//----------------------------------------------------------------------------- // Torque Game Engine // Copyright (C) GarageGames.com, Inc. //----------------------------------------------------------------------------- #include "math/mBox.h" #include "math/mMatrix.h" bool Box3F::collideLine(const Point3F& start, const Point3F& end, F32* t, Point3F* n) const { // Collide against bounding box. Need at least this for the editor. F32 st,et; F32 fst = 0; F32 fet = 1; const F32* bmin = &min.x; const F32* bmax = &max.x; const F32* si = &start.x; const F32* ei = &end.x; static const Point3F na[3] = { Point3F(1.0f, 0.0f, 0.0f), Point3F(0.0f, 1.0f, 0.0f), Point3F(0.0f, 0.0f, 1.0f) }; Point3F finalNormal; for (int i = 0; i < 3; i++) { bool n_neg = false; if (si[i] < ei[i]) { if (si[i] > bmax[i] || ei[i] < bmin[i]) return false; F32 di = ei[i] - si[i]; st = (si[i] < bmin[i]) ? (bmin[i] - si[i]) / di : 0.0f; et = (ei[i] > bmax[i]) ? (bmax[i] - si[i]) / di : 1.0f; n_neg = true; } else { if (ei[i] > bmax[i] || si[i] < bmin[i]) return false; F32 di = ei[i] - si[i]; st = (si[i] > bmax[i]) ? (bmax[i] - si[i]) / di : 0.0f; et = (ei[i] < bmin[i]) ? (bmin[i] - si[i]) / di : 1.0f; } if (st > fst) { fst = st; finalNormal = na[i]; if ( n_neg ) finalNormal.neg(); } if (et < fet) fet = et; if (fet < fst) return false; } *t = fst; *n = finalNormal; return true; } bool Box3F::collideLine(const Point3F& start, const Point3F& end) const { F32 t; Point3F normal; return collideLine(start, end, &t, &normal); } // returns true if "oriented" box collides with us // radiiB is dimension of incoming box (half x,y,z length // toA is transform that takes incoming box into our space // assumes incoming box is centered at origin of source space bool Box3F::collideOrientedBox(const Point3F & bRadii, const MatrixF & toA) const { Point3F p; toA.getColumn(3,&p); Point3F aCenter = min + max; aCenter *= 0.5f; p -= aCenter; // this essentially puts origin of toA target space on the center of the current box Point3F aRadii = max - min; aRadii *= 0.5f; F32 absXX,absXY,absXZ; F32 absYX,absYY,absYZ; F32 absZX,absZY,absZZ; const F32 * f = toA; absXX = mFabs(f[0]); absYX = mFabs(f[1]); absZX = mFabs(f[2]); if (aRadii.x + bRadii.x * absXX + bRadii.y * absYX + bRadii.z * absZX - mFabs(p.x)<0.0f) return false; absXY = mFabs(f[4]); absYY = mFabs(f[5]); absZY = mFabs(f[6]); if (aRadii.y + bRadii.x * absXY + bRadii.y * absYY + bRadii.z * absZY - mFabs(p.y)<0.0f) return false; absXZ = mFabs(f[8]); absYZ = mFabs(f[9]); absZZ = mFabs(f[10]); if (aRadii.z + bRadii.x * absXZ + bRadii.y * absYZ + bRadii.z * absZZ - mFabs(p.z)<0.0f) return false; if (aRadii.x*absXX + aRadii.y*absXY + aRadii.z*absXZ + bRadii.x - mFabs(p.x*f[0] + p.y*f[4] + p.z*f[8])<0.0f) return false; if (aRadii.x*absYX + aRadii.y*absYY + aRadii.z*absYZ + bRadii.y - mFabs(p.x*f[1] + p.y*f[5] + p.z*f[9])<0.0f) return false; if (aRadii.x*absZX + aRadii.y*absZY + aRadii.z*absZZ + bRadii.z - mFabs(p.x*f[2] + p.y*f[6] + p.z*f[10])<0.0f) return false; if (mFabs(p.z*f[4] - p.y*f[8]) > aRadii.y * absXZ + aRadii.z * absXY + bRadii.y * absZX + bRadii.z * absYX) return false; if (mFabs(p.z*f[5] - p.y*f[9]) > aRadii.y * absYZ + aRadii.z * absYY + bRadii.x * absZX + bRadii.z * absXX) return false; if (mFabs(p.z*f[6] - p.y*f[10]) > aRadii.y * absZZ + aRadii.z * absZY + bRadii.x * absYX + bRadii.y * absXX) return false; if (mFabs(p.x*f[8] - p.z*f[0]) > aRadii.x * absXZ + aRadii.z * absXX + bRadii.y * absZY + bRadii.z * absYY) return false; if (mFabs(p.x*f[9] - p.z*f[1]) > aRadii.x * absYZ + aRadii.z * absYX + bRadii.x * absZY + bRadii.z * absXY) return false; if (mFabs(p.x*f[10] - p.z*f[2]) > aRadii.x * absZZ + aRadii.z * absZX + bRadii.x * absYY + bRadii.y * absXY) return false; if (mFabs(p.y*f[0] - p.x*f[4]) > aRadii.x * absXY + aRadii.y * absXX + bRadii.y * absZZ + bRadii.z * absYZ) return false; if (mFabs(p.y*f[1] - p.x*f[5]) > aRadii.x * absYY + aRadii.y * absYX + bRadii.x * absZZ + bRadii.z * absXZ) return false; if (mFabs(p.y*f[2] - p.x*f[6]) > aRadii.x * absZY + aRadii.y * absZX + bRadii.x * absYZ + bRadii.y * absXZ) return false; return true; }