///////////////////////////////////////////////////////////////////// // Created by Dan Andersson 2013 ///////////////////////////////////////////////////////////////////// #include "OysterCollision3D.h" #include "Utilities.h" #include using namespace ::Oyster::Math3D; using namespace ::Utility::Value; namespace Oyster { namespace Collision3D { namespace Utility { // PRIVATE HEADER /////////////////////////////////////////////////// namespace Private { const Float epsilon = (const Float)1e-20; // Float calculations can suffer roundingerrors. Which is where epsilon = 1e-20 comes into the picture inline bool EqualsZero( const Float &value ) { // by Dan Andersson return Abs( value ) < epsilon; } // Float calculations can suffer roundingerrors. Which is where epsilon = 1e-20 comes into the picture inline bool NotEqualsZero( const Float &value ) { // by Dan Andersson return Abs( value ) > epsilon; } // returns true if miss/reject bool BoxVsRayPerSlabCheck( const Float3 &axis, const Float &boundingOffset, const Float3 &deltaPos, const Float3 rayDirection, Float &tMin, Float &tMax ) { // by Dan Andersson Float e = axis.Dot( deltaPos ), f = axis.Dot( rayDirection ); if( EqualsZero(f) ) // if axis is not parallell with ray { Float t1 = e + boundingOffset, t2 = e - boundingOffset; t1 /= f; t2 /= f; if( t1 > t2 ) ::Utility::Element::Swap( t1, t2 ); tMin = Max( tMin, t1 ); tMax = Min( tMax, t2 ); if( tMin > tMax ) return true; if( tMax < 0.0f ) return true; } else if( boundingOffset < -e ) return true; else if( boundingOffset < e ) return true; return false; } inline bool Contains( const Plane &container, const Float3 &pos ) { // by Dan Andersson return EqualsZero( container.normal.Dot( pos ) + container.phasing ); } inline void Compare( Float &connectOffset, const Plane &plane, const Float3 &pos ) { // by Dan Andersson connectOffset = plane.normal.Dot(pos); connectOffset += plane.phasing; } void Compare( Float &boxExtend, Float ¢erDistance, const Plane &plane, const BoxAxisAligned &box ) { // 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 * 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 * 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.center.Dot(plane.normal) + plane.phasing; // distance between box center and plane } bool SeperatingAxisTest_AxisAlignedVsTransformedBox( const Float3 &boundingOffsetA, const Float3 &boundingOffsetB, const Float4x4 &rotationB, const Float3 &worldOffset ) { // by Dan Andersson /***************************************************************** * 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; } // 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; } // 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; } // 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; } // 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; } // 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; } // 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; // 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; // 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; // 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; // 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; } bool SeperatingAxisTest_AxisAlignedVsTransformedBox( const Float3 &boundingOffsetA, const Float3 &boundingOffsetB, const Float4x4 &rotationB, const Float3 &worldOffset, Float3 &worldPointOfContact ) { // by Dan Andersson /***************************************************************** * 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 *****************************************************************/ /***************************************************************** * Distance Alghorithm based on .. something Dan came up with * pi = si * ( (t dot si) * (hA dot |si|) / (hA dot |si| + hB dot |si * RB|) ) * p = estimated point of contact * = ( p1 + p2 + ... + p5 + p6 ) / 2 *****************************************************************/ Float4 t = Float4( worldOffset, 0.0f ), s = Float4::standard_unit_x, hA = Float4( boundingOffsetA, 0.0f ), hB = Float4( boundingOffsetB, 0.0f ); Float centerSeperation = t.Dot(s), eA = hA.Dot( Abs(s) ), edgeSeperation = eA + hB.Dot( Abs(s * rotationB) ); if( Abs(centerSeperation) > edgeSeperation ) { // no intersection return false; } Float4 sumPoints = s * ( centerSeperation * eA / edgeSeperation ); s = Float4::standard_unit_y; centerSeperation = t.Dot(s); eA = hA.Dot( Abs(s) ); edgeSeperation = eA + hB.Dot( Abs(s * rotationB) ); if( Abs(centerSeperation) > edgeSeperation ) { // no intersection return false; } sumPoints += s * ( centerSeperation * eA / edgeSeperation ); s = Float4::standard_unit_z; centerSeperation = t.Dot(s); eA = hA.Dot( Abs(s) ); edgeSeperation = eA + hB.Dot( Abs(s * rotationB) ); if( Abs(centerSeperation) > edgeSeperation ) { // no intersection return false; } sumPoints += s * ( centerSeperation * eA / edgeSeperation ); s = rotationB.v[0]; centerSeperation = t.Dot(s); eA = hA.Dot( Abs(s) ); edgeSeperation = eA + hB.Dot( Abs(s * rotationB) ); if( Abs(centerSeperation) > edgeSeperation ) { // no intersection return false; } sumPoints += s * ( centerSeperation * eA / edgeSeperation ); s = rotationB.v[1]; centerSeperation = t.Dot(s); eA = hA.Dot( Abs(s) ); edgeSeperation = eA + hB.Dot( Abs(s * rotationB) ); if( Abs(centerSeperation) > edgeSeperation ) { // no intersection return false; } sumPoints += s * ( centerSeperation * eA / edgeSeperation ); s = rotationB.v[2]; centerSeperation = t.Dot(s); eA = hA.Dot( Abs(s) ); edgeSeperation = eA + hB.Dot( Abs(s * rotationB) ); if( Abs(centerSeperation) > edgeSeperation ) { // no intersection return false; } sumPoints += s * ( centerSeperation * eA / edgeSeperation ); // enough point of contact data gathered for approximative result. s = Float4( Float3::standard_unit_x.Cross(rotationB.v[0].xyz), 0.0f ); centerSeperation = t.Dot(s); eA = hA.Dot( Abs(s) ); edgeSeperation = eA + hB.Dot( Abs(s * rotationB) ); if( Abs(centerSeperation) > edgeSeperation ) { // no intersection return false; } s = Float4( Float3::standard_unit_x.Cross(rotationB.v[1].xyz), 0.0f ); centerSeperation = t.Dot(s); eA = hA.Dot( Abs(s) ); edgeSeperation = eA + hB.Dot( Abs(s * rotationB) ); if( Abs(centerSeperation) > edgeSeperation ) { // no intersection return false; } s = Float4( Float3::standard_unit_x.Cross(rotationB.v[2].xyz), 0.0f ); centerSeperation = t.Dot(s); eA = hA.Dot( Abs(s) ); edgeSeperation = eA + hB.Dot( Abs(s * rotationB) ); if( Abs(centerSeperation) > edgeSeperation ) { // no intersection return false; } s = Float4( Float3::standard_unit_y.Cross(rotationB.v[0].xyz), 0.0f ); centerSeperation = t.Dot(s); eA = hA.Dot( Abs(s) ); edgeSeperation = eA + hB.Dot( Abs(s * rotationB) ); if( Abs(centerSeperation) > edgeSeperation ) { // no intersection return false; } s = Float4( Float3::standard_unit_y.Cross(rotationB.v[1].xyz), 0.0f ); centerSeperation = t.Dot(s); eA = hA.Dot( Abs(s) ); edgeSeperation = eA + hB.Dot( Abs(s * rotationB) ); if( Abs(centerSeperation) > edgeSeperation ) { // no intersection return false; } s = Float4( Float3::standard_unit_y.Cross(rotationB.v[2].xyz), 0.0f ); centerSeperation = t.Dot(s); eA = hA.Dot( Abs(s) ); edgeSeperation = eA + hB.Dot( Abs(s * rotationB) ); if( Abs(centerSeperation) > edgeSeperation ) { // no intersection return false; } s = Float4( Float3::standard_unit_z.Cross(rotationB.v[0].xyz), 0.0f ); centerSeperation = t.Dot(s); eA = hA.Dot( Abs(s) ); edgeSeperation = eA + hB.Dot( Abs(s * rotationB) ); if( Abs(centerSeperation) > edgeSeperation ) { // no intersection return false; } s = Float4( Float3::standard_unit_z.Cross(rotationB.v[1].xyz), 0.0f ); centerSeperation = t.Dot(s); eA = hA.Dot( Abs(s) ); edgeSeperation = eA + hB.Dot( Abs(s * rotationB) ); if( Abs(centerSeperation) > edgeSeperation ) { // no intersection return false; } s = Float4( Float3::standard_unit_z.Cross(rotationB.v[2].xyz), 0.0f ); centerSeperation = t.Dot(s); eA = hA.Dot( Abs(s) ); edgeSeperation = eA + hB.Dot( Abs(s * rotationB) ); if( Abs(centerSeperation) > edgeSeperation ) { // no intersection return false; } worldPointOfContact = (0.5f * sumPoints).xyz; return true; } } // PUBLIC BODY ////////////////////////////////////////////////////// void Compare( Float &connectDistance, Float &connectOffsetSquared, const Ray &ray, const Point &point ) { // by Dan Andersson Float3 dP = point.center - ray.origin; connectDistance = dP.Dot( ray.direction ); connectDistance /= ray.direction.Dot( ray.direction ); dP -= ( connectDistance * ray.direction ); connectOffsetSquared = dP.Dot( dP ); } void Compare( Float &connectDistanceA, Float &connectDistanceB, Float &connectOffsetSquared, const Ray &rayA, const Ray &rayB ) { // by Dan Andersson Float3 dP = rayB.origin - rayA.origin; connectDistanceA = rayA.direction.Dot( dP ); connectDistanceA /= rayA.direction.Dot( rayA.direction ); dP *= -1.0f; connectDistanceB = rayB.direction.Dot( dP ); connectDistanceB /= rayB.direction.Dot( rayB.direction ); dP = rayA.direction * connectDistanceA; dP += rayA.origin; dP -= rayB.direction * connectDistanceB; dP -= rayB.origin; connectOffsetSquared = dP.Dot( dP ); } void Compare( Float &connectOffset, const Plane &plane, const Point &point ) { // by Dan Andersson Private::Compare( connectOffset, plane, point.center ); } bool Intersect( const Point &pointA, const Point &pointB ) { // by Fredrick Johansson if (pointA.center.x != pointB.center.x) return false; if (pointA.center.y != pointB.center.y) return false; if (pointA.center.z != pointB.center.z) return false; return true; // Passed all tests, is in same position } bool Intersect( const Point &pointA, const Point &pointB, ::Oyster::Math::Float3& worldPointOfContact ) { //! @todo TODO: implement Stub return false; } bool Intersect( const Ray &ray, const Point &point, Float &connectDistance ) { // by Dan Andersson Float connectOffsetSquared; Compare( connectDistance, connectOffsetSquared, ray, point ); if( Private::EqualsZero(connectOffsetSquared) ) { connectOffsetSquared = 0.0f; return true; } connectDistance = 0.0f; return false; } bool Intersect( const Ray &rayA, const Ray &rayB, Float &connectDistanceA, Float &connectDistanceB ) { // by Dan Andersson Float connectOffsetSquared; Compare( connectDistanceA, connectDistanceB, connectOffsetSquared, rayA, rayB ); if( Private::EqualsZero(connectOffsetSquared) ) { connectOffsetSquared = 0.0f; return true; } connectDistanceA = connectDistanceB = 0.0f; return false; } bool Intersect( const Ray &ray, const Point &point, ::Oyster::Math::Float &connectDistance, ::Oyster::Math::Float3& worldPointOfContact ) { //! @todo TODO: implement Stub return false; } bool Intersect( const Ray &rayA, const Ray &rayB, ::Oyster::Math::Float &connectDistanceA, ::Oyster::Math::Float &connectDistanceB, ::Oyster::Math::Float3& worldPointOfContact ) { //! @todo TODO: implement Stub return false; } bool Intersect( const Sphere &sphere, const Point &point ) { // by Dan Andersson Float3 dP = point.center - sphere.center; if( dP.Dot(dP) > (sphere.radius * sphere.radius) ) return false; return true; } bool Intersect( const Sphere &sphere, const Ray &ray, Float &connectDistance ) {// by Dan Andersson Float3 dP = sphere.center - ray.origin; Float s = dP.Dot( ray.direction ), dSquared = dP.Dot( dP ), rSquared = sphere.radius * sphere.radius; if( dSquared <= rSquared ) { connectDistance = 0.0f; return true; } else if( s < 0.0f ) { connectDistance = 0.0f; return false; } Float mSquared = dSquared - (s*s); if( mSquared > rSquared ) { connectDistance = 0.0f; return false; } Float q = ::std::sqrt( rSquared - mSquared ); if( dSquared > rSquared ) connectDistance = s - q; else connectDistance = s + q; return true; } bool Intersect( const Sphere &sphereA, const Sphere &sphereB ) { // by Fredrick Johansson Float3 C = sphereA.center; C -= sphereB.center; Float r = (sphereA.radius + sphereB.radius); if (r*r >= C.Dot(C)) { return true; // Intersect detected! } return false; } bool Intersect( const Sphere &sphere, const Point &point, ::Oyster::Math::Float3& worldPointOfContact ) { //! @todo TODO: implement Stub return false; } bool Intersect( const Sphere &sphere, const Ray &ray, ::Oyster::Math::Float &connectDistance, ::Oyster::Math::Float3& worldPointOfContact ) { //! @todo TODO: implement Stub return false; } bool Intersect( const Sphere &sphereA, const Sphere &sphereB, ::Oyster::Math::Float3& worldPointOfContact ) { //Float3 C = sphereA.center; //C -= sphereB.center; //Float r = (sphereA.radius + sphereB.radius); //if (r*r >= C.Dot(C)) //{ // Float distance; // Intersect(sphereA, Ray(sphereB.center, C.Normalize()), distance); // worldPointOfContact = sphereB.center+C.Normalize()*distance; // return true; // Intersect detected! //} return false; } bool Intersect( const Plane &plane, const Point &point ) { // by Dan Andersson Float connectOffset; Private::Compare( connectOffset, plane, point.center ); return Private::EqualsZero(connectOffset); } bool Intersect( const Plane &plane, const Ray &ray, Float &connectDistance ) { // by Dan Andersson Float c = plane.normal.Dot(ray.direction); if( Private::EqualsZero(c) ) { // ray is parallell with the plane. (ray direction orthogonal with the planar normal) connectDistance = 0.0f; return Contains( plane, ray.origin ); } connectDistance = -plane.phasing; connectDistance -= plane.normal.Dot( ray.origin ); connectDistance /= c; if( connectDistance > 0.0f ) return true; connectDistance = 0.0f; return false; } bool Intersect( const Plane &plane, const Sphere &sphere ) { // by Dan Andersson Float connectOffset; Private::Compare( connectOffset, plane, sphere.center ); return (connectOffset <= sphere.radius); } bool Intersect( const Plane &planeA, const Plane &planeB ) { // by Dan Andersson if( planeA.normal == planeB.normal ) // they are parallell return (planeA.phasing == planeB.phasing); else if( planeA.normal == -planeB.normal ) // they are still parallell return (planeA.phasing == -planeB.phasing); return true; // none parallell planes ALWAYS intersects somewhere } bool Intersect( const Plane &plane, const Point &point, const ::Oyster::Math::Float3& worldPointOfContact ) { //! @todo TODO: implement Stub return false; } bool Intersect( const Plane &plane, const Ray &ray, ::Oyster::Math::Float &connectDistance, const ::Oyster::Math::Float3& worldPointOfContact ) { //! @todo TODO: implement Stub return false; } bool Intersect( const Plane &plane, const Sphere &sphere, const ::Oyster::Math::Float3& worldPointOfContact ) { //! @todo TODO: implement Stub return false; } bool Intersect( const Plane &planeA, const Plane &planeB, const ::Oyster::Math::Float3& worldPointOfContact ) { //! @todo TODO: implement Stub return false; } bool Intersect( const BoxAxisAligned &box, const Point &point ) { // by Dan Andersson if( point.center.x < box.minVertex.x ) return false; if( point.center.x > box.maxVertex.x ) return false; if( point.center.y < box.minVertex.y ) return false; if( point.center.y > box.maxVertex.y ) return false; if( point.center.z < box.minVertex.z ) return false; if( point.center.z > box.maxVertex.z ) return false; return true; } bool Intersect( const BoxAxisAligned &box, const Point &point, Float3 &worldPointOfContact ) { // by Dan Andersson if( Intersect(box, point) ) { worldPointOfContact = point.center; return true; } return false; } bool Intersect( const BoxAxisAligned &box, const Ray &ray, Float &connectDistance ) { // by Dan Andersson Float tMin = ::std::numeric_limits::max(), tMax = -tMin; // initiating to extremevalues Float3 boundingOffset = ((box.maxVertex - box.minVertex) * 0.5f), dP = ((box.maxVertex + box.minVertex) * 0.5f) - ray.origin; if( Private::BoxVsRayPerSlabCheck( Float3::standard_unit_x, boundingOffset.x, dP, ray.direction, tMin, tMax ) ) { connectDistance = 0.0f; return false; } if( Private::BoxVsRayPerSlabCheck( Float3::standard_unit_y, boundingOffset.y, dP, ray.direction, tMin, tMax ) ) { connectDistance = 0.0f; return false; } if( Private::BoxVsRayPerSlabCheck( Float3::standard_unit_z, boundingOffset.z, dP, ray.direction, tMin, tMax ) ) { connectDistance = 0.0f; return false; } if( tMin > 0.0f ) connectDistance = tMin; else connectDistance = tMax; return true; } bool Intersect( const BoxAxisAligned &box, const Ray &ray, Float &connectDistance, Float3 &worldPointOfContact ) { // by Dan Andersson if( Intersect(box, ray, connectDistance) ) { worldPointOfContact = ray.origin + ray.direction * connectDistance; return true; } return false; } bool Intersect( const BoxAxisAligned &box, const Sphere &sphere ) { // by Dan Andersson Float4 e = Max( Float4(box.minVertex - sphere.center, 0.0f), Float4::null ); e += Max( Float4(sphere.center - box.maxVertex, 0.0f), Float4::null ); if( e.Dot(e) > (sphere.radius * sphere.radius) ) return false; return true; } bool Intersect( const BoxAxisAligned &box, const Sphere &sphere, Float3 &worldPointOfContact ) { //! @todo TODO: implement stub return Intersect( box, sphere ); } bool Intersect( const BoxAxisAligned &box, const Plane &plane ) { // by Dan Andersson Float e, d; Private::Compare( e, d, plane, box ); if( d - e > 0.0f ) return false; // is beneath if( d + e < 0.0f ) return false; // is above return true; } bool Intersect( const BoxAxisAligned &box, const Plane &plane, Float3 &worldPointOfContact ) { //! @todo TODO: implement stub return Intersect( box, plane ); } // bool Intersect( const BoxAxisAligned &box, const Triangle &triangle ) // { return false; /* TODO: */ } bool Intersect( const BoxAxisAligned &boxA, const BoxAxisAligned &boxB ) { // by Dan Andersson if( boxA.maxVertex.x < boxB.minVertex.x ) return false; if( boxA.minVertex.x > boxB.maxVertex.x ) return false; if( boxA.maxVertex.y < boxB.minVertex.y ) return false; if( boxA.minVertex.y > boxB.maxVertex.y ) return false; if( boxA.maxVertex.z < boxB.minVertex.z ) return false; if( boxA.minVertex.z > boxB.maxVertex.z ) return false; return true; } bool Intersect( const Box &box, const Point &point ) { // by Dan Andersson Float3 dPos = point.center - box.center; Float coordinate = dPos.Dot( box.xAxis ); if( coordinate > box.boundingOffset.x ) return false; if( coordinate < -box.boundingOffset.x ) return false; coordinate = dPos.Dot( box.yAxis ); if( coordinate > box.boundingOffset.y ) return false; if( coordinate < -box.boundingOffset.y ) return false; coordinate = dPos.Dot( box.zAxis ); if( coordinate > box.boundingOffset.z ) return false; if( coordinate < -box.boundingOffset.z ) return false; return true; } bool Intersect( const Box &box, const Point &point, Float3 &worldPointOfContact ) { // by Dan Andersson if( Intersect(box, point) ) { worldPointOfContact = point.center; return true; } return false; } bool Intersect( const Box &box, const Ray &ray, Float &connectDistance ) { // by Dan Andersson Float tMin = ::std::numeric_limits::max(), tMax = -tMin; // initiating to extremevalues Float3 dP = box.center - ray.origin; if( Private::BoxVsRayPerSlabCheck( box.xAxis, box.boundingOffset.x, dP, ray.direction, tMin, tMax ) ) { connectDistance = 0.0f; return false; } if( Private::BoxVsRayPerSlabCheck( box.yAxis, box.boundingOffset.y, dP, ray.direction, tMin, tMax ) ) { connectDistance = 0.0f; return false; } if( Private::BoxVsRayPerSlabCheck( box.zAxis, box.boundingOffset.z, dP, ray.direction, tMin, tMax ) ) { connectDistance = 0.0f; return false; } if( tMin > 0.0f ) connectDistance = tMin; else connectDistance = tMax; return true; } bool Intersect( const Box &box, const Ray &ray, Float &connectDistance, Float3 &worldPointOfContact ) { // by Dan Andersson if( Intersect(box, ray, connectDistance) ) { worldPointOfContact = ray.origin + ray.direction * connectDistance; return true; } return false; } bool Intersect( const Box &box, const Sphere &sphere ) { // by Dan Andersson // center: sphere's center in the box's view space Float4 center = TransformVector( InverseRotationMatrix(box.rotation), Float4(sphere.center - box.center, 0.0f) ); Float4 e = Max( Float4(-box.boundingOffset, 0.0f) - center, Float4::null ); e += Max( center - Float4(box.boundingOffset, 0.0f), Float4::null ); if( e.Dot(e) > (sphere.radius * sphere.radius) ) return false; return true; } bool Intersect( const Box &box, const Sphere &sphere, Float3 &worldPointOfContact ) { //! @todo TODO: implement stub return Intersect( box, sphere ); } bool Intersect( const Box &box, const Plane &plane ) {// by Dan Andersson Float e, d; Private::Compare( e, d, plane, box ); if( d - e > 0.0f ) return false; // is beneath if( d + e < 0.0f ) return false; // is above return true; } bool Intersect( const Box &box, const Plane &plane, Float3 &worldPointOfContact ) { //! @todo TODO: implement stub return Intersect( box, plane ); } bool Intersect( const Box &boxA, const BoxAxisAligned &boxB ) { // by Dan Andersson 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 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 ) { // by Dan Andersson Float connectOffset; Private::Compare( connectOffset, frustrum.leftPlane, point.center ); if( connectOffset < 0.0f ) return false; Private::Compare( connectOffset, frustrum.rightPlane, point.center ); if( connectOffset < 0.0f ) return false; Private::Compare( connectOffset, frustrum.bottomPlane, point.center ); if( connectOffset < 0.0f) return false; Private::Compare( connectOffset, frustrum.topPlane, point.center ); if( connectOffset < 0.0f) return false; Private::Compare( connectOffset, frustrum.nearPlane, point.center ); if( connectOffset < 0.0f ) return false; Private::Compare( connectOffset, frustrum.farPlane, point.center ); if( connectOffset < 0.0f ) return false; return true; } bool Intersect( const Frustrum &frustrum, const Ray &ray, Float &connectDistance ) { // by Dan Andersson bool intersected = false; Float distance = 0.0f; connectDistance = ::std::numeric_limits::max(); if( Intersect(frustrum.leftPlane, ray, distance) ) { intersected = true; connectDistance = Min( connectDistance, distance ); } if( Intersect(frustrum.rightPlane, ray, distance) ) { intersected = true; connectDistance = Min( connectDistance, distance ); } if( Intersect(frustrum.bottomPlane, ray, distance) ) { intersected = true; connectDistance = Min( connectDistance, distance ); } if( Intersect(frustrum.topPlane, ray, distance) ) { intersected = true; connectDistance = Min( connectDistance, distance ); } if( Intersect(frustrum.nearPlane, ray, distance) ) { intersected = true; connectDistance = Min( connectDistance, distance ); } if( Intersect(frustrum.farPlane, ray, distance) ) { intersected = true; connectDistance = Min( connectDistance, distance ); } if( intersected ) return true; connectDistance = 0.0f; return false; } bool Intersect( const Frustrum &frustrum, const Sphere &sphere ) { // by Dan Andersson Float connectOffset; Private::Compare( connectOffset, frustrum.leftPlane, sphere.center ); if( connectOffset < -sphere.radius ) return false; Private::Compare( connectOffset, frustrum.rightPlane, sphere.center ); if( connectOffset < -sphere.radius ) return false; Private::Compare( connectOffset, frustrum.bottomPlane, sphere.center ); if( connectOffset < -sphere.radius ) return false; Private::Compare( connectOffset, frustrum.topPlane, sphere.center ); if( connectOffset < -sphere.radius ) return false; Private::Compare( connectOffset, frustrum.nearPlane, sphere.center ); if( connectOffset < -sphere.radius ) return false; Private::Compare( connectOffset, frustrum.farPlane, sphere.center ); if( connectOffset < -sphere.radius ) return false; return true; } bool Intersect( const Frustrum &frustrum, const Plane &plane ) { return false; // TODO: } // bool Intersect( const Frustrum &frustrum, const Triangle &triangle, ? ); bool Intersect( const Frustrum &frustrum, const BoxAxisAligned &box ) { // by Dan Andersson Float e, d; Private::Compare( e, d, frustrum.leftPlane, box ); if( d - e > 0.0f ) return false; // is beneath Private::Compare( e, d, frustrum.rightPlane, box ); if( d - e > 0.0f ) return false; // is beneath Private::Compare( e, d, frustrum.bottomPlane, box ); if( d - e > 0.0f ) return false; // is beneath Private::Compare( e, d, frustrum.topPlane, box ); if( d - e > 0.0f ) return false; // is beneath Private::Compare( e, d, frustrum.nearPlane, box ); if( d - e > 0.0f ) return false; // is beneath Private::Compare( e, d, frustrum.farPlane, box ); if( d - e > 0.0f ) return false; // is beneath return true; } bool Intersect( const Frustrum &frustrum, const Box &box ) { // by Dan Andersson Float e, d; Private::Compare( e, d, frustrum.leftPlane, box ); if( d - e > 0.0f ) return false; // is beneath Private::Compare( e, d, frustrum.rightPlane, box ); if( d - e > 0.0f ) return false; // is beneath Private::Compare( e, d, frustrum.bottomPlane, box ); if( d - e > 0.0f ) return false; // is beneath Private::Compare( e, d, frustrum.topPlane, box ); if( d - e > 0.0f ) return false; // is beneath Private::Compare( e, d, frustrum.nearPlane, box ); if( d - e > 0.0f ) return false; // is beneath Private::Compare( e, d, frustrum.farPlane, box ); if( d - e > 0.0f ) return false; // is beneath return true; } bool Intersect( const Frustrum &frustrumA, const Frustrum &frustrumB ) { return false; // TODO: } bool Contains( const Ray &container, const Ray &ray ) { return false; /*TODO: */ } bool Contains( const Sphere &sphereA, const Sphere &sphereB ) { // by Fredrick Johansson // Check if SphereB is larger than sphereA if (sphereA.radius < sphereB.radius) { return false; // Is impossible, yes } // Calc distance from center to center Float3 d = sphereB.center - sphereA.center; Float deltaR = sphereA.radius - sphereB.radius; // Check if contained if (d.Dot(d) <= (deltaR*deltaR)) { return true; } // Not contained return false; } bool Contains( const Plane &container, const Point &point ) { // by Dan Andersson return Private::Contains( container, point.center ); } bool Contains( const Plane &container, const Ray &ray ) { // by Dan Andersson if( Private::NotEqualsZero(container.normal.Dot(ray.direction)) ) return false; return Contains( container, ray.origin ); } bool Contains( const Plane &container, const Plane &plane ) { // by Dan Andersson if( container.phasing == plane.phasing ) return container.normal == plane.normal; if( container.phasing == -plane.phasing ) return container.normal == -plane.normal; return false; } } } }