mirror of https://github.com/AxioDL/zeus.git
CAABox intersectRadius fixes
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@ -51,23 +51,6 @@ public:
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#endif
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float distanceFromPointSquared(const CVector3f& other) const {
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float dist = 0;
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for (int i = 0; i < 3; i++) {
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if (other[i] < min[i]) {
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const float tmp = (min[i] - other[i]);
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dist += tmp * tmp;
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} else if (other[i] > max[i]) {
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const float tmp = (other[i] - max[i]);
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dist += tmp * tmp;
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}
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}
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return dist;
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}
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float distanceFromPoint(const CVector3f& other) const { return std::sqrt(distanceFromPointSquared(other)); }
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bool intersects(const CAABox& other) const {
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bool x1 = (max[0] >= other.min[0]);
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bool x2 = (min[0] <= other.max[0]);
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@ -78,37 +61,9 @@ public:
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return x1 && x2 && y1 && y2 && z1 && z2;
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}
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bool intersects(const CSphere& other) const {
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return distanceFromPointSquared(other.position) <= other.radius * other.radius;
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}
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float intersectionRadius(const CSphere& other) const {
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float dist = distanceFromPoint(other.position);
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return (dist < other.radius) ? dist : -1.f;
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}
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CAABox booleanIntersection(const CAABox& other) const {
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CVector3f minVec = CVector3f::skZero;
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CVector3f maxVec = CVector3f::skZero;
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for (int i = 0; i < 3; ++i) {
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if (min[i] <= other.min[i] && max[i] >= other.max[i]) {
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minVec[i] = other.min[i];
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maxVec[i] = other.max[i];
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} else if (other.min[i] <= min[i] && other.max[i] >= max[i]) {
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minVec[i] = min[i];
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maxVec[i] = max[i];
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} else if (other.min[i] <= min[i] && other.max[i] >= min[i]) {
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minVec[i] = min[i];
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maxVec[i] = other.max[i];
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} else if (other.min[i] <= max[i] && other.max[i] >= max[i]) {
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minVec[i] = other.min[i];
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maxVec[i] = max[i];
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}
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}
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return {minVec, maxVec};
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}
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bool intersects(const CSphere& other) const;
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float intersectionRadius(const CSphere& other) const;
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CAABox booleanIntersection(const CAABox& other) const;
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bool inside(const CAABox& other) const {
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bool x = min[0] >= other.min[0] && max[0] <= other.max[0];
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@ -36,4 +36,81 @@ bool CAABox::projectedPointTest(const CMatrix4f& mvp, const CVector2f& point) co
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return false;
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}
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bool CAABox::intersects(const CSphere& other) const {
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float dist = 0.f;
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int comps = 0;
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for (int i = 0; i < 3; i++) {
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if (other.position[i] < min[i]) {
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if (other.position[i] + other.radius >= min[i]) {
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float comp = other.position[i] - min[i];
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dist += comp * comp;
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comps |= 1 << i;
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} else {
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return false;
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}
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} else if (other.position[i] > max[i]) {
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if (other.position[i] - other.radius <= max[i]) {
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float comp = other.position[i] - max[i];
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dist += comp * comp;
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comps |= 1 << i;
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} else {
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return false;
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}
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}
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}
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if (comps == 0)
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return true;
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return dist <= other.radius * other.radius;
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}
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float CAABox::intersectionRadius(const CSphere& other) const {
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float dist = 0.f;
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int comps = 0;
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for (int i = 0; i < 3; i++) {
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if (other.position[i] < min[i]) {
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if (other.position[i] + other.radius >= min[i]) {
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float comp = other.position[i] - min[i];
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dist += comp * comp;
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comps |= 1 << i;
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} else {
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return -1.f;
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}
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} else if (other.position[i] > max[i]) {
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if (other.position[i] - other.radius <= max[i]) {
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float comp = other.position[i] - max[i];
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dist += comp * comp;
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comps |= 1 << i;
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} else {
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return -1.f;
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}
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}
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}
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if (comps == 0)
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return dist;
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return (dist <= other.radius * other.radius) ? dist : -1.f;
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}
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CAABox CAABox::booleanIntersection(const CAABox& other) const {
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CVector3f minVec = CVector3f::skZero;
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CVector3f maxVec = CVector3f::skZero;
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for (int i = 0; i < 3; ++i) {
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if (min[i] <= other.min[i] && max[i] >= other.max[i]) {
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minVec[i] = other.min[i];
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maxVec[i] = other.max[i];
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} else if (other.min[i] <= min[i] && other.max[i] >= max[i]) {
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minVec[i] = min[i];
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maxVec[i] = max[i];
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} else if (other.min[i] <= min[i] && other.max[i] >= min[i]) {
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minVec[i] = min[i];
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maxVec[i] = other.max[i];
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} else if (other.min[i] <= max[i] && other.max[i] >= max[i]) {
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minVec[i] = other.min[i];
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maxVec[i] = max[i];
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}
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}
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return {minVec, maxVec};
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}
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} // namespace zeus
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