Updated the BoxVsBox collision alghorithm
and added overloaded
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@ -81,7 +81,7 @@ namespace Oyster { namespace Collision3D { namespace Utility
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centerDistance = box.center.Dot(plane.normal) + plane.phasing; // distance between box center and plane
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}
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bool SeperatingAxisTest_AxisAlignedVsTransformedBox( const Float3 &boundingOffsetA, const Float3 &boundingOffsetB, const Float4x4 &rotationB, const Float3 &worldOffset )
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bool SeperatingAxisTest_AxisAlignedVsTransformedBox( const Float3 &boundingOffsetA, const Float3 &boundingOffsetB, const Float4x4 &rotationB, const Float4 &worldOffset )
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{ // by Dan Andersson
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/*****************************************************************
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@ -121,19 +121,19 @@ namespace Oyster { namespace Collision3D { namespace Utility
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}
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// s = RB.v[0].xyz
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if( Abs(worldOffset.Dot(rotationB.v[0].xyz)) > boundingOffsetA.Dot(absRotationB.v[0].xyz) + boundingOffsetB.x )
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if( Abs(worldOffset.Dot(rotationB.v[0])) > boundingOffsetA.Dot(absRotationB.v[0].xyz) + boundingOffsetB.x )
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{ // |t dot s| > hA dot |s| + hB dot |s * RB| -->> |t dot s| > hA dot |s| + hB dot |{1, 0, 0}| -->> |t dot s| > hA dot |s| + hB.x
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return false;
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}
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// s = RB.v[1].xyz
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if( Abs(worldOffset.Dot(rotationB.v[1].xyz)) > boundingOffsetA.Dot(absRotationB.v[1].xyz) + boundingOffsetB.y )
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if( Abs(worldOffset.Dot(rotationB.v[1])) > boundingOffsetA.Dot(absRotationB.v[1].xyz) + boundingOffsetB.y )
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{ // |t dot s| > hA dot |s| + hB.y
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return false;
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}
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// s = RB.v[2].xyz
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if( Abs(worldOffset.Dot(rotationB.v[2].xyz)) > boundingOffsetA.Dot(absRotationB.v[2].xyz) + boundingOffsetB.z )
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if( Abs(worldOffset.Dot(rotationB.v[2])) > boundingOffsetA.Dot(absRotationB.v[2].xyz) + boundingOffsetB.z )
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{ // |t dot s| > hA dot |s| + hB.z
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return false;
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}
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@ -204,7 +204,7 @@ namespace Oyster { namespace Collision3D { namespace Utility
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return true;
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}
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bool SeperatingAxisTest_AxisAlignedVsTransformedBox( const Float3 &boundingOffsetA, const Float3 &boundingOffsetB, const Float4x4 &rotationB, const Float3 &worldOffset, Float3 &worldPointOfContact )
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bool SeperatingAxisTest_AxisAlignedVsTransformedBox( const Float3 &boundingOffsetA, const Float3 &boundingOffsetB, const Float4x4 &rotationB, const Float4 &worldOffset, Float4 &worldPointOfContact )
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{ // by Dan Andersson
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/*****************************************************************
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@ -229,8 +229,8 @@ namespace Oyster { namespace Collision3D { namespace Utility
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* = ( p1 + p2 + ... + p5 + p6 ) / 2
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*****************************************************************/
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Float4 t = Float4( worldOffset, 0.0f ),
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s = Float4::standard_unit_x,
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const Float4 &t = worldOffset;
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Float4 s = Float4::standard_unit_x,
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hA = Float4( boundingOffsetA, 0.0f ),
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hB = Float4( boundingOffsetB, 0.0f );
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Float centerSeperation = t.Dot(s),
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@ -240,7 +240,7 @@ namespace Oyster { namespace Collision3D { namespace Utility
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{ // no intersection
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return false;
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}
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Float4 sumPoints = s * ( centerSeperation * eA / edgeSeperation );
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worldPointOfContact = s * ( centerSeperation * eA / edgeSeperation );
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s = Float4::standard_unit_y;
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centerSeperation = t.Dot(s);
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@ -250,7 +250,7 @@ namespace Oyster { namespace Collision3D { namespace Utility
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{ // no intersection
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return false;
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}
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sumPoints += s * ( centerSeperation * eA / edgeSeperation );
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worldPointOfContact += s * ( centerSeperation * eA / edgeSeperation );
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s = Float4::standard_unit_z;
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centerSeperation = t.Dot(s);
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@ -260,7 +260,7 @@ namespace Oyster { namespace Collision3D { namespace Utility
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{ // no intersection
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return false;
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}
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sumPoints += s * ( centerSeperation * eA / edgeSeperation );
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worldPointOfContact += s * ( centerSeperation * eA / edgeSeperation );
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s = rotationB.v[0];
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centerSeperation = t.Dot(s);
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@ -270,7 +270,7 @@ namespace Oyster { namespace Collision3D { namespace Utility
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{ // no intersection
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return false;
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}
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sumPoints += s * ( centerSeperation * eA / edgeSeperation );
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worldPointOfContact += s * ( centerSeperation * eA / edgeSeperation );
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s = rotationB.v[1];
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centerSeperation = t.Dot(s);
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@ -280,7 +280,7 @@ namespace Oyster { namespace Collision3D { namespace Utility
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{ // no intersection
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return false;
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}
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sumPoints += s * ( centerSeperation * eA / edgeSeperation );
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worldPointOfContact += s * ( centerSeperation * eA / edgeSeperation );
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s = rotationB.v[2];
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centerSeperation = t.Dot(s);
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@ -290,7 +290,7 @@ namespace Oyster { namespace Collision3D { namespace Utility
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{ // no intersection
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return false;
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}
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sumPoints += s * ( centerSeperation * eA / edgeSeperation ); // enough point of contact data gathered for approximative result.
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worldPointOfContact += s * ( centerSeperation * eA / edgeSeperation ); // enough point of contact data gathered for approximative result.
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s = Float4( Float3::standard_unit_x.Cross(rotationB.v[0].xyz), 0.0f );
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centerSeperation = t.Dot(s);
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@ -373,7 +373,7 @@ namespace Oyster { namespace Collision3D { namespace Utility
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return false;
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}
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worldPointOfContact = (0.5f * sumPoints).xyz;
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worldPointOfContact *= 0.5f;
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return true;
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}
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}
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@ -791,20 +791,31 @@ namespace Oyster { namespace Collision3D { namespace Utility
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bool Intersect( const Box &boxA, const BoxAxisAligned &boxB )
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{ // by Dan Andersson
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Float3 alignedOffsetBoundaries = (boxB.maxVertex - boxB.minVertex) * 0.5f,
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offset = boxA.center - Average( boxB.minVertex, boxB.maxVertex );
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return Private::SeperatingAxisTest_AxisAlignedVsTransformedBox( alignedOffsetBoundaries, boxA.boundingOffset, boxA.rotation, offset );
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Float4 alignedOffsetBoundaries = (Float4(boxB.maxVertex, 1.0f) - Float4(boxB.minVertex, 1.0f)) * 0.5f,
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offset = Float4(boxA.center, 1.0f) - Average( Float4(boxB.maxVertex, 1.0f), Float4(boxB.minVertex, 1.0f) );
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return Private::SeperatingAxisTest_AxisAlignedVsTransformedBox( alignedOffsetBoundaries.xyz, boxA.boundingOffset, boxA.rotation, offset );
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}
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bool Intersect( const Box &boxA, const Box &boxB )
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{ // by Dan Andersson
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Float4x4 orientationA = OrientationMatrix(boxA.rotation, boxA.center),
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orientationB = OrientationMatrix(boxB.rotation, boxB.center),
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invOrientationA = InverseOrientationMatrix( orientationA );
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Float4x4 rotationB = TransformMatrix( InverseRotationMatrix(boxA.rotation), boxB.rotation );
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Float4 posB = boxB.center - boxA.center;
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orientationB = TransformMatrix( invOrientationA, orientationB );
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return Private::SeperatingAxisTest_AxisAlignedVsTransformedBox( boxA.boundingOffset, boxB.boundingOffset, rotationB, posB );
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}
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return Private::SeperatingAxisTest_AxisAlignedVsTransformedBox( boxA.boundingOffset, boxB.boundingOffset, ExtractRotationMatrix(orientationB), orientationB.v[3].xyz );
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bool Intersect( const Box &boxA, const Box &boxB, Float3 &worldPointOfContact )
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{
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Float4x4 rotationB = TransformMatrix( InverseRotationMatrix(boxA.rotation), boxB.rotation );
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Float4 posB = boxB.center - boxA.center;
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Float4 pointOfContact;
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if( Private::SeperatingAxisTest_AxisAlignedVsTransformedBox( boxA.boundingOffset, boxB.boundingOffset, rotationB, posB, pointOfContact ) )
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{
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TransformVector( boxA.rotation, pointOfContact, pointOfContact );
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return true;
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}
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else return false;
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}
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bool Intersect( const Frustrum &frustrum, const Point &point )
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@ -76,6 +76,7 @@ namespace Oyster { namespace Collision3D { namespace Utility
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// bool Intersect( const Box &box, const Triangle &triangle, ? );
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bool Intersect( const Box &boxA, const BoxAxisAligned &boxB );
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bool Intersect( const Box &boxA, const Box &boxB );
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bool Intersect( const Box &boxA, const Box &boxB, ::Oyster::Math::Float3 &worldPointOfContact );
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bool Intersect( const Frustrum &frustrum, const Point &point );
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bool Intersect( const Frustrum &frustrum, const Ray &ray, ::Oyster::Math::Float &connectDistance );
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