Files
BlitzNext/Runtime/blitz3d/collision.cpp
T
Michael Fabian 'Xaymar' Dirks 3afa84df85 runtime/blitz3d: Fixup C++ification
2019-01-18 21:26:42 +01:00

363 lines
8.4 KiB
C++

#include "collision.hpp"
#include <gxruntime.hpp>
const float COLLISION_FLT_EPSILON = .001f;
/*
//
// OLD VERSION
//
bool Collision::sphereCollide( const Line &line,float radius,const Vector &dest,float dest_radius ){
radius+=dest_radius;
Line l( line.o-dest,line.d );
float a=l.d.dot(l.d);
if( !a ) return false;
float b=l.o.dot(l.d)*2;
float c=l.o.dot(l.o)-radius*radius;
float d=b*b-4*a*c;
if( d<0 ) return false;
float t1=(-b+sqrt(d))/(2*a);
float t2=(-b-sqrt(d))/(2*a);
float t=t1<t2 ? t1 : t2;
if( t<0 || t>=time ) return false;
time=t;
normal=(l*t).normalized();
return true;
}
bool Collision::sphereCollide( const Line &line,float radius,const Vector &dest,const Vector &radii ){
radius+=radii.x;
Line l( line.o-dest,line.d );
// float y_scale=1;
// if( radii.x!=radii.y ){
// y_scale=radii.x/radii.y;
// l.o.y*=y_scale;
// l.d.y*=y_scale;
// }
float a=l.d.dot(l.d);
if( !a ) return false;
float b=l.o.dot(l.d)*2;
float c=l.o.dot(l.o)-radius*radius;
float d=b*b-4*a*c;
if( d<0 ) return false;
float t1=(-b+sqrt(d))/(2*a);
float t2=(-b-sqrt(d))/(2*a);
float t=t1<t2 ? t1 : t2;
if( t<0 || t>=time ) return false;
time=t;
normal=(l*t).normalized();
return true;
}
//v0,v1 = edge verts
//pn = poly normal
//en = edge normal
static bool edgeTest( const Vector &v0,const Vector &v1,const Vector &pn,const Vector &en,const Line &line,float radius,Collision *curr_coll ){
Matrix tm=~Matrix( en,(v1-v0).normalized(),pn );
Vector sv=tm*(line.o-v0),dv=tm*(line.o+line.d-v0);
Line l( sv,dv-sv );
//do cylinder test...
float a,b,c,d,t1,t2,t;
a=(l.d.x*l.d.x+l.d.z*l.d.z);
if( !a ) return false; //ray parallel to cylinder
b=(l.o.x*l.d.x+l.o.z*l.d.z)*2;
c=(l.o.x*l.o.x+l.o.z*l.o.z)-radius*radius;
d=b*b-4*a*c;
if( d<0 ) return false; //ray misses cylinder
t1=(-b+sqrt(d))/(2*a);
t2=(-b-sqrt(d))/(2*a);
t=t1<t2 ? t1 : t2;
if( t>curr_coll->time ) return false; //intersects too far away
Vector i=l*t,p;
if( i.y>v0.distance(v1) ) return false; //intersection above cylinder
if( i.y>=0 ){
if( t<0 ) return false;
p.y=i.y;
}else{
//below bottom of cylinder...do sphere test...
a=l.d.dot(l.d);
if( !a ) return false; //ray parallel to sphere
b=l.o.dot(l.d)*2;
c=l.o.dot(l.o)-radius*radius;
d=b*b-4*a*c;
if( d<0 ) return false; //ray misses sphere
t1=(-b+sqrt(d))/(2*a);
t2=(-b-sqrt(d))/(2*a);
t=t1<t2 ? t1 : t2;
if( t<0 || t>curr_coll->time ) return false; //intersects behind or too far away
i=l*t;
}
curr_coll->time=t;
curr_coll->normal=~tm*(i-p);
curr_coll->normal.normalize();
return true;
}
bool Collision::triangleCollide( const Line &line,float radius,const Vector &v0,const Vector &v1,const Vector &v2 ){
//triangle plane
Plane p( v0,v1,v2 );
if( p.n.dot( line.d )>=0 ) return false;
//intersection time
Plane tp=p;tp.d-=radius;
float t=tp.t_intersect( line );
if( t>time ) return false;
//intersection point
Plane p0( v0+p.n,v1,v0 ),p1( v1+p.n,v2,v1 ),p2( v2+p.n,v0,v2 );
if( t>=0 ){
Vector i=line*t;
if( p0.distance(i)>=0 && p1.distance(i)>=0 && p2.distance(i)>=0 ){
time=t;
normal=p.n;
return true;
}
}
if( radius<=0 ) return false;
return
edgeTest( v0,v1,p.n,p0.n,line,radius,this )|
edgeTest( v1,v2,p.n,p1.n,line,radius,this )|
edgeTest( v2,v0,p.n,p2.n,line,radius,this );
}
bool Collision::boxCollide( const Line &line,float radius,const Box &box ){
static int quads[]={
2,3,1,0,
3,7,5,1,
7,6,4,5,
6,2,0,4,
6,7,3,2,
0,1,5,4
};
bool hit=false;
for( int n=0;n<24;n+=4 ){
Vector
v0( box.corner( quads[n] ) ),
v1( box.corner( quads[n+1] ) ),
v2( box.corner( quads[n+2] ) ),
v3( box.corner( quads[n+3] ) );
//quad plane
Plane p( v0,v1,v2 );
if( p.n.dot( line.d )>=0 ) continue;
p.d-=radius;
float t=p.t_intersect( line );
if( t>time ) continue;
//intersection point
Plane
p0( v0+p.n,v1,v0 ),
p1( v1+p.n,v2,v1 ),
p2( v2+p.n,v3,v2 ),
p3( v3+p.n,v0,v3 );
if( t>=0 ){
Vector i=line*t;
if( p0.distance(i)>=0 && p1.distance(i)>=0 && p2.distance(i)>=0 && p3.distance(i)>=0 ){
time=t;
normal=p.n;
hit=true;
continue;
}
}
if( radius<=0 ) continue;
hit|=
edgeTest( v0,v1,p.n,p0.n,line,radius,this )|
edgeTest( v1,v2,p.n,p1.n,line,radius,this )|
edgeTest( v2,v3,p.n,p2.n,line,radius,this )|
edgeTest( v3,v0,p.n,p3.n,line,radius,this );
}
return hit;
}
*/
bool Collision::update(const Line& line, float t, const Vector& n)
{
// if( t<0 || t>time ) return false;
if (t > time)
return false;
Plane p(line * t, n);
if (p.n.dot(line.d) >= 0)
return false;
if (p.distance(line.o) < -COLLISION_FLT_EPSILON)
return false;
time = t;
normal = n;
return true;
}
//
// NEW VERSION
//
extern gxRuntime* gx_runtime;
bool Collision::sphereCollide(const Line& line, float radius, const Vector& dest, float dest_radius)
{
radius += dest_radius;
Line l(line.o - dest, line.d);
float a = l.d.dot(l.d);
if (!a)
return false;
float b = l.o.dot(l.d) * 2;
float c = l.o.dot(l.o) - radius * radius;
float d = b * b - 4 * a * c;
if (d < 0)
return false;
float t1 = (-b + sqrt(d)) / (2 * a);
float t2 = (-b - sqrt(d)) / (2 * a);
float t = t1 < t2 ? t1 : t2;
if (t > time)
return false;
return update(line, t, (l * t).normalized());
}
//v0,v1 = edge verts
//pn = poly normal
//en = edge normal
static bool edgeTest(const Vector& v0, const Vector& v1, const Vector& pn, const Vector& en, const Line& line,
float radius, Collision* curr_coll)
{
Matrix tm = ~Matrix(en, (v1 - v0).normalized(), pn);
Vector sv = tm * (line.o - v0), dv = tm * (line.o + line.d - v0);
Line l(sv, dv - sv);
//do cylinder test...
float a, b, c, d, t1, t2, t;
a = (l.d.x * l.d.x + l.d.z * l.d.z);
if (!a)
return false; //ray parallel to cylinder
b = (l.o.x * l.d.x + l.o.z * l.d.z) * 2;
c = (l.o.x * l.o.x + l.o.z * l.o.z) - radius * radius;
d = b * b - 4 * a * c;
if (d < 0)
return false; //ray misses cylinder
t1 = (-b + sqrt(d)) / (2 * a);
t2 = (-b - sqrt(d)) / (2 * a);
t = t1 < t2 ? t1 : t2;
if (t > curr_coll->time)
return false; //intersects too far away
Vector i = l * t, p;
if (i.y > v0.distance(v1))
return false; //intersection above cylinder
if (i.y >= 0) {
p.y = i.y;
} else {
//below bottom of cylinder...do sphere test...
a = l.d.dot(l.d);
if (!a)
return false; //ray parallel to sphere
b = l.o.dot(l.d) * 2;
c = l.o.dot(l.o) - radius * radius;
d = b * b - 4 * a * c;
if (d < 0)
return false; //ray misses sphere
t1 = (-b + sqrt(d)) / (2 * a);
t2 = (-b - sqrt(d)) / (2 * a);
t = t1 < t2 ? t1 : t2;
if (t > curr_coll->time)
return false;
i = l * t;
}
return curr_coll->update(line, t, (~tm * (i - p)).normalized());
}
bool Collision::triangleCollide(const Line& line, float radius, const Vector& v0, const Vector& v1, const Vector& v2)
{
//triangle plane
Plane p(v0, v1, v2);
if (p.n.dot(line.d) >= 0)
return false;
//move plane out
p.d -= radius;
float t = p.t_intersect(line);
if (t > time)
return false;
//edge planes
Plane p0(v0 + p.n, v1, v0), p1(v1 + p.n, v2, v1), p2(v2 + p.n, v0, v2);
//intersects triangle?
Vector i = line * t;
if (p0.distance(i) >= 0 && p1.distance(i) >= 0 && p2.distance(i) >= 0) {
return update(line, t, p.n);
}
if (radius <= 0)
return false;
return edgeTest(v0, v1, p.n, p0.n, line, radius, this) | edgeTest(v1, v2, p.n, p1.n, line, radius, this)
| edgeTest(v2, v0, p.n, p2.n, line, radius, this);
}
bool Collision::boxCollide(const Line& line, float radius, const Box& box)
{
static int quads[] = {2, 3, 1, 0, 3, 7, 5, 1, 7, 6, 4, 5, 6, 2, 0, 4, 6, 7, 3, 2, 0, 1, 5, 4};
bool hit = false;
for (int n = 0; n < 24; n += 4) {
Vector v0(box.corner(quads[n])), v1(box.corner(quads[n + 1])), v2(box.corner(quads[n + 2])),
v3(box.corner(quads[n + 3]));
//quad plane
Plane p(v0, v1, v2);
if (p.n.dot(line.d) >= 0)
continue;
//move plane out
p.d -= radius;
float t = p.t_intersect(line);
if (t > time)
return false;
//edge planes
Plane p0(v0 + p.n, v1, v0), p1(v1 + p.n, v2, v1), p2(v2 + p.n, v3, v2), p3(v3 + p.n, v0, v3);
//intersects triangle?
Vector i = line * t;
if (p0.distance(i) >= 0 && p1.distance(i) >= 0 && p2.distance(i) >= 0 && p3.distance(i) >= 0) {
hit |= update(line, t, p.n);
continue;
}
if (radius <= 0)
continue;
hit |= edgeTest(v0, v1, p.n, p0.n, line, radius, this) | edgeTest(v1, v2, p.n, p1.n, line, radius, this)
| edgeTest(v2, v3, p.n, p2.n, line, radius, this) | edgeTest(v3, v0, p.n, p3.n, line, radius, this);
}
return hit;
}