Box updated
orientation Matrix have been split into a rotation Matrix and a translation Vector
This commit is contained in:
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da6eda2a8c
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@ -161,6 +161,32 @@ namespace LinearAlgebra2D
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return targetMem = ::LinearAlgebra::Matrix3x3<ScalarType>( c,-s, 0, s, c, 0, 0, 0, 1 );
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}
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template<typename ScalarType>
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inline ::LinearAlgebra::Matrix2x2<ScalarType> & InverseRotationMatrix( const ::LinearAlgebra::Matrix2x2<ScalarType> &rotationMatrix )
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{
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return rotationMatrix.GetTranspose();
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}
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template<typename ScalarType>
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inline ::LinearAlgebra::Matrix3x3<ScalarType> & InverseRotationMatrix( const ::LinearAlgebra::Matrix3x3<ScalarType> &rotationMatrix )
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{
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return rotationMatrix.GetTranspose();
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}
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template<typename ScalarType>
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inline ::LinearAlgebra::Matrix3x3<ScalarType> OrientationMatrix( const ::LinearAlgebra::Matrix2x2<ScalarType> &rotation, const ::LinearAlgebra::Vector2<ScalarType> &translation )
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{
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return ::LinearAlgebra::Matrix3x3<ScalarType>( ::LinearAlgebra::Vector3<ScalarType>(rotation.v[0], 0),
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::LinearAlgebra::Vector3<ScalarType>(rotation.v[1], 0),
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::LinearAlgebra::Vector3<ScalarType>(translation, 1) );
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}
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template<typename ScalarType>
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inline ::LinearAlgebra::Matrix3x3<ScalarType> OrientationMatrix( const ::LinearAlgebra::Matrix3x3<ScalarType> &rotation, const ::LinearAlgebra::Vector2<ScalarType> &translation )
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{
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return ::LinearAlgebra::Matrix3x3<ScalarType>( rotation.v[0], rotation.v[1], ::LinearAlgebra::Vector3<ScalarType>(translation, 1) );
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}
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template<typename ScalarType>
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inline ::LinearAlgebra::Matrix3x3<ScalarType> & OrientationMatrix( const ScalarType &radian, const ::LinearAlgebra::Vector2<ScalarType> &position, ::LinearAlgebra::Matrix3x3<ScalarType> &targetMem = ::LinearAlgebra::Matrix3x3<ScalarType>() )
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{
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@ -197,6 +223,12 @@ namespace LinearAlgebra2D
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orientationMatrix.m12, orientationMatrix.m22, -orientationMatrix.v[1].xy.Dot(orientationMatrix.v[2].xy),
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0, 0, 1 );
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}
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template<typename ScalarType>
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inline ::LinearAlgebra::Matrix3x3<ScalarType> ExtractRotationMatrix( const ::LinearAlgebra::Matrix3x3<ScalarType> &orientationMatrix )
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{
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return ::LinearAlgebra::Matrix3x3<ScalarType>( orientationMatrix.v[0], orientationMatrix.v[1], ::LinearAlgebra::Vector3<ScalarType>::standard_unit_z );
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}
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}
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namespace LinearAlgebra3D
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@ -283,6 +315,33 @@ namespace LinearAlgebra3D
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return targetMem;
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}
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template<typename ScalarType>
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inline ::LinearAlgebra::Matrix3x3<ScalarType> & InverseRotationMatrix( const ::LinearAlgebra::Matrix3x3<ScalarType> &rotationMatrix )
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{
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return rotationMatrix.GetTranspose();
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}
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template<typename ScalarType>
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inline ::LinearAlgebra::Matrix4x4<ScalarType> & InverseRotationMatrix( const ::LinearAlgebra::Matrix4x4<ScalarType> &rotationMatrix )
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{
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return rotationMatrix.GetTranspose();
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}
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template<typename ScalarType>
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inline ::LinearAlgebra::Matrix4x4<ScalarType> OrientationMatrix( const ::LinearAlgebra::Matrix3x3<ScalarType> &rotation, const ::LinearAlgebra::Vector3<ScalarType> &translation )
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{
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return ::LinearAlgebra::Matrix4x4<ScalarType>( ::LinearAlgebra::Vector4<ScalarType>(rotation.v[0], 0),
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::LinearAlgebra::Vector4<ScalarType>(rotation.v[1], 0),
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::LinearAlgebra::Vector4<ScalarType>(rotation.v[2], 0),
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::LinearAlgebra::Vector4<ScalarType>(translation, 1) );
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}
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template<typename ScalarType>
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inline ::LinearAlgebra::Matrix4x4<ScalarType> OrientationMatrix( const ::LinearAlgebra::Matrix4x4<ScalarType> &rotation, const ::LinearAlgebra::Vector3<ScalarType> &translation )
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{
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return ::LinearAlgebra::Matrix4x4<ScalarType>( rotation.v[0], rotation.v[1], rotation.v[2], ::LinearAlgebra::Vector4<ScalarType>(translation, 1) );
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}
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template<typename ScalarType>
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::LinearAlgebra::Matrix4x4<ScalarType> & OrientationMatrix( const ::LinearAlgebra::Vector3<ScalarType> &normalizedAxis, const ScalarType &deltaRadian, const ::LinearAlgebra::Vector3<ScalarType> &sumTranslation, ::LinearAlgebra::Matrix4x4<ScalarType> &targetMem = ::LinearAlgebra::Matrix4x4<ScalarType>() )
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{ /** @todo TODO: not tested */
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@ -349,6 +408,12 @@ namespace LinearAlgebra3D
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return orientationMatrix;
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}
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template<typename ScalarType>
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inline ::LinearAlgebra::Matrix4x4<ScalarType> ExtractRotationMatrix( const ::LinearAlgebra::Matrix4x4<ScalarType> &orientationMatrix )
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{
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return ::LinearAlgebra::Matrix4x4<ScalarType>( orientationMatrix.v[0], orientationMatrix.v[1], orientationMatrix.v[2], ::LinearAlgebra::Vector4<ScalarType>::standard_unit_w );
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}
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/* Creates an orthographic projection matrix designed for DirectX enviroment.
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width; of the projection sample volume.
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height; of the projection sample volume.
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@ -33,17 +33,50 @@ namespace Oyster { namespace Math2D
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Float3x3 & RotationMatrix( const Float &radian, Float3x3 &targetMem )
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{ return ::LinearAlgebra2D::RotationMatrix( radian, targetMem ); }
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Float2x2 & InverseRotationMatrix( const Float2x2 &rotation, Float2x2 &targetMem )
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{
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return targetMem = ::LinearAlgebra2D::InverseRotationMatrix( rotation );
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}
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Float3x3 & InverseRotationMatrix( const Float3x3 &rotation, Float3x3 &targetMem )
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{
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return targetMem = ::LinearAlgebra2D::InverseRotationMatrix( rotation );
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}
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Float3x3 & OrientationMatrix( const Float2x2 &rotation, const Float2 &translation, Float3x3 &targetMem )
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{
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return targetMem = ::LinearAlgebra2D::OrientationMatrix( rotation, translation );
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}
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Float3x3 & OrientationMatrix( const Float3x3 &rotation, const Float2 &translation, Float3x3 &targetMem )
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{
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return targetMem = ::LinearAlgebra2D::OrientationMatrix( rotation, translation );
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}
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Float3x3 & OrientationMatrix( const Float2 &position, const Float &radian, Float3x3 &targetMem )
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{ return ::LinearAlgebra2D::OrientationMatrix( radian, position, targetMem ); }
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{
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return ::LinearAlgebra2D::OrientationMatrix( radian, position, targetMem );
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}
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Float3x3 & OrientationMatrix( const Float2 &position, const Float2 &lookAt, Float3x3 &targetMem )
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{ return ::LinearAlgebra2D::OrientationMatrix( lookAt, position, targetMem ); }
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{
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return ::LinearAlgebra2D::OrientationMatrix( lookAt, position, targetMem );
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}
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Float3x3 & OrientationMatrix( const Float2 &position, Float radian, const Float2 &localCenterOfRotation, Float3x3 &targetMem )
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{ return ::LinearAlgebra2D::OrientationMatrix( radian, position, localCenterOfRotation, targetMem ); }
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{
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return ::LinearAlgebra2D::OrientationMatrix( radian, position, localCenterOfRotation, targetMem );
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}
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Float3x3 & InverseOrientationMatrix( const Float3x3 &orientationMatrix, Float3x3 &targetMem )
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{ return ::LinearAlgebra2D::InverseOrientationMatrix( orientationMatrix, targetMem ); }
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{
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return ::LinearAlgebra2D::InverseOrientationMatrix( orientationMatrix, targetMem );
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}
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Float3x3 & ExtractRotationMatrix( const Float3x3 &orientation, Float3x3 &targetMem )
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{
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return targetMem = ::LinearAlgebra2D::ExtractRotationMatrix( orientation );
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}
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} }
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namespace Oyster { namespace Math3D
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@ -63,26 +96,65 @@ namespace Oyster { namespace Math3D
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Float4x4 & RotationMatrix( const Float &radian, const Float3 &normalizedAxis, Float4x4 &targetMem )
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{ return ::LinearAlgebra3D::RotationMatrix( normalizedAxis, radian, targetMem ); }
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Float3x3 & InverseRotationMatrix( const Float3x3 &rotation, Float3x3 &targetMem )
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{
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return targetMem = ::LinearAlgebra3D::InverseRotationMatrix( rotation );
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}
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Float4x4 & InverseRotationMatrix( const Float4x4 &rotation, Float4x4 &targetMem )
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{
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return targetMem = ::LinearAlgebra3D::InverseRotationMatrix( rotation );
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}
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Float4x4 & OrientationMatrix( const Float3x3 &rotation, const Float3 &translation, Float4x4 &targetMem )
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{
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return targetMem = ::LinearAlgebra3D::OrientationMatrix( rotation, translation );
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}
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Float4x4 & OrientationMatrix( const Float4x4 &rotation, const Float3 &translation, Float4x4 &targetMem )
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{
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return targetMem = ::LinearAlgebra3D::OrientationMatrix( rotation, translation );
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}
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Float4x4 & OrientationMatrix( const Float3 &normalizedAxis, const Float & deltaRadian, const Float3 &sumTranslation, Float4x4 &targetMem )
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{ return ::LinearAlgebra3D::OrientationMatrix( normalizedAxis, deltaRadian, sumTranslation, targetMem ); }
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{
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return ::LinearAlgebra3D::OrientationMatrix( normalizedAxis, deltaRadian, sumTranslation, targetMem );
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}
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Float4x4 & OrientationMatrix( const Float3 &sumDeltaAngularAxis, const Float3 &sumTranslation, Float4x4 &targetMem )
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{ return ::LinearAlgebra3D::OrientationMatrix( sumDeltaAngularAxis, sumTranslation, targetMem ); }
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{
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return ::LinearAlgebra3D::OrientationMatrix( sumDeltaAngularAxis, sumTranslation, targetMem );
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}
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Float4x4 & OrientationMatrix( const Float3 &sumDeltaAngularAxis, const Float3 &sumTranslation, const Float3 ¢erOfMass, Float4x4 &targetMem )
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{ return ::LinearAlgebra3D::OrientationMatrix( sumDeltaAngularAxis, sumTranslation, centerOfMass, targetMem ); }
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{
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return ::LinearAlgebra3D::OrientationMatrix( sumDeltaAngularAxis, sumTranslation, centerOfMass, targetMem );
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}
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Float4x4 & InverseOrientationMatrix( const Float4x4 &orientationMatrix, Float4x4 &targetMem )
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{ return ::LinearAlgebra3D::InverseOrientationMatrix( orientationMatrix, targetMem ); }
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{
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return ::LinearAlgebra3D::InverseOrientationMatrix( orientationMatrix, targetMem );
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}
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Float4x4 & UpdateOrientationMatrix( const Float3 &deltaPosition, const Float4x4 &deltaRotationMatrix, Float4x4 &orientationMatrix )
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{ return ::LinearAlgebra3D::UpdateOrientationMatrix( deltaPosition, deltaRotationMatrix, orientationMatrix ); }
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{
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return ::LinearAlgebra3D::UpdateOrientationMatrix( deltaPosition, deltaRotationMatrix, orientationMatrix );
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}
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Float4x4 & ExtractRotationMatrix( const Float4x4 &orientation, Float4x4 &targetMem )
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{
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return targetMem = ::LinearAlgebra3D::ExtractRotationMatrix( orientation );
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}
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Float4x4 & ProjectionMatrix_Orthographic( const Float &width, const Float &height, const Float &nearClip, const Float &farClip, Float4x4 &targetMem )
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{ return ::LinearAlgebra3D::ProjectionMatrix_Orthographic( width, height, nearClip, farClip, targetMem ); }
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{
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return ::LinearAlgebra3D::ProjectionMatrix_Orthographic( width, height, nearClip, farClip, targetMem );
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}
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Float4x4 & ProjectionMatrix_Perspective( const Float &verticalFoV, const Float &aspectRatio, const Float &nearClip, const Float &farClip, Float4x4 &targetMem )
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{ return ::LinearAlgebra3D::ProjectionMatrix_Perspective( verticalFoV, aspectRatio, nearClip, farClip, targetMem ); }
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{
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return ::LinearAlgebra3D::ProjectionMatrix_Perspective( verticalFoV, aspectRatio, nearClip, farClip, targetMem );
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}
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Float3 VectorProjection( const Float3 &vector, const Float3 &axis )
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{
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@ -114,6 +114,18 @@ namespace Oyster { namespace Math2D /// Oyster's native math library specialized
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/// Sets and returns targetMem as a counterclockwise rotationMatrix
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Float3x3 & RotationMatrix( const Float &radian, Float3x3 &targetMem = Float3x3() );
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/// If rotation is assumed to be by all definitions a rotation matrix. Then this is a much faster inverse method.
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Float2x2 & InverseRotationMatrix( const Float2x2 &rotation, Float2x2 &targetMem = Float2x2() );
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/// If rotation is assumed to be by all definitions a rotation matrix. Then this is a much faster inverse method.
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Float3x3 & InverseRotationMatrix( const Float3x3 &rotation, Float3x3 &targetMem = Float3x3() );
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/// Sets and returns targetMem as an orientation Matrix composed by the rotation matrix and translation vector
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Float3x3 & OrientationMatrix( const Float2x2 &rotation, const Float2 &translation, Float3x3 &targetMem = Float3x3() );
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/// Sets and returns targetMem as an orientation Matrix composed by the rotation matrix and translation vector
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Float3x3 & OrientationMatrix( const Float3x3 &rotation, const Float2 &translation, Float3x3 &targetMem = Float3x3() );
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/// Sets and returns targetMem as an orientation Matrix with position as translation and radian rotation
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Float3x3 & OrientationMatrix( const Float2 &position, const Float &radian, Float3x3 &targetMem = Float3x3() );
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@ -126,6 +138,9 @@ namespace Oyster { namespace Math2D /// Oyster's native math library specialized
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/// If orientationMatrix is assumed to be by all definitions a rigid orientation matrix aka rigid body matrix. Then this is a much faster inverse method.
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Float3x3 & InverseOrientationMatrix( const Float3x3 &orientationMatrix, Float3x3 &targetMem = Float3x3() );
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/// Returns targetmem after writing the rotation data from orientation, into it.
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Float3x3 & ExtractRotationMatrix( const Float3x3 &orientation, Float3x3 &targetMem = Float3x3() );
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} }
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namespace Oyster { namespace Math3D /// Oyster's native math library specialized for 3D
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@ -148,6 +163,18 @@ namespace Oyster { namespace Math3D /// Oyster's native math library specialized
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/// Please make sure normalizedAxis is normalized.
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Float4x4 & RotationMatrix( const Float &radian, const Float3 &normalizedAxis, Float4x4 &targetMem = Float4x4() );
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/// If rotation is assumed to be by all definitions a rotation matrix. Then this is a much faster inverse method.
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Float3x3 & InverseRotationMatrix( const Float3x3 &rotation, Float3x3 &targetMem = Float3x3() );
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/// If rotation is assumed to be by all definitions a rotation matrix. Then this is a much faster inverse method.
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Float4x4 & InverseRotationMatrix( const Float4x4 &rotation, Float4x4 &targetMem = Float4x4() );
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/// Sets and returns targetMem as an orientation Matrix composed by the rotation matrix and translation vector
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Float4x4 & OrientationMatrix( const Float3x3 &rotation, const Float3 &translation, Float4x4 &targetMem = Float4x4() );
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/// Sets and returns targetMem as an orientation Matrix composed by the rotation matrix and translation vector
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Float4x4 & OrientationMatrix( const Float4x4 &rotation, const Float3 &translation, Float4x4 &targetMem = Float4x4() );
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/*******************************************************************
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* Sets and returns targetMem as an orientation Matrix
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* @param normalizedAxis: The normalized vector parallell with the rotationAxis.
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@ -187,6 +214,9 @@ namespace Oyster { namespace Math3D /// Oyster's native math library specialized
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// O1 = T1 * T0 * R1 * R0
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Float4x4 & UpdateOrientationMatrix( const Float3 &deltaPosition, const Float4x4 &deltaRotationMatrix, Float4x4 &orientationMatrix );
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/// Returns targetmem after writing the rotation data from orientation, into it.
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Float4x4 & ExtractRotationMatrix( const Float4x4 &orientation, Float4x4 &targetMem = Float4x4() );
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/*******************************************************************
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* Creates an orthographic projection matrix designed for DirectX enviroment.
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* @param width; of the projection sample volume.
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@ -8,19 +8,28 @@
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using namespace ::Oyster::Collision3D;
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using namespace ::Oyster::Math3D;
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Box::Box( ) : ICollideable(Type_box), orientation(Float4x4::identity), boundingOffset() {}
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Box::Box( const Float4x4 &o, const Float3 &s ) : ICollideable(Type_box), orientation(o), boundingOffset(s*0.5) {}
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Box::Box( )
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: ICollideable(Type_box), rotation(Float4x4::identity), center(0.0f), boundingOffset(0.5f)
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{}
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Box::Box( const Float4x4 &r, const Float3 &p, const Float3 &s )
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: ICollideable(Type_box), rotation(r), center(p), boundingOffset(s*0.5)
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{}
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Box::~Box( ) {}
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Box & Box::operator = ( const Box &box )
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{
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this->orientation = box.orientation;
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this->rotation = box.rotation;
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this->center = box.center;
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this->boundingOffset = box.boundingOffset;
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return *this;
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}
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::Utility::DynamicMemory::UniquePointer<ICollideable> Box::Clone( ) const
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{ return ::Utility::DynamicMemory::UniquePointer<ICollideable>( new Box(*this) ); }
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{
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return ::Utility::DynamicMemory::UniquePointer<ICollideable>( new Box(*this) );
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}
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bool Box::Intersects( const ICollideable *target ) const
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{
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@ -16,19 +16,18 @@ namespace Oyster { namespace Collision3D
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public:
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union
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{
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struct{ ::Oyster::Math::Float4x4 orientation; ::Oyster::Math::Float3 boundingOffset; };
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struct{ ::Oyster::Math::Float4x4 rotation; ::Oyster::Math::Float3 center, boundingOffset; };
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struct
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{
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::Oyster::Math::Float3 xAxis; ::Oyster::Math::Float paddingA;
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::Oyster::Math::Float3 yAxis; ::Oyster::Math::Float paddingB;
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::Oyster::Math::Float3 zAxis; ::Oyster::Math::Float paddingC;
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::Oyster::Math::Float3 center;
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};
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char byte[sizeof(::Oyster::Math::Float4x4) + sizeof(::Oyster::Math::Float3)];
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char byte[sizeof(::Oyster::Math::Float4x4) + 2*sizeof(::Oyster::Math::Float3)];
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};
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Box( );
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Box( const ::Oyster::Math::Float4x4 &orientation, const ::Oyster::Math::Float3 &size );
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Box( const ::Oyster::Math::Float4x4 &rotation, const ::Oyster::Math::Float3 &worldPos, const ::Oyster::Math::Float3 &size );
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virtual ~Box( );
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Box & operator = ( const Box &box );
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@ -6,7 +6,8 @@
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#include "Utilities.h"
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#include <limits>
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using namespace Oyster::Math3D;
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using namespace ::Oyster::Math3D;
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using namespace ::Utility::Value;
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namespace Oyster { namespace Collision3D { namespace Utility
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{
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@ -19,13 +20,13 @@ namespace Oyster { namespace Collision3D { namespace Utility
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// Float calculations can suffer roundingerrors. Which is where epsilon = 1e-20 comes into the picture
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inline bool EqualsZero( const Float &value )
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{ // by Dan Andersson
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return ::Utility::Value::Abs( value ) < epsilon;
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return Abs( value ) < epsilon;
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}
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// Float calculations can suffer roundingerrors. Which is where epsilon = 1e-20 comes into the picture
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inline bool NotEqualsZero( const Float &value )
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{ // by Dan Andersson
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return ::Utility::Value::Abs( value ) > epsilon;
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return Abs( value ) > epsilon;
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}
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// returns true if miss/reject
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@ -39,8 +40,8 @@ namespace Oyster { namespace Collision3D { namespace Utility
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t2 = e - boundingOffset;
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t1 /= f; t2 /= f;
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if( t1 > t2 ) ::Utility::Element::Swap( t1, t2 );
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tMin = ::Utility::Value::Max( tMin, t1 );
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tMax = ::Utility::Value::Min( tMax, t2 );
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tMin = Max( tMin, t1 );
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tMax = Min( tMax, t2 );
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if( tMin > tMax ) return true;
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if( tMax < 0.0f ) return true;
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}
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||||
|
@ -65,101 +66,140 @@ namespace Oyster { namespace Collision3D { namespace Utility
|
|||
{ // by Dan Andersson
|
||||
Float3 c = (box.maxVertex + box.minVertex) * 0.5f, // box.Center
|
||||
h = (box.maxVertex - box.minVertex) * 0.5f; // box.halfSize
|
||||
boxExtend = h.x * ::Utility::Value::Abs(plane.normal.x); // Box max extending towards plane
|
||||
boxExtend += h.y * ::Utility::Value::Abs(plane.normal.y);
|
||||
boxExtend += h.z * ::Utility::Value::Abs(plane.normal.z);
|
||||
boxExtend = h.x * Abs(plane.normal.x); // Box max extending towards plane
|
||||
boxExtend += h.y * Abs(plane.normal.y);
|
||||
boxExtend += h.z * Abs(plane.normal.z);
|
||||
centerDistance = c.Dot(plane.normal) + plane.phasing; // distance between box center and plane
|
||||
}
|
||||
|
||||
void Compare( Float &boxExtend, Float ¢erDistance, const Plane &plane, const Box &box )
|
||||
{ // by Dan Andersson
|
||||
boxExtend = box.boundingOffset.x * ::Utility::Value::Abs(plane.normal.Dot(box.orientation.v[0].xyz)); // Box max extending towards plane
|
||||
boxExtend += box.boundingOffset.y * ::Utility::Value::Abs(plane.normal.Dot(box.orientation.v[1].xyz));
|
||||
boxExtend += box.boundingOffset.z * ::Utility::Value::Abs(plane.normal.Dot(box.orientation.v[2].xyz));
|
||||
boxExtend = box.boundingOffset.x * Abs(plane.normal.Dot(box.xAxis)); // Box max extending towards plane
|
||||
boxExtend += box.boundingOffset.y * Abs(plane.normal.Dot(box.yAxis));
|
||||
boxExtend += box.boundingOffset.z * Abs(plane.normal.Dot(box.zAxis));
|
||||
|
||||
centerDistance = box.orientation.v[3].xyz.Dot(plane.normal) + plane.phasing; // distance between box center and plane
|
||||
centerDistance = box.center.Dot(plane.normal) + plane.phasing; // distance between box center and plane
|
||||
}
|
||||
|
||||
bool FifteenAxisVsAlignedAxisOverlappingChecks( const Float3 &boundingOffsetA, const Float3 &boundingOffsetB, const Float4x4 &orientationB )
|
||||
bool SeperatingAxisTest_AxisAlignedVsTransformedBox( const Float3 &boundingOffsetA, const Float3 &boundingOffsetB, const Float4x4 &rotationB, const Float3 &worldOffset )
|
||||
{ // by Dan Andersson
|
||||
Float4x4 absOrientationB;
|
||||
{
|
||||
Float4x4 tO = orientationB.GetTranspose();
|
||||
absOrientationB.v[0] = ::Utility::Value::Abs(tO.v[0]);
|
||||
if( absOrientationB.v[0].w > boundingOffsetA.x + boundingOffsetB.Dot(absOrientationB.v[0].xyz) ) return false;
|
||||
absOrientationB.v[1] = ::Utility::Value::Abs(tO.v[1]);
|
||||
if( absOrientationB.v[1].w > boundingOffsetA.y + boundingOffsetB.Dot(absOrientationB.v[1].xyz) ) return false;
|
||||
absOrientationB.v[2] = ::Utility::Value::Abs(tO.v[2]);
|
||||
if( absOrientationB.v[2].w > boundingOffsetA.z + boundingOffsetB.Dot(absOrientationB.v[2].xyz) ) return false;
|
||||
|
||||
/*****************************************************************
|
||||
* Uses the Seperating Axis Theorem
|
||||
* if( |t dot s| > hA dot |s * RA| + hB dot |s * RB| ) then not intersecting
|
||||
* |t dot s| > hA dot |s| + hB dot |s * RB| .. as RA = I
|
||||
*
|
||||
* t: objectB's offset from objectA [worldOffset]
|
||||
* s: current comparison axis
|
||||
* hA: boundingReach vector of objectA. Only absolute values is assumed. [boundingOffsetA]
|
||||
* hB: boundingReach vector of objectB. Only absolute values is assumed. [boundingOffsetB]
|
||||
* RA: rotation matrix of objectA. Is identity matrix here, thus omitted.
|
||||
* RB: rotation matrix of objectB. Is transformed into objectA's view at this point. [rotationB]
|
||||
*
|
||||
* Note: s * RB = (RB^T * s)^T = (RB^-1 * s)^T .... vector == vector^T
|
||||
*****************************************************************/
|
||||
|
||||
Float4x4 absRotationB = Abs(rotationB);
|
||||
Float3 absWorldOffset = Abs(worldOffset); // |t|: [absWorldOffset]
|
||||
|
||||
// s = { 1, 0, 0 } [ RA.v[0] ]
|
||||
if( absWorldOffset.x > boundingOffsetA.x + boundingOffsetB.Dot(Float3(absRotationB.v[0].x, absRotationB.v[1].x, absRotationB.v[2].x)) )
|
||||
{ // |t dot s| > hA dot |s| + hB dot |s * RB| -->> t.x > hA.x + hB dot |{RB.v[0].x, RB.v[1].x, RB.v[2].x}|
|
||||
return false;
|
||||
}
|
||||
|
||||
absOrientationB.Transpose();
|
||||
if( ::Utility::Value::Abs(orientationB.v[3].Dot(orientationB.v[0])) > boundingOffsetB.x + boundingOffsetA.Dot(absOrientationB.v[0].xyz) ) return false;
|
||||
if( ::Utility::Value::Abs(orientationB.v[3].Dot(orientationB.v[1])) > boundingOffsetB.x + boundingOffsetA.Dot(absOrientationB.v[1].xyz) ) return false;
|
||||
if( ::Utility::Value::Abs(orientationB.v[3].Dot(orientationB.v[2])) > boundingOffsetB.x + boundingOffsetA.Dot(absOrientationB.v[2].xyz) ) return false;
|
||||
// s = { 0, 1, 0 } [ RA.v[1] ]
|
||||
if( absWorldOffset.y > boundingOffsetA.y + boundingOffsetB.Dot(Float3(absRotationB.v[0].y, absRotationB.v[1].y, absRotationB.v[2].y)) )
|
||||
{ // t.y > hA.y + hB dot |{RB.v[0].y, RB.v[1].y, RB.v[2].y}|
|
||||
return false;
|
||||
}
|
||||
|
||||
// ( 1,0,0 ) x orientationB.v[0].xyz:
|
||||
Float d = boundingOffsetA.y * absOrientationB.v[0].z;
|
||||
d += boundingOffsetA.z * absOrientationB.v[0].y;
|
||||
d += boundingOffsetB.y * absOrientationB.v[2].x;
|
||||
d += boundingOffsetB.z * absOrientationB.v[1].x;
|
||||
if( ::Utility::Value::Abs(orientationB.v[3].z*orientationB.v[0].y - orientationB.v[3].y*orientationB.v[0].z) > d ) return false;
|
||||
// s = { 0, 0, 1 } [ RA.v[2] ]
|
||||
if( absWorldOffset.z > boundingOffsetA.z + boundingOffsetB.Dot(Float3(absRotationB.v[0].z, absRotationB.v[1].z, absRotationB.v[2].z)) )
|
||||
{ // t.z > hA.z + hB dot |{RB.v[0].z, RB.v[1].z, RB.v[2].z}|
|
||||
return false;
|
||||
}
|
||||
|
||||
// ( 1,0,0 ) x orientationB.v[1].xyz:
|
||||
d = boundingOffsetA.y * absOrientationB.v[1].z;
|
||||
d += boundingOffsetA.z * absOrientationB.v[1].y;
|
||||
d += boundingOffsetB.x * absOrientationB.v[2].x;
|
||||
d += boundingOffsetB.z * absOrientationB.v[0].x;
|
||||
if( ::Utility::Value::Abs(orientationB.v[3].z*orientationB.v[1].y - orientationB.v[3].y*orientationB.v[1].z) > d ) return false;
|
||||
// s = RB.v[0].xyz
|
||||
if( Abs(worldOffset.Dot(rotationB.v[0].xyz)) > boundingOffsetA.Dot(absRotationB.v[0].xyz) + boundingOffsetB.x )
|
||||
{ // |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
|
||||
return false;
|
||||
}
|
||||
|
||||
// ( 1,0,0 ) x orientationB.v[2].xyz:
|
||||
d = boundingOffsetA.y * absOrientationB.v[2].z;
|
||||
d += boundingOffsetA.z * absOrientationB.v[2].y;
|
||||
d += boundingOffsetB.x * absOrientationB.v[1].x;
|
||||
d += boundingOffsetB.y * absOrientationB.v[0].x;
|
||||
if( ::Utility::Value::Abs(orientationB.v[3].z*orientationB.v[2].y - orientationB.v[3].y*orientationB.v[2].z) > d ) return false;
|
||||
// s = RB.v[1].xyz
|
||||
if( Abs(worldOffset.Dot(rotationB.v[1].xyz)) > boundingOffsetA.Dot(absRotationB.v[1].xyz) + boundingOffsetB.y )
|
||||
{ // |t dot s| > hA dot |s| + hB.y
|
||||
return false;
|
||||
}
|
||||
|
||||
// ( 0,1,0 ) x orientationB.v[0].xyz:
|
||||
d = boundingOffsetA.x * absOrientationB.v[0].z;
|
||||
d += boundingOffsetA.z * absOrientationB.v[0].x;
|
||||
d += boundingOffsetB.y * absOrientationB.v[2].y;
|
||||
d += boundingOffsetB.z * absOrientationB.v[1].y;
|
||||
if( ::Utility::Value::Abs(orientationB.v[3].x*orientationB.v[0].z - orientationB.v[3].z*orientationB.v[0].x) > d ) return false;
|
||||
// s = RB.v[2].xyz
|
||||
if( Abs(worldOffset.Dot(rotationB.v[2].xyz)) > boundingOffsetA.Dot(absRotationB.v[2].xyz) + boundingOffsetB.z )
|
||||
{ // |t dot s| > hA dot |s| + hB.z
|
||||
return false;
|
||||
}
|
||||
|
||||
// ( 0,1,0 ) x orientationB.v[1].xyz:
|
||||
d = boundingOffsetA.x * absOrientationB.v[1].z;
|
||||
d += boundingOffsetA.z * absOrientationB.v[1].x;
|
||||
d += boundingOffsetB.x * absOrientationB.v[2].y;
|
||||
d += boundingOffsetB.z * absOrientationB.v[0].y;
|
||||
if( ::Utility::Value::Abs(orientationB.v[3].x*orientationB.v[1].z - orientationB.v[3].z*orientationB.v[1].x) > d ) return false;
|
||||
// s = ( 1,0,0 ) x rotationB.v[0].xyz:
|
||||
Float d = boundingOffsetA.y * absRotationB.v[0].z;
|
||||
d += boundingOffsetA.z * absRotationB.v[0].y;
|
||||
d += boundingOffsetB.y * absRotationB.v[2].x;
|
||||
d += boundingOffsetB.z * absRotationB.v[1].x;
|
||||
if( Abs(worldOffset.z*rotationB.v[0].y - worldOffset.y*rotationB.v[0].z) > d ) return false;
|
||||
|
||||
// ( 0,1,0 ) x orientationB.v[2].xyz:
|
||||
d = boundingOffsetA.x * absOrientationB.v[2].z;
|
||||
d += boundingOffsetA.z * absOrientationB.v[2].x;
|
||||
d += boundingOffsetB.x * absOrientationB.v[1].y;
|
||||
d += boundingOffsetB.y * absOrientationB.v[0].y;
|
||||
if( ::Utility::Value::Abs(orientationB.v[3].x*orientationB.v[2].z - orientationB.v[3].z*orientationB.v[2].x) > d ) return false;
|
||||
// s = ( 1,0,0 ) x rotationB.v[1].xyz:
|
||||
d = boundingOffsetA.y * absRotationB.v[1].z;
|
||||
d += boundingOffsetA.z * absRotationB.v[1].y;
|
||||
d += boundingOffsetB.x * absRotationB.v[2].x;
|
||||
d += boundingOffsetB.z * absRotationB.v[0].x;
|
||||
if( Abs(worldOffset.z*rotationB.v[1].y - worldOffset.y*rotationB.v[1].z) > d ) return false;
|
||||
|
||||
// ( 0,0,1 ) x orientationB.v[0].xyz:
|
||||
d = boundingOffsetA.x * absOrientationB.v[0].y;
|
||||
d += boundingOffsetA.y * absOrientationB.v[0].x;
|
||||
d += boundingOffsetB.y * absOrientationB.v[2].z;
|
||||
d += boundingOffsetB.z * absOrientationB.v[1].z;
|
||||
if( ::Utility::Value::Abs(orientationB.v[3].y*orientationB.v[0].x - orientationB.v[3].x*orientationB.v[0].y) > d ) return false;
|
||||
// s = ( 1,0,0 ) x rotationB.v[2].xyz:
|
||||
d = boundingOffsetA.y * absRotationB.v[2].z;
|
||||
d += boundingOffsetA.z * absRotationB.v[2].y;
|
||||
d += boundingOffsetB.x * absRotationB.v[1].x;
|
||||
d += boundingOffsetB.y * absRotationB.v[0].x;
|
||||
if( Abs(worldOffset.z*rotationB.v[2].y - worldOffset.y*rotationB.v[2].z) > d ) return false;
|
||||
|
||||
// ( 0,0,1 ) x orientationB.v[1].xyz:
|
||||
d = boundingOffsetA.x * absOrientationB.v[1].y;
|
||||
d += boundingOffsetA.y * absOrientationB.v[1].x;
|
||||
d += boundingOffsetB.x * absOrientationB.v[2].z;
|
||||
d += boundingOffsetB.z * absOrientationB.v[0].z;
|
||||
if( ::Utility::Value::Abs(orientationB.v[3].y*orientationB.v[1].x - orientationB.v[3].x*orientationB.v[1].y) > d ) return false;
|
||||
// s = ( 0,1,0 ) x rotationB.v[0].xyz:
|
||||
d = boundingOffsetA.x * absRotationB.v[0].z;
|
||||
d += boundingOffsetA.z * absRotationB.v[0].x;
|
||||
d += boundingOffsetB.y * absRotationB.v[2].y;
|
||||
d += boundingOffsetB.z * absRotationB.v[1].y;
|
||||
if( Abs(worldOffset.x*rotationB.v[0].z - worldOffset.z*rotationB.v[0].x) > d ) return false;
|
||||
|
||||
// ( 0,0,1 ) x orientationB.v[2].xyz:
|
||||
d = boundingOffsetA.x * absOrientationB.v[2].y;
|
||||
d += boundingOffsetA.y * absOrientationB.v[2].x;
|
||||
d += boundingOffsetB.x * absOrientationB.v[1].z;
|
||||
d += boundingOffsetB.y * absOrientationB.v[0].z;
|
||||
if( ::Utility::Value::Abs(orientationB.v[3].y*orientationB.v[2].x - orientationB.v[3].x*orientationB.v[2].y) > d ) return false;
|
||||
// s = ( 0,1,0 ) x rotationB.v[1].xyz:
|
||||
d = boundingOffsetA.x * absRotationB.v[1].z;
|
||||
d += boundingOffsetA.z * absRotationB.v[1].x;
|
||||
d += boundingOffsetB.x * absRotationB.v[2].y;
|
||||
d += boundingOffsetB.z * absRotationB.v[0].y;
|
||||
if( Abs(worldOffset.x*rotationB.v[1].z - worldOffset.z*rotationB.v[1].x) > d ) return false;
|
||||
|
||||
// s = ( 0,1,0 ) x rotationB.v[2].xyz:
|
||||
d = boundingOffsetA.x * absRotationB.v[2].z;
|
||||
d += boundingOffsetA.z * absRotationB.v[2].x;
|
||||
d += boundingOffsetB.x * absRotationB.v[1].y;
|
||||
d += boundingOffsetB.y * absRotationB.v[0].y;
|
||||
if( Abs(worldOffset.x*rotationB.v[2].z - worldOffset.z*rotationB.v[2].x) > d ) return false;
|
||||
|
||||
// s = ( 0,0,1 ) x rotationB.v[0].xyz:
|
||||
d = boundingOffsetA.x * absRotationB.v[0].y;
|
||||
d += boundingOffsetA.y * absRotationB.v[0].x;
|
||||
d += boundingOffsetB.y * absRotationB.v[2].z;
|
||||
d += boundingOffsetB.z * absRotationB.v[1].z;
|
||||
if( Abs(worldOffset.y*rotationB.v[0].x - worldOffset.x*rotationB.v[0].y) > d ) return false;
|
||||
|
||||
// s = ( 0,0,1 ) x rotationB.v[1].xyz:
|
||||
d = boundingOffsetA.x * absRotationB.v[1].y;
|
||||
d += boundingOffsetA.y * absRotationB.v[1].x;
|
||||
d += boundingOffsetB.x * absRotationB.v[2].z;
|
||||
d += boundingOffsetB.z * absRotationB.v[0].z;
|
||||
if( Abs(worldOffset.y*rotationB.v[1].x - worldOffset.x*rotationB.v[1].y) > d ) return false;
|
||||
|
||||
// s = ( 0,0,1 ) x rotationB.v[2].xyz:
|
||||
d = boundingOffsetA.x * absRotationB.v[2].y;
|
||||
d += boundingOffsetA.y * absRotationB.v[2].x;
|
||||
d += boundingOffsetB.x * absRotationB.v[1].z;
|
||||
d += boundingOffsetB.y * absRotationB.v[0].z;
|
||||
if( Abs(worldOffset.y*rotationB.v[2].x - worldOffset.x*rotationB.v[2].y) > d ) return false;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
@ -353,8 +393,8 @@ namespace Oyster { namespace Collision3D { namespace Utility
|
|||
|
||||
bool Intersect( const BoxAxisAligned &box, const Sphere &sphere )
|
||||
{ // by Dan Andersson
|
||||
Float3 e = ::Utility::Value::Max( box.minVertex - sphere.center, Float3::null );
|
||||
e += ::Utility::Value::Max( sphere.center - box.maxVertex, Float3::null );
|
||||
Float3 e = Max( box.minVertex - sphere.center, Float3::null );
|
||||
e += Max( sphere.center - box.maxVertex, Float3::null );
|
||||
|
||||
if( e.Dot(e) > (sphere.radius * sphere.radius) ) return false;
|
||||
return true;
|
||||
|
@ -385,17 +425,17 @@ namespace Oyster { namespace Collision3D { namespace Utility
|
|||
|
||||
bool Intersect( const Box &box, const Point &point )
|
||||
{ // by Dan Andersson
|
||||
Float3 dPos = point.center - box.orientation.v[3].xyz;
|
||||
Float3 dPos = point.center - box.center;
|
||||
|
||||
Float coordinate = dPos.Dot( box.orientation.v[0].xyz );
|
||||
Float coordinate = dPos.Dot( box.xAxis );
|
||||
if( coordinate > box.boundingOffset.x ) return false;
|
||||
if( coordinate < -box.boundingOffset.x ) return false;
|
||||
|
||||
coordinate = dPos.Dot( box.orientation.v[1].xyz );
|
||||
coordinate = dPos.Dot( box.yAxis );
|
||||
if( coordinate > box.boundingOffset.y ) return false;
|
||||
if( coordinate < -box.boundingOffset.y ) return false;
|
||||
|
||||
coordinate = dPos.Dot( box.orientation.v[2].xyz );
|
||||
coordinate = dPos.Dot( box.zAxis );
|
||||
if( coordinate > box.boundingOffset.z ) return false;
|
||||
if( coordinate < -box.boundingOffset.z ) return false;
|
||||
|
||||
|
@ -419,11 +459,11 @@ namespace Oyster { namespace Collision3D { namespace Utility
|
|||
|
||||
bool Intersect( const Box &box, const Sphere &sphere )
|
||||
{ // by Dan Andersson
|
||||
Float3 e = sphere.center - box.orientation.v[3].xyz,
|
||||
centerL = Float3( e.Dot(box.orientation.v[0].xyz), e.Dot(box.orientation.v[1].xyz), e.Dot(box.orientation.v[2].xyz) );
|
||||
Float3 e = sphere.center - box.center,
|
||||
centerL = Float3( e.Dot(box.xAxis), e.Dot(box.yAxis), e.Dot(box.zAxis) );
|
||||
|
||||
e = ::Utility::Value::Max( (box.boundingOffset + centerL)*=-1.0f, Float3::null );
|
||||
e += ::Utility::Value::Max( centerL - box.boundingOffset, Float3::null );
|
||||
e = Max( (box.boundingOffset + centerL)*=-1.0f, Float3::null );
|
||||
e += Max( centerL - box.boundingOffset, Float3::null );
|
||||
|
||||
if( e.Dot(e) > (sphere.radius * sphere.radius) ) return false;
|
||||
return true;
|
||||
|
@ -440,20 +480,20 @@ namespace Oyster { namespace Collision3D { namespace Utility
|
|||
|
||||
bool Intersect( const Box &boxA, const BoxAxisAligned &boxB )
|
||||
{ // by Dan Andersson
|
||||
Float3 alignedOffsetBoundaries = boxB.maxVertex - boxB.minVertex;
|
||||
Float4x4 translated = boxA.orientation;
|
||||
translated.v[3].xyz -= boxB.minVertex;
|
||||
translated.v[3].xyz += alignedOffsetBoundaries * 0.5f;
|
||||
alignedOffsetBoundaries = ::Utility::Value::Abs(alignedOffsetBoundaries);
|
||||
return Private::FifteenAxisVsAlignedAxisOverlappingChecks( alignedOffsetBoundaries, boxA.boundingOffset, translated );
|
||||
Float3 alignedOffsetBoundaries = (boxB.maxVertex - boxB.minVertex) * 0.5f,
|
||||
offset = boxA.center - Average( boxB.minVertex, boxB.maxVertex );
|
||||
return Private::SeperatingAxisTest_AxisAlignedVsTransformedBox( alignedOffsetBoundaries, boxA.boundingOffset, boxA.rotation, offset );
|
||||
}
|
||||
|
||||
bool Intersect( const Box &boxA, const Box &boxB )
|
||||
{ // by Dan Andersson
|
||||
Float4x4 M;
|
||||
InverseOrientationMatrix( boxA.orientation, M );
|
||||
TransformMatrix( M, boxB.orientation, M ); /// TODO: not verified
|
||||
return Private::FifteenAxisVsAlignedAxisOverlappingChecks( boxA.boundingOffset, boxB.boundingOffset, M );
|
||||
Float4x4 orientationA = OrientationMatrix(boxA.rotation, boxA.center),
|
||||
orientationB = OrientationMatrix(boxB.rotation, boxB.center),
|
||||
invOrientationA = InverseOrientationMatrix( orientationA );
|
||||
|
||||
orientationB = TransformMatrix( invOrientationA, orientationB );
|
||||
|
||||
return Private::SeperatingAxisTest_AxisAlignedVsTransformedBox( boxA.boundingOffset, boxB.boundingOffset, ExtractRotationMatrix(orientationB), orientationB.v[3].xyz );
|
||||
}
|
||||
|
||||
bool Intersect( const Frustrum &frustrum, const Point &point )
|
||||
|
@ -490,37 +530,37 @@ namespace Oyster { namespace Collision3D { namespace Utility
|
|||
if( Intersect(frustrum.leftPlane, ray, distance) )
|
||||
{
|
||||
intersected = true;
|
||||
connectDistance = ::Utility::Value::Min( connectDistance, distance );
|
||||
connectDistance = Min( connectDistance, distance );
|
||||
}
|
||||
|
||||
if( Intersect(frustrum.rightPlane, ray, distance) )
|
||||
{
|
||||
intersected = true;
|
||||
connectDistance = ::Utility::Value::Min( connectDistance, distance );
|
||||
connectDistance = Min( connectDistance, distance );
|
||||
}
|
||||
|
||||
if( Intersect(frustrum.bottomPlane, ray, distance) )
|
||||
{
|
||||
intersected = true;
|
||||
connectDistance = ::Utility::Value::Min( connectDistance, distance );
|
||||
connectDistance = Min( connectDistance, distance );
|
||||
}
|
||||
|
||||
if( Intersect(frustrum.topPlane, ray, distance) )
|
||||
{
|
||||
intersected = true;
|
||||
connectDistance = ::Utility::Value::Min( connectDistance, distance );
|
||||
connectDistance = Min( connectDistance, distance );
|
||||
}
|
||||
|
||||
if( Intersect(frustrum.nearPlane, ray, distance) )
|
||||
{
|
||||
intersected = true;
|
||||
connectDistance = ::Utility::Value::Min( connectDistance, distance );
|
||||
connectDistance = Min( connectDistance, distance );
|
||||
}
|
||||
|
||||
if( Intersect(frustrum.farPlane, ray, distance) )
|
||||
{
|
||||
intersected = true;
|
||||
connectDistance = ::Utility::Value::Min( connectDistance, distance );
|
||||
connectDistance = Min( connectDistance, distance );
|
||||
}
|
||||
|
||||
if( intersected ) return true;
|
||||
|
|
|
@ -40,7 +40,7 @@ void RigidBody::Update_LeapFrog( Float deltaTime )
|
|||
{ // by Dan Andersson: Euler leap frog update when Runga Kutta is not needed
|
||||
|
||||
// Important! The member data is all world data except the Inertia tensor. Thus a new InertiaTensor needs to be created to be compatible with the rest of the world data.
|
||||
Float4x4 wMomentOfInertiaTensor = TransformMatrix( this->box.orientation, this->momentOfInertiaTensor );
|
||||
Float4x4 wMomentOfInertiaTensor = TransformMatrix( this->box.rotation, this->momentOfInertiaTensor );
|
||||
|
||||
// updating the linear
|
||||
// dv = dt * a = dt * F / m
|
||||
|
@ -63,10 +63,9 @@ void RigidBody::Update_LeapFrog( Float deltaTime )
|
|||
deltaRadian = ::std::sqrt( deltaRadian );
|
||||
rotationAxis /= deltaRadian;
|
||||
|
||||
// using rotationAxis, deltaRadian and deltaPos to create a matrix to update the orientation matrix
|
||||
UpdateOrientationMatrix( deltaPos, RotationMatrix(deltaRadian, rotationAxis), this->box.orientation );
|
||||
|
||||
/** @todo TODO: ISSUE! how is momentOfInertiaTensor related to the orientation of the RigidBody? */
|
||||
// using rotationAxis, deltaRadian and deltaPos to create a matrix to update the box
|
||||
this->box.center += deltaPos;
|
||||
TransformMatrix( RotationMatrix(deltaRadian, rotationAxis), this->box.rotation, this->box.rotation );
|
||||
}
|
||||
else
|
||||
{ // no rotation, only use deltaPos to translate the RigidBody
|
||||
|
|
|
@ -34,8 +34,6 @@ namespace Oyster { namespace Physics3D
|
|||
|
||||
// ACCESS METHODS /////////////////////////////
|
||||
|
||||
::Oyster::Math::Float4x4 & AccessOrientation();
|
||||
const ::Oyster::Math::Float4x4 & AccessOrientation() const;
|
||||
::Oyster::Math::Float3 & AccessBoundingReach();
|
||||
const ::Oyster::Math::Float3 & AccessBoundingReach() const;
|
||||
::Oyster::Math::Float3 & AccessCenter();
|
||||
|
@ -46,7 +44,7 @@ namespace Oyster { namespace Physics3D
|
|||
const ::Oyster::Math::Float4x4 & GetMomentOfInertia() const;
|
||||
const ::Oyster::Math::Float & GetMass() const;
|
||||
|
||||
const ::Oyster::Math::Float4x4 & GetOrientation() const;
|
||||
const ::Oyster::Math::Float4x4 GetOrientation() const;
|
||||
::Oyster::Math::Float4x4 GetView() const;
|
||||
const ::Oyster::Math::Float4x4 & GetToWorldMatrix() const;
|
||||
::Oyster::Math::Float4x4 GetToLocalMatrix() const;
|
||||
|
|
Loading…
Reference in New Issue