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.
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@ -220,92 +220,117 @@ u32 RayAABoxIntersection_Double(const zeus::CMRay& ray, const zeus::CAABox& aabb
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bool RaySphereIntersection_Double(const zeus::CSphere& sphere, const zeus::CVector3f& pos, const zeus::CVector3f& dir,
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double& T) {
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zeus::CVector3d sPosD = sphere.position;
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zeus::CVector3d posD = pos;
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zeus::CVector3d sphereToPos = posD - sPosD;
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double f30 = sphereToPos.dot(zeus::CVector3d(dir)) * 2.0;
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double f1 = f30 * f30 - 4.0 * (sphereToPos.magSquared() - sphere.radius * sphere.radius);
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const zeus::CVector3d sPosD = sphere.position;
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const zeus::CVector3d posD = pos;
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const zeus::CVector3d sphereToPos = posD - sPosD;
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const double f30 = sphereToPos.dot(zeus::CVector3d(dir)) * 2.0;
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const double f1 = f30 * f30 - 4.0 * (sphereToPos.magSquared() - sphere.radius * sphere.radius);
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if (f1 >= 0.0) {
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double intersectT = 0.5 * (-f30 - std::sqrt(f1));
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const double intersectT = 0.5 * (-f30 - std::sqrt(f1));
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if (T == 0 || intersectT < T) {
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T = intersectT;
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return true;
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}
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}
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return false;
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}
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bool RaySphereIntersection(const zeus::CSphere& sphere, const zeus::CVector3f& pos, const zeus::CVector3f& dir,
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float mag, float& T, zeus::CVector3f& point) {
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zeus::CVector3f rayToSphere = sphere.position - pos;
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float magSq = rayToSphere.magSquared();
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float dirDot = rayToSphere.dot(dir);
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float radSq = sphere.radius * sphere.radius;
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if (dirDot < 0.f && magSq > radSq)
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const zeus::CVector3f rayToSphere = sphere.position - pos;
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const float magSq = rayToSphere.magSquared();
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const float dirDot = rayToSphere.dot(dir);
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const float radSq = sphere.radius * sphere.radius;
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if (dirDot < 0.f && magSq > radSq) {
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return false;
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float intersectSq = radSq - (magSq - dirDot * dirDot);
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if (intersectSq < 0.f)
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}
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const float intersectSq = radSq - (magSq - dirDot * dirDot);
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if (intersectSq < 0.f) {
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return false;
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}
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T = magSq > radSq ? dirDot - std::sqrt(intersectSq) : dirDot + std::sqrt(intersectSq);
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if (T < mag || mag == 0.f) {
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point = pos + T * dir;
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return true;
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}
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return false;
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}
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bool RayTriangleIntersection_Double(const zeus::CVector3f& point, const zeus::CVector3f& dir,
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const zeus::CVector3f* verts, double& d) {
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zeus::CVector3d v0tov1 = verts[1] - verts[0];
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zeus::CVector3d v0tov2 = verts[2] - verts[0];
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zeus::CVector3d cross0 = zeus::CVector3d(dir).cross(v0tov2);
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double dot0 = v0tov1.dot(cross0);
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if (dot0 < DBL_EPSILON)
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const zeus::CVector3d v0tov1 = verts[1] - verts[0];
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const zeus::CVector3d v0tov2 = verts[2] - verts[0];
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const zeus::CVector3d cross0 = zeus::CVector3d(dir).cross(v0tov2);
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const double dot0 = v0tov1.dot(cross0);
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if (dot0 < DBL_EPSILON) {
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return false;
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zeus::CVector3d v0toPoint = point - verts[0];
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double dot1 = v0toPoint.dot(cross0);
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if (dot1 < 0.0 || dot1 > dot0)
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}
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const zeus::CVector3d v0toPoint = point - verts[0];
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const double dot1 = v0toPoint.dot(cross0);
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if (dot1 < 0.0 || dot1 > dot0) {
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return false;
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zeus::CVector3d cross1 = v0toPoint.cross(v0tov1);
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double dot2 = cross1.dot(dir);
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if (dot2 < 0.0 || dot1 + dot2 > dot0)
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}
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const zeus::CVector3d cross1 = v0toPoint.cross(v0tov1);
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const double dot2 = cross1.dot(dir);
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if (dot2 < 0.0 || dot1 + dot2 > dot0) {
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return false;
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double final = 1.0 / dot0 * cross1.dot(v0tov2);
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if (final < 0.0 || final >= d)
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}
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const double final = 1.0 / dot0 * cross1.dot(v0tov2);
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if (final < 0.0 || final >= d) {
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return false;
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}
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d = final;
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return true;
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}
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bool RayTriangleIntersection(const zeus::CVector3f& point, const zeus::CVector3f& dir, const zeus::CVector3f* verts,
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float& d) {
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zeus::CVector3f v0tov1 = verts[1] - verts[0];
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zeus::CVector3f v0tov2 = verts[2] - verts[0];
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zeus::CVector3f cross0 = dir.cross(v0tov2);
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float dot0 = v0tov1.dot(cross0);
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if (dot0 < DBL_EPSILON)
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const zeus::CVector3f v0tov1 = verts[1] - verts[0];
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const zeus::CVector3f v0tov2 = verts[2] - verts[0];
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const zeus::CVector3f cross0 = dir.cross(v0tov2);
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const float dot0 = v0tov1.dot(cross0);
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if (dot0 < DBL_EPSILON) {
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return false;
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zeus::CVector3f v0toPoint = point - verts[0];
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float dot1 = v0toPoint.dot(cross0);
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if (dot1 < 0.f || dot1 > dot0)
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}
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const zeus::CVector3f v0toPoint = point - verts[0];
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const float dot1 = v0toPoint.dot(cross0);
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if (dot1 < 0.f || dot1 > dot0) {
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return false;
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zeus::CVector3f cross1 = v0toPoint.cross(v0tov1);
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float dot2 = cross1.dot(dir);
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if (dot2 < 0.f || dot1 + dot2 > dot0)
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}
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const zeus::CVector3f cross1 = v0toPoint.cross(v0tov1);
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const float dot2 = cross1.dot(dir);
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if (dot2 < 0.f || dot1 + dot2 > dot0) {
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return false;
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float final = 1.f / dot0 * cross1.dot(v0tov2);
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if (final < 0.f || final >= d)
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}
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const float final = 1.f / dot0 * cross1.dot(v0tov2);
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if (final < 0.f || final >= d) {
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return false;
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}
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d = final;
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return true;
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}
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void FilterOutBackfaces(const zeus::CVector3f& vec, const CCollisionInfoList& in, CCollisionInfoList& out) {
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if (vec.canBeNormalized()) {
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zeus::CVector3f norm = vec.normalized();
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const zeus::CVector3f norm = vec.normalized();
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for (const CCollisionInfo& info : in) {
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if (info.GetNormalLeft().dot(norm) < 0.001f)
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if (info.GetNormalLeft().dot(norm) < 0.001f) {
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out.Add(info, false);
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}
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}
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} else {
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out = in;
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@ -317,7 +342,7 @@ void FilterByClosestNormal(const zeus::CVector3f& norm, const CCollisionInfoList
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int idx = -1;
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int i = 0;
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for (const CCollisionInfo& info : in) {
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float dot = info.GetNormalLeft().dot(norm);
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const float dot = info.GetNormalLeft().dot(norm);
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if (dot > maxDot) {
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maxDot = dot;
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idx = i;
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@ -325,8 +350,9 @@ void FilterByClosestNormal(const zeus::CVector3f& norm, const CCollisionInfoList
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++i;
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}
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if (idx != -1)
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if (idx != -1) {
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out.Add(in.GetItem(idx), false);
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}
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}
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constexpr std::array<zeus::CVector3f, 6> AABBNormalTable{{
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@ -340,15 +366,16 @@ constexpr std::array<zeus::CVector3f, 6> AABBNormalTable{{
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bool AABoxAABoxIntersection(const zeus::CAABox& aabb0, const CMaterialList& list0, const zeus::CAABox& aabb1,
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const CMaterialList& list1, CCollisionInfoList& infoList) {
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zeus::CVector3f maxOfMin(std::max(aabb0.min.x(), aabb1.min.x()), std::max(aabb0.min.y(), aabb1.min.y()),
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std::max(aabb0.min.z(), aabb1.min.z()));
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zeus::CVector3f minOfMax(std::min(aabb0.max.x(), aabb1.max.x()), std::min(aabb0.max.y(), aabb1.max.y()),
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std::min(aabb0.max.z(), aabb1.max.z()));
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const zeus::CVector3f maxOfMin(std::max(aabb0.min.x(), aabb1.min.x()), std::max(aabb0.min.y(), aabb1.min.y()),
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std::max(aabb0.min.z(), aabb1.min.z()));
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const zeus::CVector3f minOfMax(std::min(aabb0.max.x(), aabb1.max.x()), std::min(aabb0.max.y(), aabb1.max.y()),
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std::min(aabb0.max.z(), aabb1.max.z()));
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if (maxOfMin.x() >= minOfMax.x() || maxOfMin.y() >= minOfMax.y() || maxOfMin.z() >= minOfMax.z())
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if (maxOfMin.x() >= minOfMax.x() || maxOfMin.y() >= minOfMax.y() || maxOfMin.z() >= minOfMax.z()) {
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return false;
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}
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zeus::CAABox boolAABB(maxOfMin, minOfMax);
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const zeus::CAABox boolAABB(maxOfMin, minOfMax);
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const std::array<int, 3> ineqFlags{
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(aabb0.min.x() <= aabb1.min.x() ? 1 << 0 : 0) | (aabb0.min.x() <= aabb1.max.x() ? 1 << 1 : 0) |
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@ -363,13 +390,13 @@ bool AABoxAABoxIntersection(const zeus::CAABox& aabb0, const CMaterialList& list
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switch (ineqFlags[i]) {
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case 0x2: // aabb0.min <= aabb1.max
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{
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CCollisionInfo info(boolAABB, list0, list1, AABBNormalTable[i * 2 + 1], -AABBNormalTable[i * 2 + 1]);
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const CCollisionInfo info(boolAABB, list0, list1, AABBNormalTable[i * 2 + 1], -AABBNormalTable[i * 2 + 1]);
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infoList.Add(info, false);
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break;
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}
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case 0xB: // aabb0.min <= aabb1.min && aabb0.max <= aabb1.min && aabb0.max <= aabb1.max
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{
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CCollisionInfo info(boolAABB, list0, list1, AABBNormalTable[i * 2], -AABBNormalTable[i * 2]);
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const CCollisionInfo info(boolAABB, list0, list1, AABBNormalTable[i * 2], -AABBNormalTable[i * 2]);
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infoList.Add(info, false);
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break;
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}
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@ -378,16 +405,17 @@ bool AABoxAABoxIntersection(const zeus::CAABox& aabb0, const CMaterialList& list
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}
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}
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if (infoList.GetCount())
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if (infoList.GetCount() != 0) {
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return true;
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}
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{
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CCollisionInfo info(boolAABB, list0, list1, AABBNormalTable[4], -AABBNormalTable[4]);
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const CCollisionInfo info(boolAABB, list0, list1, AABBNormalTable[4], -AABBNormalTable[4]);
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infoList.Add(info, false);
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}
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{
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CCollisionInfo info(boolAABB, list0, list1, AABBNormalTable[5], -AABBNormalTable[5]);
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const CCollisionInfo info(boolAABB, list0, list1, AABBNormalTable[5], -AABBNormalTable[5]);
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infoList.Add(info, false);
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}
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@ -412,7 +440,9 @@ bool AABoxAABoxIntersection(const zeus::CAABox& aabb0, const zeus::CAABox& aabb1
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/********************************************************/
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static bool planeBoxOverlap(const zeus::CVector3f& normal, float d, const zeus::CVector3f& maxbox) {
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zeus::CVector3f vmin, vmax;
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zeus::CVector3f vmin;
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zeus::CVector3f vmax;
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for (int q = 0; q <= 2; q++) {
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if (normal[q] > 0.0f) {
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vmin[q] = -maxbox[q];
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@ -422,10 +452,14 @@ static bool planeBoxOverlap(const zeus::CVector3f& normal, float d, const zeus::
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vmax[q] = -maxbox[q];
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}
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}
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if (normal.dot(vmin) + d > 0.0f)
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if (normal.dot(vmin) + d > 0.0f) {
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return false;
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if (normal.dot(vmax) + d >= 0.0f)
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}
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if (normal.dot(vmax) + d >= 0.0f) {
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return true;
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}
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return false;
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}
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@ -528,20 +562,18 @@ bool TriBoxOverlap(const zeus::CVector3f& boxcenter, const zeus::CVector3f& boxh
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/* 2) normal of the triangle */
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/* 3) crossproduct(edge from tri, {x,y,z}-directin) */
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/* this gives 3x3=9 more tests */
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zeus::CVector3f v0, v1, v2;
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float min, max, d, p0, p1, p2, rad, fex, fey, fez;
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zeus::CVector3f normal, e0, e1, e2;
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/* This is the fastest branch on Sun */
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/* move everything so that the boxcenter is in (0,0,0) */
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v0 = trivert0 - boxcenter;
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v1 = trivert1 - boxcenter;
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v2 = trivert2 - boxcenter;
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const zeus::CVector3f v0 = trivert0 - boxcenter;
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const zeus::CVector3f v1 = trivert1 - boxcenter;
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const zeus::CVector3f v2 = trivert2 - boxcenter;
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/* compute triangle edges */
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e0 = v1 - v0; /* tri edge 0 */
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e1 = v2 - v1; /* tri edge 1 */
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e2 = v0 - v2; /* tri edge 2 */
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const zeus::CVector3f e0 = v1 - v0; // Tri edge 0
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const zeus::CVector3f e1 = v2 - v1; // Tri edge 1
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const zeus::CVector3f e2 = v0 - v2; // Tri edge 2
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/* Bullet 3: */
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/* test the 9 tests first (this was faster) */
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@ -574,44 +606,48 @@ bool TriBoxOverlap(const zeus::CVector3f& boxcenter, const zeus::CVector3f& boxh
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/* test in X-direction */
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std::tie(min, max) = std::minmax<float>({v0.x(), v1.x(), v2.x()});
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if (min > boxhalfsize.x() || max < -boxhalfsize.x())
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if (min > boxhalfsize.x() || max < -boxhalfsize.x()) {
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return false;
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}
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/* test in Y-direction */
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std::tie(min, max) = std::minmax<float>({v0.y(), v1.y(), v2.y()});
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if (min > boxhalfsize.y() || max < -boxhalfsize.y())
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if (min > boxhalfsize.y() || max < -boxhalfsize.y()) {
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return false;
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}
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/* test in Z-direction */
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std::tie(min, max) = std::minmax<float>({v0.z(), v1.z(), v2.z()});
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if (min > boxhalfsize.z() || max < -boxhalfsize.z())
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if (min > boxhalfsize.z() || max < -boxhalfsize.z()) {
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return false;
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}
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/* Bullet 2: */
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/* test if the box intersects the plane of the triangle */
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/* compute plane equation of triangle: normal*x+d=0 */
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normal = e0.cross(e1);
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const zeus::CVector3f normal = e0.cross(e1);
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d = -normal.dot(v0); /* plane eq: normal.x+d=0 */
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if (!planeBoxOverlap(normal, d, boxhalfsize))
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if (!planeBoxOverlap(normal, d, boxhalfsize)) {
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return false;
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}
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return true; /* box and triangle overlaps */
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}
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double TriPointSqrDist(const zeus::CVector3f& point, const zeus::CVector3f& trivert0, const zeus::CVector3f& trivert1,
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const zeus::CVector3f& trivert2, float* baryX, float* baryY) {
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zeus::CVector3d A = trivert0 - point;
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zeus::CVector3d B = trivert1 - trivert0;
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zeus::CVector3d C = trivert2 - trivert0;
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const zeus::CVector3d A = trivert0 - point;
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const zeus::CVector3d B = trivert1 - trivert0;
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const zeus::CVector3d C = trivert2 - trivert0;
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double bMag = B.magSquared();
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double cMag = C.magSquared();
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double bDotC = B.dot(C);
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double aDotB = A.dot(B);
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double aDotC = A.dot(C);
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const double bMag = B.magSquared();
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const double cMag = C.magSquared();
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const double bDotC = B.dot(C);
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const double aDotB = A.dot(B);
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const double aDotC = A.dot(C);
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double ret = A.magSquared();
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double rej = std::fabs(bMag * cMag - bDotC * bDotC);
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const double rej = std::fabs(bMag * cMag - bDotC * bDotC);
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double retB = bDotC * aDotC - cMag * aDotB;
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double retA = bDotC * aDotB - bMag * aDotC;
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@ -663,7 +699,7 @@ double TriPointSqrDist(const zeus::CVector3f& point, const zeus::CVector3f& triv
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ret += aDotB * retB;
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}
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} else {
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float f3 = 1.0 / rej;
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const float f3 = 1.0 / rej;
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retA *= f3;
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retB *= f3;
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ret += retB * (2.0 * aDotB + (bMag * retB + bDotC * retA)) + retA * (2.0 * aDotC + (bDotC * retB + cMag * retA));
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@ -752,10 +788,12 @@ double TriPointSqrDist(const zeus::CVector3f& point, const zeus::CVector3f& triv
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|||
}
|
||||
}
|
||||
|
||||
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
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void AddAverageToFront(const CCollisionInfoList& in, CCollisionInfoList& out) {
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if (in.GetCount() > 1) {
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||||
zeus::CVector3f pointAccum, normAccum;
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zeus::CVector3f pointAccum;
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zeus::CVector3f normAccum;
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for (const CCollisionInfo& info : in) {
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||||
pointAccum += info.GetPoint();
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|
@ -1101,7 +1169,8 @@ void AddAverageToFront(const CCollisionInfoList& in, CCollisionInfoList& out) {
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}
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}
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||||
for (const CCollisionInfo& info : in)
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||||
for (const CCollisionInfo& info : in) {
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||||
out.Add(info, false);
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||||
}
|
||||
}
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||||
} // namespace urde::CollisionUtil
|
||||
|
|
Loading…
Reference in New Issue