Added algorithms for collision stubs

This commit is contained in:
Robin Engman 2013-12-18 08:57:10 +01:00 committed by Dander7BD
parent e8952dc739
commit 9cdbe2c861
1 changed files with 45 additions and 27 deletions

View File

@ -422,7 +422,7 @@ namespace Oyster { namespace Collision3D { namespace Utility
return true; // Passed all tests, is in same position return true; // Passed all tests, is in same position
} }
bool Intersect( const Point &pointA, const Point &pointB, ::Oyster::Math::Float3& worldPointOfContact ) bool Intersect( const Point &pointA, const Point &pointB, ::Oyster::Math::Float3 &worldPointOfContact )
{ {
//! @todo TODO: implement Stub //! @todo TODO: implement Stub
return false; return false;
@ -458,13 +458,13 @@ namespace Oyster { namespace Collision3D { namespace Utility
return false; return false;
} }
bool Intersect( const Ray &ray, const Point &point, ::Oyster::Math::Float &connectDistance, ::Oyster::Math::Float3& worldPointOfContact ) bool Intersect( const Ray &ray, const Point &point, ::Oyster::Math::Float &connectDistance, ::Oyster::Math::Float3 &worldPointOfContact )
{ {
//! @todo TODO: implement Stub //! @todo TODO: implement Stub
return false; return false;
} }
bool Intersect( const Ray &rayA, const Ray &rayB, ::Oyster::Math::Float &connectDistanceA, ::Oyster::Math::Float &connectDistanceB, ::Oyster::Math::Float3& worldPointOfContact ) bool Intersect( const Ray &rayA, const Ray &rayB, ::Oyster::Math::Float &connectDistanceA, ::Oyster::Math::Float &connectDistanceB, ::Oyster::Math::Float3 &worldPointOfContact )
{ {
//! @todo TODO: implement Stub //! @todo TODO: implement Stub
return false; return false;
@ -512,34 +512,35 @@ namespace Oyster { namespace Collision3D { namespace Utility
return false; return false;
} }
bool Intersect( const Sphere &sphere, const Point &point, ::Oyster::Math::Float3& worldPointOfContact ) bool Intersect( const Sphere &sphere, const Point &point, ::Oyster::Math::Float3 &worldPointOfContact )
{ {
//! @todo TODO: implement Stub //! @todo TODO: implement Stub
return false; return false;
} }
bool Intersect( const Sphere &sphere, const Ray &ray, ::Oyster::Math::Float &connectDistance, ::Oyster::Math::Float3& worldPointOfContact ) bool Intersect( const Sphere &sphere, const Ray &ray, ::Oyster::Math::Float &connectDistance, ::Oyster::Math::Float3 &worldPointOfContact )
{ {
//! @todo TODO: implement Stub //! @todo TODO: implement Stub
return false; return false;
} }
bool Intersect( const Sphere &sphereA, const Sphere &sphereB, ::Oyster::Math::Float3& worldPointOfContact ) bool Intersect( const Sphere &sphereA, const Sphere &sphereB, ::Oyster::Math::Float3 &worldPointOfContact )
{ // by Robin Engman
Float3 C = sphereA.center;
C -= sphereB.center;
Float r = sphereA.radius + sphereB.radius;
if ( r*r >= C.Dot(C) )
{ {
//Float3 C = sphereA.center; Float distance;
//C -= sphereB.center; Ray ray(sphereB.center, C.Normalize());
//Float r = (sphereA.radius + sphereB.radius);
//if (r*r >= C.Dot(C)) Intersect( sphereA, ray, distance );
//{
// Float distance;
// Intersect(sphereA, Ray(sphereB.center, C.Normalize()), distance); worldPointOfContact = ray.origin + ray.direction*distance;
// worldPointOfContact = sphereB.center+C.Normalize()*distance; return true;
}
// return true; // Intersect detected!
//}
return false; return false;
} }
@ -587,25 +588,25 @@ namespace Oyster { namespace Collision3D { namespace Utility
return true; // none parallell planes ALWAYS intersects somewhere return true; // none parallell planes ALWAYS intersects somewhere
} }
bool Intersect( const Plane &plane, const Point &point, const ::Oyster::Math::Float3& worldPointOfContact ) bool Intersect( const Plane &plane, const Point &point, const ::Oyster::Math::Float3 &worldPointOfContact )
{ {
//! @todo TODO: implement Stub //! @todo TODO: implement Stub
return false; return false;
} }
bool Intersect( const Plane &plane, const Ray &ray, ::Oyster::Math::Float &connectDistance, const ::Oyster::Math::Float3& worldPointOfContact ) bool Intersect( const Plane &plane, const Ray &ray, ::Oyster::Math::Float &connectDistance, const ::Oyster::Math::Float3 &worldPointOfContact )
{ {
//! @todo TODO: implement Stub //! @todo TODO: implement Stub
return false; return false;
} }
bool Intersect( const Plane &plane, const Sphere &sphere, const ::Oyster::Math::Float3& worldPointOfContact ) bool Intersect( const Plane &plane, const Sphere &sphere, const ::Oyster::Math::Float3 &worldPointOfContact )
{ {
//! @todo TODO: implement Stub //! @todo TODO: implement Stub
return false; return false;
} }
bool Intersect( const Plane &planeA, const Plane &planeB, const ::Oyster::Math::Float3& worldPointOfContact ) bool Intersect( const Plane &planeA, const Plane &planeB, const ::Oyster::Math::Float3 &worldPointOfContact )
{ {
//! @todo TODO: implement Stub //! @todo TODO: implement Stub
return false; return false;
@ -668,9 +669,18 @@ namespace Oyster { namespace Collision3D { namespace Utility
} }
bool Intersect( const BoxAxisAligned &box, const Sphere &sphere, Float3 &worldPointOfContact ) bool Intersect( const BoxAxisAligned &box, const Sphere &sphere, Float3 &worldPointOfContact )
{ // by Robin Engman
if(Intersect(box, sphere))
{ {
//! @todo TODO: implement stub Float distance;
return Intersect( box, sphere ); Float3 boxMiddle = (box.maxVertex - box.minVertex)*0.5f;
Ray ray(boxMiddle, Float3(sphere.center - boxMiddle).Normalize());
Intersect( sphere, ray, distance );
worldPointOfContact = ray.origin + ray.direction * distance;
}
return false;
} }
bool Intersect( const BoxAxisAligned &box, const Plane &plane ) bool Intersect( const BoxAxisAligned &box, const Plane &plane )
@ -769,9 +779,17 @@ namespace Oyster { namespace Collision3D { namespace Utility
} }
bool Intersect( const Box &box, const Sphere &sphere, Float3 &worldPointOfContact ) bool Intersect( const Box &box, const Sphere &sphere, Float3 &worldPointOfContact )
{ // by Robin Engman
if( Intersect(box, sphere) )
{ {
//! @todo TODO: implement stub Float distance;
return Intersect( box, sphere ); Ray ray( sphere.center, Float3(box.center - sphere.center) );
Intersect( box, ray, distance );
worldPointOfContact = ray.origin + ray.direction*distance;
}
return false;
} }
bool Intersect( const Box &box, const Plane &plane ) bool Intersect( const Box &box, const Plane &plane )