Updated formula for BoxVsBox point of contact
good enough approximation. Tested
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@ -224,165 +224,156 @@ namespace Oyster { namespace Collision3D { namespace Utility
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/*****************************************************************
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* Distance Alghorithm based on .. something Dan came up with
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* pi = si * ( |t dot si| * (hA dot |si|) / (hA dot |si| + hB dot |si * RB|) )
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* p = point of contact
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* = ( p1 + p2 + ... + p13 + p14 ) / 5
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* pi = si * ( (t dot si) * (hA dot |si|) / (hA dot |si| + hB dot |si * RB|) )
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* p = estimated point of contact
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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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hA = Float4( boundingOffsetA, 0.0f ),
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hB = Float4( boundingOffsetB, 0.0f );
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Float centerSeperation = Abs( t.Dot(s) ),
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Float centerSeperation = t.Dot(s),
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eA = hA.Dot( Abs(s) ),
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edgeSeperation = eA + hB.Dot( Abs(s * rotationB) );
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if( centerSeperation > edgeSeperation )
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if( Abs(centerSeperation) > edgeSeperation )
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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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s = Float4::standard_unit_y;
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centerSeperation = Abs( t.Dot(s) );
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centerSeperation = t.Dot(s);
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eA = hA.Dot( Abs(s) );
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edgeSeperation = eA + hB.Dot( Abs(s * rotationB) );
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if( centerSeperation > edgeSeperation )
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if( Abs(centerSeperation) > edgeSeperation )
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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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s = Float4::standard_unit_z;
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centerSeperation = Abs( t.Dot(s) );
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centerSeperation = t.Dot(s);
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eA = hA.Dot( Abs(s) );
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edgeSeperation = eA + hB.Dot( Abs(s * rotationB) );
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if( centerSeperation > edgeSeperation )
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if( Abs(centerSeperation) > edgeSeperation )
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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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s = rotationB.v[0];
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centerSeperation = Abs( t.Dot(s) );
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centerSeperation = t.Dot(s);
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eA = hA.Dot( Abs(s) );
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edgeSeperation = eA + hB.Dot( Abs(s * rotationB) );
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if( centerSeperation > edgeSeperation )
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if( Abs(centerSeperation) > edgeSeperation )
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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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s = rotationB.v[1];
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centerSeperation = Abs( t.Dot(s) );
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centerSeperation = t.Dot(s);
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eA = hA.Dot( Abs(s) );
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edgeSeperation = eA + hB.Dot( Abs(s * rotationB) );
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if( centerSeperation > edgeSeperation )
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if( Abs(centerSeperation) > edgeSeperation )
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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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s = rotationB.v[2];
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centerSeperation = Abs( t.Dot(s) );
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centerSeperation = t.Dot(s);
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eA = hA.Dot( Abs(s) );
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edgeSeperation = eA + hB.Dot( Abs(s * rotationB) );
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if( centerSeperation > edgeSeperation )
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if( Abs(centerSeperation) > edgeSeperation )
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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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sumPoints += 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 = Abs( t.Dot(s) );
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centerSeperation = t.Dot(s);
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eA = hA.Dot( Abs(s) );
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edgeSeperation = eA + hB.Dot( Abs(s * rotationB) );
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if( centerSeperation > edgeSeperation )
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if( Abs(centerSeperation) > edgeSeperation )
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{ // no intersection
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return false;
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}
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sumPoints += s.GetNormalized() * ( centerSeperation * eA / edgeSeperation );
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s = Float4( Float3::standard_unit_x.Cross(rotationB.v[1].xyz), 0.0f );
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centerSeperation = Abs( t.Dot(s) );
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centerSeperation = t.Dot(s);
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eA = hA.Dot( Abs(s) );
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edgeSeperation = eA + hB.Dot( Abs(s * rotationB) );
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if( centerSeperation > edgeSeperation )
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if( Abs(centerSeperation) > edgeSeperation )
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{ // no intersection
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return false;
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}
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sumPoints += s.GetNormalized() * ( centerSeperation * eA / edgeSeperation );
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s = Float4( Float3::standard_unit_x.Cross(rotationB.v[2].xyz), 0.0f );
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centerSeperation = Abs( t.Dot(s) );
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centerSeperation = t.Dot(s);
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eA = hA.Dot( Abs(s) );
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edgeSeperation = eA + hB.Dot( Abs(s * rotationB) );
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if( centerSeperation > edgeSeperation )
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if( Abs(centerSeperation) > edgeSeperation )
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{ // no intersection
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return false;
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}
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sumPoints += s.GetNormalized() * ( centerSeperation * eA / edgeSeperation );
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s = Float4( Float3::standard_unit_y.Cross(rotationB.v[0].xyz), 0.0f );
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centerSeperation = Abs( t.Dot(s) );
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centerSeperation = t.Dot(s);
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eA = hA.Dot( Abs(s) );
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edgeSeperation = eA + hB.Dot( Abs(s * rotationB) );
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if( centerSeperation > edgeSeperation )
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if( Abs(centerSeperation) > edgeSeperation )
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{ // no intersection
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return false;
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}
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sumPoints += s.GetNormalized() * ( centerSeperation * eA / edgeSeperation );
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s = Float4( Float3::standard_unit_y.Cross(rotationB.v[1].xyz), 0.0f );
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centerSeperation = Abs( t.Dot(s) );
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centerSeperation = t.Dot(s);
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eA = hA.Dot( Abs(s) );
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edgeSeperation = eA + hB.Dot( Abs(s * rotationB) );
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if( centerSeperation > edgeSeperation )
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if( Abs(centerSeperation) > edgeSeperation )
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{ // no intersection
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return false;
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}
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sumPoints += s.GetNormalized() * ( centerSeperation * eA / edgeSeperation );
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s = Float4( Float3::standard_unit_y.Cross(rotationB.v[2].xyz), 0.0f );
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centerSeperation = Abs( t.Dot(s) );
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centerSeperation = t.Dot(s);
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eA = hA.Dot( Abs(s) );
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edgeSeperation = eA + hB.Dot( Abs(s * rotationB) );
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if( centerSeperation > edgeSeperation )
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if( Abs(centerSeperation) > edgeSeperation )
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{ // no intersection
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return false;
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}
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sumPoints += s.GetNormalized() * ( centerSeperation * eA / edgeSeperation );
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s = Float4( Float3::standard_unit_z.Cross(rotationB.v[0].xyz), 0.0f );
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centerSeperation = Abs( t.Dot(s) );
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centerSeperation = t.Dot(s);
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eA = hA.Dot( Abs(s) );
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edgeSeperation = eA + hB.Dot( Abs(s * rotationB) );
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if( centerSeperation > edgeSeperation )
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if( Abs(centerSeperation) > edgeSeperation )
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{ // no intersection
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return false;
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}
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sumPoints += s.GetNormalized() * ( centerSeperation * eA / edgeSeperation );
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s = Float4( Float3::standard_unit_z.Cross(rotationB.v[1].xyz), 0.0f );
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centerSeperation = Abs( t.Dot(s) );
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centerSeperation = t.Dot(s);
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eA = hA.Dot( Abs(s) );
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edgeSeperation = eA + hB.Dot( Abs(s * rotationB) );
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if( centerSeperation > edgeSeperation )
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if( Abs(centerSeperation) > edgeSeperation )
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{ // no intersection
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return false;
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}
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sumPoints += s.GetNormalized() * ( centerSeperation * eA / edgeSeperation );
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s = Float4( Float3::standard_unit_z.Cross(rotationB.v[2].xyz), 0.0f );
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centerSeperation = Abs( t.Dot(s) );
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centerSeperation = t.Dot(s);
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eA = hA.Dot( Abs(s) );
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edgeSeperation = eA + hB.Dot( Abs(s * rotationB) );
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if( centerSeperation > edgeSeperation )
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if( Abs(centerSeperation) > edgeSeperation )
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{ // no intersection
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return false;
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}
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sumPoints += s.GetNormalized() * ( centerSeperation * eA / edgeSeperation );
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worldPointOfContact = ((1.0f/5.0f) * sumPoints).xyz;
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worldPointOfContact = (0.5f * sumPoints).xyz;
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return true;
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}
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}
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