2025-02-17 23:17:30 -06:00

67 lines
1.9 KiB
C++
Executable File

//-----------------------------------------------------------------------------
// Torque Game Engine
// Copyright (C) GarageGames.com, Inc.
//-----------------------------------------------------------------------------
#ifndef _GJK_H_
#define _GJK_H_
#ifndef _MMATH_H_
#include "math/mMath.h"
#endif
#ifndef _TVECTOR_H_
#include "core/tVector.h"
#endif
#ifndef _CONVEX_H_
#include "collision/convex.h"
#endif
class Convex;
struct CollisionStateList;
struct Collision;
//----------------------------------------------------------------------------
struct GjkCollisionState: public CollisionState
{
/// @name Temporary values
/// @{
Point3F p[4]; ///< support points of object A in local coordinates
Point3F q[4]; ///< support points of object B in local coordinates
VectorF y[4]; ///< support points of A - B in world coordinates
S32 bits; ///< identifies current simplex
S32 all_bits; ///< all_bits = bits | last_bit
F32 det[16][4]; ///< cached sub-determinants
F32 dp[4][4]; ///< cached dot products
S32 last; ///< identifies last found support point
S32 last_bit; ///< last_bit = 1<<last
/// @}
///
void compute_det();
bool valid(int s);
void compute_vector(int bits, VectorF& v);
bool closest(VectorF& v);
bool degenerate(const VectorF& w);
void nextBit();
void swap();
void reset(const MatrixF& a2w, const MatrixF& b2w);
GjkCollisionState();
~GjkCollisionState();
void set(Convex* a,Convex* b,const MatrixF& a2w, const MatrixF& b2w);
void getCollisionInfo(const MatrixF& mat, Collision* info);
void getClosestPoints(Point3F& p1, Point3F& p2);
bool intersect(const MatrixF& a2w, const MatrixF& b2w);
F32 distance(const MatrixF& a2w, const MatrixF& b2w, const F32 dontCareDist,
const MatrixF* w2a = NULL, const MatrixF* _w2b = NULL);
void render();
};
#endif