119 lines
3.9 KiB
C#
119 lines
3.9 KiB
C#
/*
|
|
* Copyright (C) 2012-2020 CypherCore <http://github.com/CypherCore>
|
|
*
|
|
* This program is free software: you can redistribute it and/or modify
|
|
* it under the terms of the GNU General Public License as published by
|
|
* the Free Software Foundation, either version 3 of the License, or
|
|
* (at your option) any later version.
|
|
*
|
|
* This program is distributed in the hope that it will be useful,
|
|
* but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
|
* GNU General Public License for more details.
|
|
*
|
|
* You should have received a copy of the GNU General Public License
|
|
* along with this program. If not, see <http://www.gnu.org/licenses/>.
|
|
*/
|
|
|
|
using System;
|
|
|
|
namespace Framework.GameMath
|
|
{
|
|
class CollisionDetection
|
|
{
|
|
public static float collisionTimeForMovingPointFixedAABox(Vector3 origin, Vector3 dir, AxisAlignedBox box, ref Vector3 location, out bool Inside)
|
|
{
|
|
Vector3 normal = Vector3.Zero;
|
|
if (collisionLocationForMovingPointFixedAABox(origin, dir, box, ref location, out Inside, ref normal))
|
|
{
|
|
return (location - origin).magnitude();
|
|
}
|
|
else
|
|
{
|
|
return float.PositiveInfinity;
|
|
}
|
|
}
|
|
public static bool collisionLocationForMovingPointFixedAABox(Vector3 origin, Vector3 dir, AxisAlignedBox box, ref Vector3 location, out bool Inside, ref Vector3 normal)
|
|
{
|
|
Inside = true;
|
|
Vector3 MinB = box.Lo;
|
|
Vector3 MaxB = box.Hi;
|
|
Vector3 MaxT = new(-1.0f, -1.0f, -1.0f);
|
|
|
|
// Find candidate planes.
|
|
for (int i = 0; i < 3; ++i)
|
|
{
|
|
if (origin[i] < MinB[i])
|
|
{
|
|
location[i] = MinB[i];
|
|
Inside = false;
|
|
|
|
// Calculate T distances to candidate planes
|
|
if ((uint)dir[i] != 0)
|
|
{
|
|
MaxT[i] = (MinB[i] - origin[i]) / dir[i];
|
|
}
|
|
}
|
|
else if (origin[i] > MaxB[i])
|
|
{
|
|
location[i] = MaxB[i];
|
|
Inside = false;
|
|
|
|
// Calculate T distances to candidate planes
|
|
if ((uint)dir[i] != 0)
|
|
{
|
|
MaxT[i] = (MaxB[i] - origin[i]) / dir[i];
|
|
}
|
|
}
|
|
}
|
|
|
|
if (Inside)
|
|
{
|
|
// Ray origin inside bounding box
|
|
location = origin;
|
|
return false;
|
|
}
|
|
|
|
// Get largest of the maxT's for final choice of intersection
|
|
int WhichPlane = 0;
|
|
if (MaxT[1] > MaxT[WhichPlane])
|
|
{
|
|
WhichPlane = 1;
|
|
}
|
|
|
|
if (MaxT[2] > MaxT[WhichPlane])
|
|
{
|
|
WhichPlane = 2;
|
|
}
|
|
|
|
// Check final candidate actually inside box
|
|
if (Convert.ToBoolean((uint)MaxT[WhichPlane] & 0x80000000))
|
|
{
|
|
// Miss the box
|
|
return false;
|
|
}
|
|
|
|
for (int i = 0; i < 3; ++i)
|
|
{
|
|
if (i != WhichPlane)
|
|
{
|
|
location[i] = origin[i] + MaxT[WhichPlane] * dir[i];
|
|
if ((location[i] < MinB[i]) ||
|
|
(location[i] > MaxB[i]))
|
|
{
|
|
// On this plane we're outside the box extents, so
|
|
// we miss the box
|
|
return false;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Choose the normal to be the plane normal facing into the ray
|
|
normal = Vector3.Zero;
|
|
normal[WhichPlane] = (float)((dir[WhichPlane] > 0) ? -1.0 : 1.0);
|
|
|
|
return true;
|
|
}
|
|
}
|
|
}
|