[q];
|
vmax[q] = -maxbox[q];
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
if (normal.dot(vmin) + d > 0.0f)
|
|
||||||
|
if (normal.dot(vmin) + d > 0.0f) {
|
||||||
return false;
|
return false;
|
||||||
if (normal.dot(vmax) + d >= 0.0f)
|
}
|
||||||
|
|
||||||
|
if (normal.dot(vmax) + d >= 0.0f) {
|
||||||
return true;
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
return false;
|
return false;
|
||||||
}
|
}
|
||||||
|
@ -528,20 +562,18 @@ bool TriBoxOverlap(const zeus::CVector3f& boxcenter, const zeus::CVector3f& boxh
|
||||||
/* 2) normal of the triangle */
|
/* 2) normal of the triangle */
|
||||||
/* 3) crossproduct(edge from tri, {x,y,z}-directin) */
|
/* 3) crossproduct(edge from tri, {x,y,z}-directin) */
|
||||||
/* this gives 3x3=9 more tests */
|
/* this gives 3x3=9 more tests */
|
||||||
zeus::CVector3f v0, v1, v2;
|
|
||||||
float min, max, d, p0, p1, p2, rad, fex, fey, fez;
|
float min, max, d, p0, p1, p2, rad, fex, fey, fez;
|
||||||
zeus::CVector3f normal, e0, e1, e2;
|
|
||||||
|
|
||||||
/* This is the fastest branch on Sun */
|
/* This is the fastest branch on Sun */
|
||||||
/* move everything so that the boxcenter is in (0,0,0) */
|
/* move everything so that the boxcenter is in (0,0,0) */
|
||||||
v0 = trivert0 - boxcenter;
|
const zeus::CVector3f v0 = trivert0 - boxcenter;
|
||||||
v1 = trivert1 - boxcenter;
|
const zeus::CVector3f v1 = trivert1 - boxcenter;
|
||||||
v2 = trivert2 - boxcenter;
|
const zeus::CVector3f v2 = trivert2 - boxcenter;
|
||||||
|
|
||||||
/* compute triangle edges */
|
/* compute triangle edges */
|
||||||
e0 = v1 - v0; /* tri edge 0 */
|
const zeus::CVector3f e0 = v1 - v0; // Tri edge 0
|
||||||
e1 = v2 - v1; /* tri edge 1 */
|
const zeus::CVector3f e1 = v2 - v1; // Tri edge 1
|
||||||
e2 = v0 - v2; /* tri edge 2 */
|
const zeus::CVector3f e2 = v0 - v2; // Tri edge 2
|
||||||
|
|
||||||
/* Bullet 3: */
|
/* Bullet 3: */
|
||||||
/* test the 9 tests first (this was faster) */
|
/* 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 */
|
/* test in X-direction */
|
||||||
std::tie(min, max) = std::minmax<float>({v0.x(), v1.x(), v2.x()});
|
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;
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
/* test in Y-direction */
|
/* test in Y-direction */
|
||||||
std::tie(min, max) = std::minmax<float>({v0.y(), v1.y(), v2.y()});
|
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;
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
/* test in Z-direction */
|
/* test in Z-direction */
|
||||||
std::tie(min, max) = std::minmax<float>({v0.z(), v1.z(), v2.z()});
|
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;
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
/* Bullet 2: */
|
/* Bullet 2: */
|
||||||
/* test if the box intersects the plane of the triangle */
|
/* test if the box intersects the plane of the triangle */
|
||||||
/* compute plane equation of triangle: normal*x+d=0 */
|
/* 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 */
|
d = -normal.dot(v0); /* plane eq: normal.x+d=0 */
|
||||||
if (!planeBoxOverlap(normal, d, boxhalfsize))
|
if (!planeBoxOverlap(normal, d, boxhalfsize)) {
|
||||||
return false;
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
return true; /* box and triangle overlaps */
|
return true; /* box and triangle overlaps */
|
||||||
}
|
}
|
||||||
|
|
||||||
double TriPointSqrDist(const zeus::CVector3f& point, const zeus::CVector3f& trivert0, const zeus::CVector3f& trivert1,
|
double TriPointSqrDist(const zeus::CVector3f& point, const zeus::CVector3f& trivert0, const zeus::CVector3f& trivert1,
|
||||||
const zeus::CVector3f& trivert2, float* baryX, float* baryY) {
|
const zeus::CVector3f& trivert2, float* baryX, float* baryY) {
|
||||||
zeus::CVector3d A = trivert0 - point;
|
const zeus::CVector3d A = trivert0 - point;
|
||||||
zeus::CVector3d B = trivert1 - trivert0;
|
const zeus::CVector3d B = trivert1 - trivert0;
|
||||||
zeus::CVector3d C = trivert2 - trivert0;
|
const zeus::CVector3d C = trivert2 - trivert0;
|
||||||
|
|
||||||
double bMag = B.magSquared();
|
const double bMag = B.magSquared();
|
||||||
double cMag = C.magSquared();
|
const double cMag = C.magSquared();
|
||||||
double bDotC = B.dot(C);
|
const double bDotC = B.dot(C);
|
||||||
double aDotB = A.dot(B);
|
const double aDotB = A.dot(B);
|
||||||
double aDotC = A.dot(C);
|
const double aDotC = A.dot(C);
|
||||||
double ret = A.magSquared();
|
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 retB = bDotC * aDotC - cMag * aDotB;
|
||||||
double retA = bDotC * aDotB - bMag * aDotC;
|
double retA = bDotC * aDotB - bMag * aDotC;
|
||||||
|
|
||||||
|
@ -663,7 +699,7 @@ double TriPointSqrDist(const zeus::CVector3f& point, const zeus::CVector3f& triv
|
||||||
ret += aDotB * retB;
|
ret += aDotB * retB;
|
||||||
}
|
}
|
||||||
} else {
|
} else {
|
||||||
float f3 = 1.0 / rej;
|
const float f3 = 1.0 / rej;
|
||||||
retA *= f3;
|
retA *= f3;
|
||||||
retB *= f3;
|
retB *= f3;
|
||||||
ret += retB * (2.0 * aDotB + (bMag * retB + bDotC * retA)) + retA * (2.0 * aDotC + (bDotC * retB + cMag * retA));
|
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)
|
if (baryX != nullptr) {
|
||||||
*baryX = retA;
|
*baryX = float(retA);
|
||||||
if (baryY)
|
}
|
||||||
*baryY = retB;
|
if (baryY != nullptr) {
|
||||||
|
*baryY = float(retB);
|
||||||
|
}
|
||||||
|
|
||||||
return ret;
|
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,
|
bool TriSphereIntersection(const zeus::CSphere& sphere, const zeus::CVector3f& trivert0,
|
||||||
const zeus::CVector3f& trivert1, const zeus::CVector3f& trivert2, zeus::CVector3f& point,
|
const zeus::CVector3f& trivert1, const zeus::CVector3f& trivert2, zeus::CVector3f& point,
|
||||||
zeus::CVector3f& normal) {
|
zeus::CVector3f& normal) {
|
||||||
float baryX, baryY;
|
float baryX;
|
||||||
if (TriPointSqrDist(sphere.position, trivert0, trivert1, trivert2, &baryX, &baryY) > sphere.radius * sphere.radius)
|
float baryY;
|
||||||
|
if (TriPointSqrDist(sphere.position, trivert0, trivert1, trivert2, &baryX, &baryY) > sphere.radius * sphere.radius) {
|
||||||
return false;
|
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);
|
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);
|
normal = -sphere.getSurfaceNormal(point);
|
||||||
else
|
} else {
|
||||||
normal = (trivert1 - trivert0).cross(trivert2 - trivert0).normalized();
|
normal = (trivert1 - trivert0).cross(trivert2 - trivert0).normalized();
|
||||||
|
}
|
||||||
|
|
||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
|
@ -796,8 +837,9 @@ bool BoxLineTest(const zeus::CAABox& aabb, const zeus::CVector3f& point, const z
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
float dirRecip = 1.f / dir[i];
|
const float dirRecip = 1.f / dir[i];
|
||||||
float tmpMin, tmpMax;
|
float tmpMin;
|
||||||
|
float tmpMax;
|
||||||
if (dir[i] < 0.f) {
|
if (dir[i] < 0.f) {
|
||||||
tmpMin = (aabb.max[i] - point[i]) * dirRecip;
|
tmpMin = (aabb.max[i] - point[i]) * dirRecip;
|
||||||
tmpMax = (aabb.min[i] - point[i]) * dirRecip;
|
tmpMax = (aabb.min[i] - point[i]) * dirRecip;
|
||||||
|
@ -812,35 +854,39 @@ bool BoxLineTest(const zeus::CAABox& aabb, const zeus::CVector3f& point, const z
|
||||||
tMin = tmpMin;
|
tMin = tmpMin;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (tmpMax < tMax)
|
if (tmpMax < tMax) {
|
||||||
tMax = tmpMax;
|
tMax = tmpMax;
|
||||||
}
|
}
|
||||||
|
}
|
||||||
|
|
||||||
return tMin <= tMax;
|
return tMin <= tMax;
|
||||||
}
|
}
|
||||||
|
|
||||||
bool LineCircleIntersection2d(const zeus::CVector3f& point, const zeus::CVector3f& dir, const zeus::CSphere& sphere,
|
bool LineCircleIntersection2d(const zeus::CVector3f& point, const zeus::CVector3f& dir, const zeus::CSphere& sphere,
|
||||||
int axis1, int axis2, float& d) {
|
int axis1, int axis2, float& d) {
|
||||||
zeus::CVector3f delta = sphere.position - point;
|
const zeus::CVector3f delta = sphere.position - point;
|
||||||
zeus::CVector2f deltaVec(delta[axis1], delta[axis2]);
|
const zeus::CVector2f deltaVec(delta[axis1], delta[axis2]);
|
||||||
zeus::CVector2f dirVec(dir[axis1], dir[axis2]);
|
const zeus::CVector2f dirVec(dir[axis1], dir[axis2]);
|
||||||
|
|
||||||
float dirVecMag = dirVec.magnitude();
|
const float dirVecMag = dirVec.magnitude();
|
||||||
if (dirVecMag < FLT_EPSILON)
|
if (dirVecMag < FLT_EPSILON) {
|
||||||
return false;
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
float deltaVecDot = deltaVec.dot(dirVec / dirVecMag);
|
const float deltaVecDot = deltaVec.dot(dirVec / dirVecMag);
|
||||||
float deltaVecMagSq = deltaVec.magSquared();
|
const float deltaVecMagSq = deltaVec.magSquared();
|
||||||
|
|
||||||
float sphereRadSq = sphere.radius * sphere.radius;
|
const float sphereRadSq = sphere.radius * sphere.radius;
|
||||||
if (deltaVecDot < 0.f && deltaVecMagSq > sphereRadSq)
|
if (deltaVecDot < 0.f && deltaVecMagSq > sphereRadSq) {
|
||||||
return false;
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
float tSq = sphereRadSq - (deltaVecMagSq - deltaVecDot * deltaVecDot);
|
const float tSq = sphereRadSq - (deltaVecMagSq - deltaVecDot * deltaVecDot);
|
||||||
if (tSq < 0.f)
|
if (tSq < 0.f) {
|
||||||
return false;
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
float t = std::sqrt(tSq);
|
const float t = std::sqrt(tSq);
|
||||||
|
|
||||||
d = (deltaVecMagSq > sphereRadSq) ? deltaVecDot - t : deltaVecDot + t;
|
d = (deltaVecMagSq > sphereRadSq) ? deltaVecDot - t : deltaVecDot + t;
|
||||||
d /= dirVecMag;
|
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,
|
bool MovingSphereAABox(const zeus::CSphere& sphere, const zeus::CAABox& aabb, const zeus::CVector3f& dir, double& dOut,
|
||||||
zeus::CVector3f& point, zeus::CVector3f& normal) {
|
zeus::CVector3f& point, zeus::CVector3f& normal) {
|
||||||
zeus::CAABox expAABB(aabb.min - sphere.radius, aabb.max + sphere.radius);
|
const zeus::CAABox expAABB(aabb.min - sphere.radius, aabb.max + sphere.radius);
|
||||||
float tMin, tMax;
|
float tMin;
|
||||||
|
float tMax;
|
||||||
int axis;
|
int axis;
|
||||||
bool sign;
|
bool sign;
|
||||||
if (!BoxLineTest(expAABB, sphere.position, dir, tMin, tMax, axis, sign))
|
if (!BoxLineTest(expAABB, sphere.position, dir, tMin, tMax, axis, sign)) {
|
||||||
return false;
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
point = sphere.position + tMin * dir;
|
point = sphere.position + tMin * dir;
|
||||||
|
|
||||||
int nextAxis1 = (axis + 1) % 3; // r0
|
const int nextAxis1 = (axis + 1) % 3; // r0
|
||||||
int nextAxis2 = (axis + 2) % 3; // r5
|
const int nextAxis2 = (axis + 2) % 3; // r5
|
||||||
|
|
||||||
bool inMin1 = point[nextAxis1] >= aabb.min[nextAxis1]; // r6
|
const bool inMin1 = point[nextAxis1] >= aabb.min[nextAxis1]; // r6
|
||||||
bool inMax1 = point[nextAxis1] <= aabb.max[nextAxis1]; // r8
|
const bool inMax1 = point[nextAxis1] <= aabb.max[nextAxis1]; // r8
|
||||||
bool inBounds1 = inMin1 && inMax1; // r9
|
const bool inBounds1 = inMin1 && inMax1; // r9
|
||||||
bool inMin2 = point[nextAxis2] >= aabb.min[nextAxis2]; // r7
|
const bool inMin2 = point[nextAxis2] >= aabb.min[nextAxis2]; // r7
|
||||||
bool inMax2 = point[nextAxis2] <= aabb.max[nextAxis2]; // r4
|
const bool inMax2 = point[nextAxis2] <= aabb.max[nextAxis2]; // r4
|
||||||
bool inBounds2 = inMin2 && inMax2; // r8
|
const bool inBounds2 = inMin2 && inMax2; // r8
|
||||||
|
|
||||||
if (inBounds1 && inBounds2) {
|
if (inBounds1 && inBounds2) {
|
||||||
if (tMin < 0.f || tMin > dOut)
|
if (tMin < 0.f || tMin > dOut) {
|
||||||
return false;
|
return false;
|
||||||
|
}
|
||||||
normal[axis] = sign ? 1.f : -1.f;
|
normal[axis] = sign ? 1.f : -1.f;
|
||||||
dOut = tMin;
|
dOut = tMin;
|
||||||
point -= normal * sphere.radius;
|
point -= normal * sphere.radius;
|
||||||
return true;
|
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;
|
float d;
|
||||||
if (CollisionUtil::RaySphereIntersection(zeus::CSphere(aabbPoint, sphere.radius), sphere.position, dir, dOut, d,
|
if (CollisionUtil::RaySphereIntersection(zeus::CSphere(aabbPoint, sphere.radius), sphere.position, dir, dOut, d,
|
||||||
point)) {
|
point)) {
|
||||||
|
@ -896,19 +947,20 @@ bool MovingSphereAABox(const zeus::CSphere& sphere, const zeus::CAABox& aabb, co
|
||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
|
|
||||||
int useAxisNext1 = (useAxis + 1) % 3;
|
const int useAxisNext1 = (useAxis + 1) % 3;
|
||||||
int useAxisNext2 = (useAxis + 2) % 3;
|
const int useAxisNext2 = (useAxis + 2) % 3;
|
||||||
|
|
||||||
float d;
|
float d;
|
||||||
if (CollisionUtil::LineCircleIntersection2d(sphere.position, dir, zeus::CSphere(aabbPoint, sphere.radius),
|
if (CollisionUtil::LineCircleIntersection2d(sphere.position, dir, zeus::CSphere(aabbPoint, sphere.radius),
|
||||||
useAxisNext1, useAxisNext2, d) &&
|
useAxisNext1, useAxisNext2, d) &&
|
||||||
d > 0.f && d < dOut) {
|
d > 0.f && d < dOut) {
|
||||||
if (point[useAxis] > aabb.max[useAxis]) {
|
if (point[useAxis] > aabb.max[useAxis]) {
|
||||||
int useAxisBit = 1 << useAxis;
|
const int useAxisBit = 1 << useAxis;
|
||||||
if (pointFlags & useAxisBit)
|
if (pointFlags & useAxisBit) {
|
||||||
return false;
|
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,
|
if (CollisionUtil::RaySphereIntersection(zeus::CSphere(aabbPoint1, sphere.radius), sphere.position, dir, dOut,
|
||||||
d, point)) {
|
d, point)) {
|
||||||
dOut = d;
|
dOut = d;
|
||||||
|
@ -919,11 +971,12 @@ bool MovingSphereAABox(const zeus::CSphere& sphere, const zeus::CAABox& aabb, co
|
||||||
return false;
|
return false;
|
||||||
}
|
}
|
||||||
} else if (point[useAxis] < aabb.min[useAxis]) {
|
} else if (point[useAxis] < aabb.min[useAxis]) {
|
||||||
int useAxisBit = 1 << useAxis;
|
const int useAxisBit = 1 << useAxis;
|
||||||
if (!(pointFlags & useAxisBit))
|
if (!(pointFlags & useAxisBit)) {
|
||||||
return false;
|
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,
|
if (CollisionUtil::RaySphereIntersection(zeus::CSphere(aabbPoint1, sphere.radius), sphere.position, dir, dOut,
|
||||||
d, point)) {
|
d, point)) {
|
||||||
dOut = d;
|
dOut = d;
|
||||||
|
@ -946,12 +999,13 @@ bool MovingSphereAABox(const zeus::CSphere& sphere, const zeus::CAABox& aabb, co
|
||||||
int minAxis = 0;
|
int minAxis = 0;
|
||||||
for (int i = 0; i < 3; ++i) {
|
for (int i = 0; i < 3; ++i) {
|
||||||
if (std::fabs(dir[i]) > FLT_EPSILON) {
|
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)) {
|
if (pointMax != (dir[i] > 0.f)) {
|
||||||
++reverseCount;
|
++reverseCount;
|
||||||
float d = 1.f / dir[i] * ((pointMax ? aabb.max[i] : aabb.min[i]) - sphere.position[i]);
|
const float d = 1.f / dir[i] * ((pointMax ? aabb.max[i] : aabb.min[i]) - sphere.position[i]);
|
||||||
if (d < 0.f)
|
if (d < 0.f) {
|
||||||
return false;
|
return false;
|
||||||
|
}
|
||||||
if (d < dMin) {
|
if (d < dMin) {
|
||||||
dMin = d;
|
dMin = d;
|
||||||
minAxis = i;
|
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;
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
int useAxisNext1 = (minAxis + 1) % 3;
|
const int useAxisNext1 = (minAxis + 1) % 3;
|
||||||
int useAxisNext2 = (minAxis + 2) % 3;
|
const int useAxisNext2 = (minAxis + 2) % 3;
|
||||||
float d;
|
float d;
|
||||||
if (CollisionUtil::LineCircleIntersection2d(sphere.position, dir, zeus::CSphere(aabbPoint, sphere.radius),
|
if (CollisionUtil::LineCircleIntersection2d(sphere.position, dir, zeus::CSphere(aabbPoint, sphere.radius),
|
||||||
useAxisNext1, useAxisNext2, d) &&
|
useAxisNext1, useAxisNext2, d) &&
|
||||||
d > 0.f && d < dOut) {
|
d > 0.f && d < dOut) {
|
||||||
point = sphere.position + d * dir;
|
point = sphere.position + d * dir;
|
||||||
if (point[minAxis] > aabb.max[minAxis])
|
if (point[minAxis] > aabb.max[minAxis]) {
|
||||||
return false;
|
return false;
|
||||||
if (point[minAxis] < aabb.min[minAxis])
|
}
|
||||||
|
if (point[minAxis] < aabb.min[minAxis]) {
|
||||||
return false;
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
dOut = d;
|
dOut = d;
|
||||||
normal = point - aabbPoint;
|
normal = point - aabbPoint;
|
||||||
|
@ -986,17 +1043,17 @@ bool MovingSphereAABox(const zeus::CSphere& sphere, const zeus::CAABox& aabb, co
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
bool useNextAxis1 = inBounds1 ? nextAxis2 : nextAxis1;
|
const bool useNextAxis1 = inBounds1 ? nextAxis2 : nextAxis1;
|
||||||
bool useNextAxis2 = inBounds1 ? nextAxis1 : nextAxis2;
|
const bool useNextAxis2 = inBounds1 ? nextAxis1 : nextAxis2;
|
||||||
|
|
||||||
int pointFlags = ((1 << int(useNextAxis1)) * (inBounds1 ? inMin2 : inMin1)) | ((1 << axis) * sign);
|
const int pointFlags = ((1 << int(useNextAxis1)) * (inBounds1 ? inMin2 : inMin1)) | ((1 << axis) * sign);
|
||||||
zeus::CVector3f aabbPoint2 = aabb.getPoint(pointFlags);
|
const zeus::CVector3f aabbPoint2 = aabb.getPoint(pointFlags);
|
||||||
float d;
|
float d;
|
||||||
if (LineCircleIntersection2d(sphere.position, dir, zeus::CSphere(aabbPoint2, sphere.radius), axis, useNextAxis1, d) &&
|
if (LineCircleIntersection2d(sphere.position, dir, zeus::CSphere(aabbPoint2, sphere.radius), axis, useNextAxis1, d) &&
|
||||||
d > 0.f && d < dOut) {
|
d > 0.f && d < dOut) {
|
||||||
point = sphere.position + d * dir;
|
point = sphere.position + d * dir;
|
||||||
if (point[useNextAxis2] > aabb.max[useNextAxis2]) {
|
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 (point[useNextAxis2] < expAABB.max[useNextAxis2]) {
|
||||||
if (RaySphereIntersection(zeus::CSphere(aabbPoint3, sphere.radius), sphere.position, dir, dOut, d, point)) {
|
if (RaySphereIntersection(zeus::CSphere(aabbPoint3, sphere.radius), sphere.position, dir, dOut, d, point)) {
|
||||||
dOut = d;
|
dOut = d;
|
||||||
|
@ -1006,7 +1063,9 @@ bool MovingSphereAABox(const zeus::CSphere& sphere, const zeus::CAABox& aabb, co
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
return false;
|
return false;
|
||||||
} else if (point[useNextAxis2] < aabb.min[useNextAxis2]) {
|
}
|
||||||
|
|
||||||
|
if (point[useNextAxis2] < aabb.min[useNextAxis2]) {
|
||||||
if (point[useNextAxis2] > expAABB.min[useNextAxis2]) {
|
if (point[useNextAxis2] > expAABB.min[useNextAxis2]) {
|
||||||
if (RaySphereIntersection(zeus::CSphere(aabbPoint2, sphere.radius), sphere.position, dir, dOut, d, point)) {
|
if (RaySphereIntersection(zeus::CSphere(aabbPoint2, sphere.radius), sphere.position, dir, dOut, d, point)) {
|
||||||
dOut = d;
|
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) {
|
for (size_t i = 0; i < 3; ++i) {
|
||||||
if (std::fabs(dir[i]) < FLT_EPSILON) {
|
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;
|
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;
|
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;
|
continue;
|
||||||
|
}
|
||||||
return false;
|
return false;
|
||||||
} else {
|
} 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];
|
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];
|
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];
|
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];
|
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];
|
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];
|
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];
|
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];
|
vecMax[i] = (aabb1.max[i] - aabb0.min[i]) / dir[i];
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
}
|
||||||
|
|
||||||
int maxAxis = 0;
|
int maxAxis = 0;
|
||||||
if (vecMin[1] > vecMin[0])
|
if (vecMin[1] > vecMin[0]) {
|
||||||
maxAxis = 1;
|
maxAxis = 1;
|
||||||
if (vecMin[2] > vecMin[maxAxis])
|
}
|
||||||
|
if (vecMin[2] > vecMin[maxAxis]) {
|
||||||
maxAxis = 2;
|
maxAxis = 2;
|
||||||
|
}
|
||||||
|
|
||||||
double minMax = std::min(std::min(vecMax[2], vecMax[1]), vecMax[0]);
|
const double minMax = std::min(std::min(vecMax[2], vecMax[1]), vecMax[0]);
|
||||||
if (vecMin[maxAxis] > minMax)
|
if (vecMin[maxAxis] > minMax) {
|
||||||
return false;
|
return false;
|
||||||
|
}
|
||||||
d = vecMin[maxAxis];
|
d = vecMin[maxAxis];
|
||||||
|
|
||||||
normal = zeus::skZero3f;
|
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) {
|
void AddAverageToFront(const CCollisionInfoList& in, CCollisionInfoList& out) {
|
||||||
if (in.GetCount() > 1) {
|
if (in.GetCount() > 1) {
|
||||||
zeus::CVector3f pointAccum, normAccum;
|
zeus::CVector3f pointAccum;
|
||||||
|
zeus::CVector3f normAccum;
|
||||||
|
|
||||||
for (const CCollisionInfo& info : in) {
|
for (const CCollisionInfo& info : in) {
|
||||||
pointAccum += info.GetPoint();
|
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);
|
out.Add(info, false);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
} // namespace urde::CollisionUtil
|
} // namespace urde::CollisionUtil
|
||||||
|
|
Loading…
Reference in New Issue