tge/engine/math/mBox.cc
2025-02-17 23:17:30 -06:00

162 lines
4.6 KiB
C++
Executable File

//-----------------------------------------------------------------------------
// 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;
Point3F na[3] = { Point3F(1, 0, 0), Point3F(0, 1, 0), Point3F(0, 0, 1) };
Point3F finalNormal;
for (int i = 0; i < 3; i++) {
Point3F normal = na[i];
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;
et = (ei[i] > bmax[i]) ? (bmax[i] - si[i]) / di : 1;
normal.neg();
}
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;
et = (ei[i] < bmin[i]) ? (bmin[i] - si[i]) / di : 1;
}
if (st > fst) {
fst = st;
finalNormal = normal;
}
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;
}