OpenGTA/coldet/box.cpp

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2015-12-03 00:37:02 +00:00
/* ColDet - C++ 3D Collision Detection Library
* Copyright (C) 2000 Amir Geva
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Library General Public
* License as published by the Free Software Foundation; either
* version 2 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Library General Public License for more details.
*
* You should have received a copy of the GNU Library General Public
* License along with this library; if not, write to the
* Free Software Foundation, Inc., 59 Temple Place - Suite 330,
* Boston, MA 02111-1307, USA.
*
* Any comments, questions and bug reports send to:
* photon@photoneffect.com
*
* Or visit the home page: http://photoneffect.com/coldet/
*/
#include "sysdep.h"
#include "box.h"
#include "mytritri.h"
__CD__BEGIN
////////////////////////////////////////////////////
// code from here is used in detection process
int BoxTreeInnerNode::getTrianglesNumber()
{
return m_Boxes.size();
}
BoxedTriangle* BoxTreeInnerNode::getTriangle(int which)
{
if (which<0 || which>=getTrianglesNumber()) return NULL;
return m_Boxes[which];
}
RotationState::RotationState(const Matrix3D& transform)
: t(transform)
{
N[0]=Vector3D(t._11,t._12,t._13);
N[1]=Vector3D(t._21,t._22,t._23);
N[2]=Vector3D(t._31,t._32,t._33);
}
inline float DotWithCol(const Vector3D& v, const Matrix3& m, int col)
{
return v.x*m(0,col) + v.y*m(1,col) + v.z*m(2,col);
}
bool Box::intersect(const Vector3D& O, float radius)
{
Vector3D mx=m_Pos+m_Size;
float dist=0.0f;
for(int i=0;i<3;i++)
{
if (O[i] < m_Pos[i])
{
float d=O[i]-m_Pos[i];
dist+=d*d;
}
else
if (O[i] > mx[i])
{
float d=O[i]-mx[i];
dist+=d*d;
}
}
return (dist <= (radius*radius));
}
bool Box::intersect(const Vector3D& O, const Vector3D& D,
float segmax)
{
if (segmax>3e30f) return intersect(O,D); // infinite ray
Vector3D abs_segdir, abs_diff, abs_cross;
Vector3D segdir=0.5f*segmax*D;
Vector3D seg_center=O+segdir;
Vector3D diff=seg_center - getCenter();
int i;
for(i=0;i<3;i++)
{
abs_segdir[i]=flabs(segdir[i]);
abs_diff[i]=flabs(diff[i]);
float f=getSize()[i] + abs_segdir[i];
if (abs_diff[i] > f) return false;
}
Vector3D cross=CrossProduct(segdir,diff);
int idx[] = {0,1,2,0,1};
for(i=0;i<3;i++)
{
int i1=idx[i+1];
int i2=idx[i+2];
abs_cross[i] = flabs(cross[i]);
float f = getSize()[i1]*abs_segdir[i2] + getSize()[i2]*abs_segdir[i1];
if ( abs_cross[i] > f ) return false;
}
return true;
}
bool Box::intersect(const Vector3D& O, const Vector3D& D)
{
Vector3D abs_segdir, abs_cross;
float f;
Vector3D diff = O - getCenter();
for(int i=0;i<3;i++)
{
abs_segdir[i] = flabs(D[i]);
if ( flabs(diff[i])>m_Size[i] && diff[i]*D[i]>=0.0f )
return false;
}
Vector3D cross = CrossProduct(D,diff);
abs_cross[0] = flabs(cross[0]);
f = m_Size[1]*abs_segdir[2] + m_Size[2]*abs_segdir[1];
if ( abs_cross[0] > f )
return false;
abs_cross[1] = flabs(cross[1]);
f = m_Size[0]*abs_segdir[2] + m_Size[2]*abs_segdir[0];
if ( abs_cross[1] > f )
return false;
abs_cross[2] = flabs(cross[2]);
f = m_Size[0]*abs_segdir[1] + m_Size[1]*abs_segdir[0];
if ( abs_cross[2] > f )
return false;
return true;
}
bool Box::intersect(const Box& b, RotationState& rs)
{
const Vector3D bCenter=Transform(b.getCenter(),rs.t);
Vector3D EA=0.5f*getSize();
Vector3D EB=0.5f*b.getSize();
Vector3D distance=bCenter-getCenter();
Matrix3 C,abs_C;
float R0,R1,R,R01;
int i;
for(i=0;i<3;i++)
{
C(i,0)=rs.N[0][i];
C(i,1)=rs.N[1][i];
C(i,2)=rs.N[2][i];
abs_C(i,0)=flabs(C(i,0));
abs_C(i,1)=flabs(C(i,1));
abs_C(i,2)=flabs(C(i,2));
R=flabs(distance[i]);
R1=EB*abs_C.baseRow(i);
R01=EA[i]+R1;
if (R>R01) return false;
}
for(i=0;i<3;i++)
{
R=flabs(rs.N[i]*distance);
R0=DotWithCol(EA,abs_C,i);
R01=R0+EB[i];
if (R>R01) return false;
}
R=flabs(distance.z*C(1,0) - distance.y*C(2,0));
R0=EA.y*abs_C(2,0) + EA.z*abs_C(1,0);
R1=EB.y*abs_C(0,2) + EB.z*abs_C(0,1);
R01=R0+R1;
if (R>R01) return false;
R=flabs(distance.z*C(1,1) - distance.y*C(2,1));
R0=EA.y*abs_C(2,1) + EA.z*abs_C(1,1);
R1=EB.x*abs_C(0,2) + EB.z*abs_C(0,0);
R01=R0+R1;
if (R>R01) return false;
R=flabs(distance.z*C(1,2) - distance.y*C(2,2));
R0=EA.y*abs_C(2,2) + EA.z*abs_C(1,2);
R1=EB.x*abs_C(0,1) + EB.y*abs_C(0,0);
R01=R0+R1;
if (R>R01) return false;
R=flabs(distance.x*C(2,0) - distance.z*C(0,0));
R0=EA.x*abs_C(2,0) + EA.z*abs_C(0,0);
R1=EB.y*abs_C(1,2) + EB.z*abs_C(1,1);
R01=R0+R1;
if (R>R01) return false;
R=flabs(distance.x*C(2,1) - distance.z*C(0,1));
R0=EA.x*abs_C(2,1) + EA.z*abs_C(0,1);
R1=EB.x*abs_C(1,2) + EB.z*abs_C(1,0);
R01=R0+R1;
if (R>R01) return false;
R=flabs(distance.x*C(2,2) - distance.z*C(0,2));
R0=EA.x*abs_C(2,2) + EA.z*abs_C(0,2);
R1=EB.x*abs_C(1,1) + EB.y*abs_C(1,0);
R01=R0+R1;
if (R>R01) return false;
R=flabs(distance.y*C(0,0) - distance.x*C(1,0));
R0=EA.x*abs_C(1,0) + EA.y*abs_C(0,0);
R1=EB.y*abs_C(2,2) + EB.z*abs_C(2,1);
R01=R0+R1;
if (R>R01) return false;
R=flabs(distance.y*C(0,1) - distance.x*C(1,1));
R0=EA.x*abs_C(1,1) + EA.y*abs_C(0,1);
R1=EB.x*abs_C(2,2) + EB.z*abs_C(2,0);
R01=R0+R1;
if (R>R01) return false;
R=flabs(distance.y*C(0,2) - distance.x*C(1,2));
R0=EA.x*abs_C(1,2) + EA.y*abs_C(0,2);
R1=EB.x*abs_C(2,1) + EB.y*abs_C(2,0);
R01=R0+R1;
if (R>R01) return false;
return true;
}
extern "C" {
int tri_tri_intersect(float V0[3],float V1[3],float V2[3],
float U0[3],float U1[3],float U2[3]);
};
Triangle::Triangle(const Vector3D& _1, const Vector3D& _2, const Vector3D& _3)
: v1(_1), v2(_2), v3(_3), center((1.0f/3.0f)*(_1+_2+_3))
{}
bool Triangle::intersect(const Vector3D& O, const Vector3D& D, Vector3D& cp,
float& tparm, float segmax)
{
Plane p(v1,v2,v3);
float denom=p.normal*D;
if (IsZero(denom)) return false;
float t=-(p.d+p.normal*O)/denom;
if (t<=0.0f) return false;
if (t>segmax) return false;
TriangleDesc td(*this,p);
cp=O+t*D;
if (td.pointInTri(cp))
{
tparm=t;
return true;
}
return false;
}
bool Triangle::intersect(const Vector3D& O, float radius, Vector3D& cp)
{
Plane p(v1,v2,v3);
float dist=p.Classify(O);
if (flabs(dist) > radius) return false;
Vector3D point=O-dist*p.normal;
TriangleDesc td(*this,p);
if (td.pointInTri(point))
{
cp=point;
return true;
}
return false;
}
bool Triangle::intersect(const Triangle& t) const
{
return (tri_tri_intersect((float*)&v1.x,
(float*)&v2.x,
(float*)&v3.x,
(float*)&t.v1.x,
(float*)&t.v2.x,
(float*)&t.v3.x) != 0);
}
__CD__END