1 | /** |
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2 | @file CollisionDetection.h |
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3 | |
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4 | |
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5 | Moving collision detection for simple primitives. |
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6 | |
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7 | @author Morgan McGuire, matrix@graphics3d.com |
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8 | @cite Spherical collision based on Paul Nettle's |
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9 | ftp://ftp.3dmaileffects.com/pub/FluidStudios/CollisionDetection/Fluid_Studios_Generic_Collision_Detection_for_Games_Using_Ellipsoids.pdf |
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10 | and comments by Max McGuire. Ray-sphere intersection by Eric Haines. |
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11 | Box-Box intersection written by Kevin Egan. |
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12 | Thanks to Max McGuire of Iron Lore for various bug fixes. |
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13 | |
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14 | @created 2001-11-19 |
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15 | @edited 2006-01-10 |
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16 | |
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17 | Copyright 2000-2006, Morgan McGuire. |
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18 | All rights reserved. |
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19 | */ |
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20 | |
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21 | #ifndef G3D_COLLISIONDETECTION_H |
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22 | #define G3D_COLLISIONDETECTION_H |
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23 | |
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24 | #include "G3D/platform.h" |
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25 | #include "G3D/Vector3.h" |
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26 | #include "G3D/Plane.h" |
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27 | #include "G3D/Box.h" |
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28 | #include "G3D/Triangle.h" |
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29 | #include "G3D/Array.h" |
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30 | #include "G3D/Ray.h" |
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31 | #include "G3D/Line.h" |
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32 | |
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33 | namespace G3D { |
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34 | |
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35 | |
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36 | /** |
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37 | Collision detection primitives and tools for building |
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38 | higher order collision detection schemes. |
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39 | |
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40 | These routines provide <I>moving</I> and static collision detection. |
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41 | Moving collision detection allows the calculation of collisions that |
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42 | occur during a period of time -- as opposed to the intersection of |
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43 | two static bodies. |
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44 | |
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45 | Moving collision detection routines detect collisions between |
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46 | <I>only</I> static primitives and moving spheres or points. Since the |
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47 | reference frame can be user defined, these functions can be used to |
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48 | detect the collision between two moving bodies by subtracting |
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49 | the velocity vector of one object from the velocity vector of the |
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50 | sphere or point the detection is to occur with. This unified |
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51 | velocity vector will act as if both objects are moving simultaneously. |
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52 | |
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53 | Collisions are detected for single-sided objects only. That is, |
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54 | no collision is detected when <I>leaving</I> a primitive or passing |
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55 | through a plane or triangle opposite the normal... except for the |
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56 | point-sphere calculation or when otherwise noted. |
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57 | |
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58 | For a sphere, the collision location returned is the point in world |
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59 | space where the surface of the sphere and the fixed object meet. |
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60 | It is <B>not</B> the position of the center of the sphere at |
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61 | the time of the collision. |
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62 | |
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63 | The collision normal returned is the surface normal to the fixed |
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64 | object at the collision location. |
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65 | |
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66 | <p> |
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67 | <b>Static Collision Detection:</b> (Neither object is moving) |
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68 | |
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69 | <table> |
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70 | <tr><td></td><td><b>Vector3</b></td><td><b>LineSegment</b></td><td><b>Ray *</b></td><td><b>Line</b></td><td><b>Plane</b></td><td><b>Triangle</b></td><td><b>Sphere</b></td><td><b>Cylinder</b></td><td><b>Capsule</b></td><td><b>AABox</b></td><td><b>Box</b></td></tr> |
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71 | <tr><td><b>Vector3</b></td><td>Vector3::operator== Vector3::fuzzyEq G3D::distance</td><td bgcolor=#C0C0C0 colspan=10 ></td></tr> |
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72 | <tr><td><b>LineSegment</b></td><td>LineSegment::closestPoint LineSegment::distance CollisionDetection::closestPointOnLineSegment</td><td></td><td bgcolor=#C0C0C0 colspan=9 ></td></tr> |
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73 | <tr><td><b>Ray *</b></td><td>Ray::closestPoint Ray::distance</td><td></td><td></td><td bgcolor=#C0C0C0 colspan=8 ></td></tr> |
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74 | <tr><td><b>Line</b></td><td>Line::closestPoint Line::distance</td><td></td><td>CollisionDetection::closestPointsBetweenLineAndLine</td><td></td><td bgcolor=#C0C0C0 colspan=7 ></td></tr> |
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75 | <tr><td><b>Plane</b></td><td></td><td></td><td></td><td></td><td></td><td bgcolor=#C0C0C0 colspan=6 ></td></tr> |
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76 | <tr><td><b>Triangle</b></td><td></td><td></td><td></td><td></td><td></td><td></td><td bgcolor=#C0C0C0 colspan=5 ></td></tr> |
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77 | <tr><td><b>Sphere</b></td><td>Sphere::contains</td><td></td><td></td><td></td><td></td><td></td><td></td><td bgcolor=#C0C0C0 colspan=4 ></td></tr> |
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78 | <tr><td><b>Cylinder</b></td><td>Cylinder::contains</td><td></td><td></td><td></td><td></td><td></td><td></td><td></td><td bgcolor=#C0C0C0 colspan=3 ></td></tr> |
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79 | <tr><td><b>Capsule</b></td><td>Capsule::contains</td><td></td><td></td><td></td><td></td><td></td><td></td><td></td><td></td><td bgcolor=#C0C0C0 colspan=2 ></td></tr> |
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80 | <tr><td><b>AABox</b></td><td>AABox::contains</td><td></td><td></td><td></td><td></td><td></td><td></td><td></td><td></td><td></td><td bgcolor=#C0C0C0 colspan=1 ></td></tr> |
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81 | <tr><td><b>Box</b></td><td>Box::contains</td><td>(treat as Ray)</td><td>CollisionDetection::collisionTimeForMovingPointFixedBox</td><td>(treat as Ray)</td><td>CollisionDetection::penetrationDepthForFixedBoxFixedPlane</td><td>CollisionDetection::penetrationDepthForFixedBoxFixedPlane</td><td>CollisionDetection::penetrationDepthForFixedSphereFixedBox</td><td>None (use OPCODE)</td><td>CollisionDetection::movingSpherePassesThroughFixedBox</td><td>CollisionDetection::penetrationDepthForFixedBoxFixedBox</td><td>CollisionDetection::penetrationDepthForFixedBoxFixedBox</td></tr> |
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82 | </table> |
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83 | |
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84 | <p> |
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85 | <b>Moving Collision Detection:</b> |
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86 | |
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87 | <i>* Note: Moving collision detection against certain primitives is equivalent to static collision |
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88 | detection against a bigger primitive. Ray, Line Segment == ``moving Point''; Capsule ==``moving Sphere''; Plane == ``moving Line''</i> |
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89 | */ |
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90 | class CollisionDetection { |
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91 | private: |
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92 | |
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93 | /** |
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94 | Default parameter if value passed to a function as reference is |
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95 | not to be calculated. Must be explicitly supported by function. |
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96 | */ |
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97 | static Vector3 ignore; |
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98 | |
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99 | /** |
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100 | Default parameter if value passed to a function as reference is |
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101 | not to be calculated. Must be explicitly supported by function. |
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102 | */ |
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103 | static bool ignoreBool; |
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104 | |
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105 | /** |
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106 | Default parameter if value passed to a function as reference is |
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107 | not to be calculated. Must be explicitly supported by function. |
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108 | */ |
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109 | static Array<Vector3> ignoreArray; |
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110 | |
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111 | |
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112 | // Static class! |
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113 | CollisionDetection() {} |
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114 | virtual ~CollisionDetection() {} |
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115 | |
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116 | public: |
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117 | |
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118 | /** |
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119 | Converts an index [0, 15] to the corresponding separating axis. |
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120 | Does not return normalized vector in the edge-edge case |
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121 | (indices 6 through 15). |
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122 | |
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123 | @param separatingAxisIndex Separating axis. |
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124 | @param box1 Box 1. |
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125 | @param box2 Box 2. |
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126 | |
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127 | @return Axis that separates the two boxes. |
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128 | */ |
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129 | static Vector3 separatingAxisForSolidBoxSolidBox( |
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130 | const int separatingAxisIndex, |
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131 | const Box & box1, |
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132 | const Box & box2); |
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133 | |
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134 | /** |
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135 | Tests whether two boxes have axes that are parallel to |
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136 | each other. If they are, axis1 and axis2 are set to be |
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137 | the parallel axes for both box1 and box2 respectively. |
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138 | |
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139 | @param ca Dot products of each of the boxes axes |
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140 | @param epsilon Fudge factor (small unit by which the dot |
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141 | products may vary and still be considered |
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142 | zero). |
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143 | @param axis1 Parallel Axis 1. [Post Condition] |
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144 | @param axis2 Parallel Axis 2. [Post Condition] |
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145 | |
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146 | @return true - If boxes have a parallel axis |
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147 | @return false - otherwise. |
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148 | */ |
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149 | static bool parallelAxisForSolidBoxSolidBox( |
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150 | const double* ca, |
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151 | const double epsilon, |
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152 | int & axis1, |
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153 | int & axis2); |
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154 | |
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155 | /** |
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156 | Calculates the projected distance between the two boxes along |
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157 | the specified separating axis, negative distances correspond |
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158 | to an overlap along that separating axis. The distance is not |
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159 | divided by denominator dot(L, L), see |
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160 | penetrationDepthForFixedSphereFixedBox() for more details |
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161 | |
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162 | @param separatingAxisIndex |
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163 | @param a Box 1's bounding sphere vector |
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164 | @param b Box 2's bounding sphere vector |
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165 | @param D Vector between Box 1 and Box 2's center points |
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166 | @param c Pointer to array of dot products of the axes of Box 1 |
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167 | and Box 2. |
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168 | @param ca Pointer to array of unsigned dot products of the axes |
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169 | of Box 1 and Box 2. |
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170 | @param ad Pointer to array of dot products of Box 1 axes and D. |
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171 | @param bd Pointer to array of dot products of Box 2 axes and D. |
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172 | |
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173 | @return Projected distance between the two boxes along the |
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174 | specified separating axis. |
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175 | */ |
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176 | static float projectedDistanceForSolidBoxSolidBox( |
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177 | const int separatingAxisIndex, |
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178 | const Vector3 & a, |
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179 | const Vector3 & b, |
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180 | const Vector3 & D, |
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181 | const double* c, |
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182 | const double* ca, |
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183 | const double* ad, |
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184 | const double* bd); |
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185 | |
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186 | |
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187 | /** |
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188 | Creates a set of standard information about two boxes in order to |
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189 | solve for their collision. This information includes a vector to |
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190 | the radius of the bounding sphere for each box, the vector between |
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191 | each boxes' center and a series of dot products between differing |
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192 | important vectors. These dot products include those between the axes |
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193 | of both boxes (signed and unsigned values), and the dot products |
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194 | between all the axes of box1 and the boxes' center vector and box2 |
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195 | and the boxes' center vector. |
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196 | |
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197 | @pre The following space requirements must be met: |
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198 | - c[] 9 elements |
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199 | - ca[] 9 elements |
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200 | - ad[] 3 elements |
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201 | - bd[] 3 elements |
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202 | |
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203 | @cite dobted from David Eberly's papers, variables used in this function |
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204 | correspond to variables used in pages 6 and 7 in the pdf |
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205 | http://www.magic-software.com/Intersection.html |
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206 | http://www.magic-software.com/Documentation/DynamicCollisionDetection.pdf |
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207 | |
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208 | @note Links are out-dated. (Kept to preserve origin and authorship) |
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209 | |
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210 | @param box1 Box 1 |
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211 | @param box2 Box 2 |
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212 | @param a Box 1's bounding sphere vector |
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213 | @param b Box 2's bounding sphere vector |
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214 | @param D Vector between Box 1 and Box 2's center points |
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215 | @param c Pointer to array of dot products of the axes of Box 1 |
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216 | and Box 2. |
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217 | @param ca Pointer to array of unsigned dot products of the axes |
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218 | of Box 1 and Box 2. |
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219 | @param ad Pointer to array of dot products of Box 1 axes and D. |
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220 | @param bd Pointer to array of dot products of Box 2 axes and D. |
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221 | */ |
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222 | static void fillSolidBoxSolidBoxInfo( |
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223 | const Box & box1, |
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224 | const Box & box2, |
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225 | Vector3 & a, |
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226 | Vector3 & b, |
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227 | Vector3 & D, |
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228 | double* c, |
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229 | double* ca, |
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230 | double* ad, |
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231 | double* bd); |
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232 | |
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233 | /** |
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234 | Performs a simple bounding sphere check between two boxes to determine |
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235 | whether these boxes could <i>possibly</i> intersect. This is a very |
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236 | cheap operation (three dot products, two sqrts and a few others). If |
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237 | it returns true, an intersection is possible, but not necessarily |
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238 | guaranteed. |
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239 | |
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240 | @param a Vector from box A's center to an outer vertex |
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241 | @param b Vector from box B's center to an outer vertex |
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242 | @param D Distance between the centers of the two boxes |
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243 | |
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244 | @return true - if possible intersection |
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245 | @return false - otherwise (This does not guarantee an intersection) |
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246 | */ |
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247 | static bool conservativeBoxBoxTest( |
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248 | const Vector3 & a, |
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249 | const Vector3 & b, |
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250 | const Vector3 & D); |
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251 | |
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252 | /** |
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253 | Determines whether two fixed solid boxes intersect. |
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254 | |
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255 | @note To speed up collision detection, the lastSeparatingAxis from |
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256 | the previous time step can be passed in and that plane can be |
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257 | checked first. If the separating axis was not saved, or if the |
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258 | two boxes intersected then lastSeparatingAxis should equal -1. |
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259 | |
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260 | @cite Adobted from David Eberly's papers, variables used in this function |
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261 | correspond to variables used in pages 6 and 7 in the pdf |
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262 | http://www.magic-software.com/Intersection.html |
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263 | http://www.magic-software.com/Documentation/DynamicCollisionDetection.pdf |
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264 | |
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265 | @param box1 Box 1. |
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266 | @param box2 Box 2. |
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267 | @param lastSeparatingAxis Last separating axis. |
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268 | (optimization - see note) |
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269 | |
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270 | @return true - Intersection. |
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271 | @return false - otherwise. |
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272 | */ |
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273 | static bool fixedSolidBoxIntersectsFixedSolidBox( |
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274 | const Box& box1, |
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275 | const Box& box2, |
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276 | const int lastSeparatingAxis = -1); |
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277 | |
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278 | /** |
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279 | Calculates the closest points on two lines with each other. If the |
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280 | lines are parallel then using the starting point, else calculate the |
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281 | closest point on each line to the other. |
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282 | |
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283 | @note This is very similiar to calculating the intersection of two lines. |
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284 | Logically then, the two points calculated would be identical if calculated |
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285 | with inifinite precision, but with the finite precision of floating point |
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286 | calculations, these values could (will) differ as the line slope approaches |
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287 | zero or inifinity. |
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288 | |
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289 | @cite variables and algorithm based on derivation at the following website: |
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290 | http://softsurfer.com/Archive/algorithm_0106/algorithm_0106.htm |
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291 | |
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292 | @param line1 Line 1. |
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293 | @param line2 Line 2. |
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294 | @param closest1 Closest point on line 1. |
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295 | @param closest2 Closest point on line 2. |
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296 | */ |
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297 | static void closestPointsBetweenLineAndLine( |
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298 | const Line & line1, |
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299 | const Line & line2, |
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300 | Vector3 & closest1, |
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301 | Vector3 & closest2); |
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302 | |
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303 | /** |
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304 | Calculates the depth of penetration between two fixed boxes. |
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305 | Contact normal faces away from box1 and into box2. If there is |
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306 | contact, only one contact point is returned. The minimally |
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307 | violated separating plane is computed |
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308 | - if the separating axis corresponds to a face |
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309 | the contact point is half way between the deepest vertex |
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310 | and the face |
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311 | - if the separating axis corresponds to two edges |
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312 | the contact point is the midpoint of the smallest line |
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313 | segment between the two edge lines |
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314 | |
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315 | @note This is very similiar to calculating the intersection of two lines. |
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316 | Logically then, the two points calculated would be identical if calculated |
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317 | with inifinite precision, but with the finite precision of floating point |
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318 | calculations, these values could (will) differ as the line slope approaches |
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319 | zero or inifinity. |
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320 | |
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321 | @cite adobted from David Eberly's papers, variables used in this function |
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322 | correspond to variables used in pages 6 and 7 in the pdf |
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323 | http://www.magic-software.com/Intersection.html |
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324 | http://www.magic-software.com/Documentation/DynamicCollisionDetection.pdf |
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325 | |
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326 | @param box1 Box 1 |
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327 | @param box2 Box 2 |
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328 | @param contactPoints Contact point between boxes. [Post Condition] |
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329 | @param contactNormals Surface normal at contact point. [Post Condition] |
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330 | @param lastSeparatingAxis Last separating axis. (Used for optimization) |
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331 | |
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332 | @return Depth of penetration between the two boxes. If there is no |
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333 | intersection between the boxes, then a negative value is returned. |
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334 | */ |
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335 | static float penetrationDepthForFixedBoxFixedBox( |
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336 | const Box& box1, |
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337 | const Box& box2, |
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338 | Array<Vector3>& contactPoints, |
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339 | Array<Vector3>& contactNormals, |
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340 | const int lastSeparatingAxis = -1); |
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341 | |
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342 | /** |
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343 | Calculates the depth of penetration between two fixed spheres as well |
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344 | as the deepest point of Sphere A that penetrates Sphere B. The normal |
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345 | returned points <B>away</B> from the object A, although it may |
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346 | represent a perpendicular to either the faces of object B or object A |
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347 | depending on their relative orientations. |
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348 | |
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349 | @param sphereA Fixed Sphere A. |
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350 | @param sphereB Fixed Sphere B. |
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351 | @param contactPoints Sphere A's deepest point that penetrates Sphere B. |
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352 | [Post Condition] |
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353 | @param contactNormals Normal at penetration point. [Post Condition] |
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354 | |
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355 | @return Depth of penetration. If there is no intersection between the |
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356 | objects then the depth will be a negative value. |
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357 | */ |
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358 | static float penetrationDepthForFixedSphereFixedSphere( |
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359 | const class Sphere& sphereA, |
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360 | const Sphere& sphereB, |
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361 | Array<Vector3>& contactPoints, |
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362 | Array<Vector3>& contactNormals = ignoreArray); |
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363 | |
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364 | /** |
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365 | Calculates the depth of penetration between a fixed sphere and a fixed |
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366 | box as well as the deepest point of the sphere that penetrates the box |
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367 | and the normal at that intersection. |
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368 | |
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369 | @note There are three possible intersections between a sphere and box. |
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370 | - Sphere completely contained in the box |
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371 | - Sphere intersects one edge |
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372 | - Sphere intersects one vertex |
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373 | |
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374 | The contact point and contact normal vary for each of these situations. |
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375 | - Sphere contained in Box: |
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376 | - Normal is based on side of least penetration (as is the depth calculation). |
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377 | - Point is based on center of sphere |
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378 | - Sphere intersects one edge |
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379 | - Normal is based on vector from the box center to the point of depth. |
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380 | - Point is closest point to the sphere on the line |
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381 | - Sphere intersects one vertex |
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382 | - Normal is based on vector from the box center to the vertex of penetration. |
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383 | - Point is vertex of penetration. |
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384 | |
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385 | @cite Adapted from Jim Arvo's method in Graphics Gems |
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386 | See also http://www.win.tue.nl/~gino/solid/gdc2001depth.pdf |
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387 | |
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388 | @param sphere Fixed Sphere. |
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389 | @param box Fixed Box. |
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390 | @param contactPoints Sphere point that penetrates the box. [Post Condition] |
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391 | @param contactNormals Normal at the penetration point. [Post Condition] |
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392 | |
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393 | @return Depth of penetration. If there is no intersection between the |
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394 | objects then the depth will be a negative value. |
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395 | */ |
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396 | static float penetrationDepthForFixedSphereFixedBox( |
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397 | const Sphere& sphere, |
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398 | const Box& box, |
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399 | Array<Vector3>& contactPoints, |
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400 | Array<Vector3>& contactNormals = ignoreArray); |
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401 | |
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402 | /** |
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403 | Calculates the depth of penetration between a Fixed Sphere and a Fixed |
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404 | Plane as well as the deepest point of the sphere that penetrates the plane |
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405 | and the plane normal at that intersection. |
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406 | |
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407 | @param sphere Fixed Sphere. |
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408 | @param plane Fixed Plane. |
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409 | @param contactPoints Sphere point that penetrates the plane. |
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410 | [Post Condition] |
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411 | @param contactNormals Normal at penetration point. [Post Condition] |
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412 | |
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413 | @return Depth of penetration. If there is no intersection between the |
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414 | objects then the depth will be a negative value. |
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415 | */ |
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416 | static float penetrationDepthForFixedSphereFixedPlane( |
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417 | const Sphere& sphereA, |
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418 | const class Plane& planeB, |
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419 | Array<Vector3>& contactPoints, |
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420 | Array<Vector3>& contactNormals = ignoreArray); |
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421 | |
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422 | /** |
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423 | Calculates the depth of penetration between a fixed box and a fixed |
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424 | plane as well as the vertexes of the box that penetrate the plane |
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425 | and the plane normals at those intersections. |
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426 | |
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427 | @param box Fixed Box. |
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428 | @param plane Fixed Plane. |
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429 | @param contactPoints Box points that penetrate the plane. |
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430 | [Post Condition] |
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431 | @param contactNormals Normals at penetration points [Post Condition] |
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432 | |
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433 | @return Depth of penetration. If there is no intersection between the |
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434 | objects then the depth will be a negative value. |
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435 | */ |
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436 | static float penetrationDepthForFixedBoxFixedPlane( |
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437 | const Box& box, |
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438 | const Plane& plane, |
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439 | Array<Vector3>& contactPoints, |
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440 | Array<Vector3>& contactNormals = ignoreArray); |
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441 | |
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442 | /** |
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443 | Calculates time between the intersection of a moving point and a fixed |
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444 | plane. |
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445 | |
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446 | @note This is only a one sided collision test. The side defined by |
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447 | the plane's surface normal is the only one tested. For a two sided |
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448 | collision, call the function once for each side's surface normal. |
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449 | |
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450 | @param point Moving point. |
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451 | @param velocity Point's velocity. |
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452 | @param plane Fixed plane. |
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453 | @param location Location of collision. [Post Condition] |
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454 | (Infinite vector on no collision) |
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455 | @param outNormal Plane's surface normal. [Post Condition] |
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456 | |
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457 | @return Time til collision. If there is no collision then the return |
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458 | value will be inf(). |
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459 | */ |
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460 | static float collisionTimeForMovingPointFixedPlane( |
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461 | const Vector3& point, |
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462 | const Vector3& velocity, |
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463 | const class Plane& plane, |
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464 | Vector3& outLocation, |
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465 | Vector3& outNormal = ignore); |
---|
466 | |
---|
467 | /** |
---|
468 | Calculates time between the intersection of a moving point and a fixed |
---|
469 | triangle. |
---|
470 | |
---|
471 | @note This is only a one sided collision test. The side defined by |
---|
472 | the triangle's surface normal is the only one tested. For a two sided |
---|
473 | collision, call the function once for each side's surface normal. |
---|
474 | |
---|
475 | @param orig Moving point. |
---|
476 | @param dir Point's velocity. |
---|
477 | @param v0 Triangle vertex 1. |
---|
478 | @param v1 Triangle vertex 2. |
---|
479 | @param v2 Triangle vertex 3 |
---|
480 | @param location Location of collision. [Post Condition] |
---|
481 | (Infinite vector on no collision) |
---|
482 | |
---|
483 | @return Time til collision. If there is no collision then the return |
---|
484 | value will be inf(). |
---|
485 | */ |
---|
486 | inline static float collisionTimeForMovingPointFixedTriangle( |
---|
487 | const Vector3& orig, |
---|
488 | const Vector3& dir, |
---|
489 | const Vector3& v0, |
---|
490 | const Vector3& v1, |
---|
491 | const Vector3& v2) { |
---|
492 | return Ray::fromOriginAndDirection(orig, dir).intersectionTime(v0, v1, v2); |
---|
493 | } |
---|
494 | |
---|
495 | /** |
---|
496 | Calculates time between the intersection of a moving point and a fixed |
---|
497 | triangle. |
---|
498 | |
---|
499 | @note This is only a one sided collision test. The side defined by |
---|
500 | the triangle's surface normal is the only one tested. For a two sided |
---|
501 | collision, call the function once for each side's surface normal. |
---|
502 | |
---|
503 | @param orig Moving point. |
---|
504 | @param dir Point's velocity. |
---|
505 | @param v0 Triangle vertex 1. |
---|
506 | @param v1 Triangle vertex 2. |
---|
507 | @param v2 Triangle vertex 3 |
---|
508 | @param location Location of collision. [Post Condition] |
---|
509 | (Infinite vector on no collision) |
---|
510 | |
---|
511 | @return Time til collision. If there is no collision then the return |
---|
512 | value will be inf(). |
---|
513 | */ |
---|
514 | inline static float collisionTimeForMovingPointFixedTriangle( |
---|
515 | const Vector3& orig, |
---|
516 | const Vector3& dir, |
---|
517 | const Vector3& v0, |
---|
518 | const Vector3& v1, |
---|
519 | const Vector3& v2, |
---|
520 | Vector3& location) { |
---|
521 | float t = collisionTimeForMovingPointFixedTriangle(orig, dir, v0, v1, v2); |
---|
522 | if (t < inf()) { |
---|
523 | location = orig + dir * t; |
---|
524 | } |
---|
525 | return t; |
---|
526 | } |
---|
527 | |
---|
528 | /** |
---|
529 | Calculates time between the intersection of a moving point and a fixed |
---|
530 | triangle. |
---|
531 | |
---|
532 | @note This is only a one sided collision test. The side defined by |
---|
533 | the triangle's surface normal is the only one tested. For a two sided |
---|
534 | collision, call the function once for each side's surface normal. |
---|
535 | |
---|
536 | @param orig Moving point. |
---|
537 | @param dir Point's velocity. |
---|
538 | @param tri Fixed triangle. |
---|
539 | @param location Location of collision. [Post Condition] |
---|
540 | (Infinite vector on no collision) |
---|
541 | @param normal Triangle's surface normal. [Post Condition] |
---|
542 | |
---|
543 | @return Time til collision. If there is no collision then the return |
---|
544 | value will be inf(). |
---|
545 | */ |
---|
546 | inline static float collisionTimeForMovingPointFixedTriangle( |
---|
547 | const Vector3& orig, |
---|
548 | const Vector3& dir, |
---|
549 | const Triangle& tri, |
---|
550 | Vector3& location = ignore, |
---|
551 | Vector3& normal = ignore) { |
---|
552 | |
---|
553 | float t = collisionTimeForMovingPointFixedTriangle( |
---|
554 | orig, dir, tri.vertex(0), tri.vertex(1), tri.vertex(2)); |
---|
555 | |
---|
556 | if ((t < inf()) && (&location != &ignore)) { |
---|
557 | location = orig + dir * t; |
---|
558 | normal = tri.normal(); |
---|
559 | } |
---|
560 | return t; |
---|
561 | } |
---|
562 | |
---|
563 | /** |
---|
564 | Calculates time between the intersection of a moving point and a fixed |
---|
565 | triangle. |
---|
566 | |
---|
567 | @note This is only a one sided collision test. The side defined by |
---|
568 | the triangle's surface normal is the only one tested. For a two sided |
---|
569 | collision, call the function once for each side's surface normal. |
---|
570 | |
---|
571 | @param orig Moving point. |
---|
572 | @param dir Point's velocity. |
---|
573 | @param v0 Triangle vertex 1. |
---|
574 | @param v1 Triangle vertex 2. |
---|
575 | @param v2 Triangle vertex 3 |
---|
576 | @param location Location of collision. [Post Condition] |
---|
577 | (Infinite vector on no collision) |
---|
578 | @param normal Triangle's surface normal. [Post Condition] |
---|
579 | |
---|
580 | @return Time til collision. If there is no collision then the return |
---|
581 | value will be inf(). |
---|
582 | */ |
---|
583 | inline static float collisionTimeForMovingPointFixedTriangle( |
---|
584 | const Vector3& orig, |
---|
585 | const Vector3& dir, |
---|
586 | const Vector3& v0, |
---|
587 | const Vector3& v1, |
---|
588 | const Vector3& v2, |
---|
589 | Vector3& location, |
---|
590 | Vector3& normal) { |
---|
591 | float t = collisionTimeForMovingPointFixedTriangle(orig, dir, v0, v1, v2); |
---|
592 | if (t < inf()) { |
---|
593 | location = orig + dir * t; |
---|
594 | normal = (v2 - v0).cross(v1 - v0).direction(); |
---|
595 | } |
---|
596 | return t; |
---|
597 | } |
---|
598 | |
---|
599 | /** |
---|
600 | Unlike other methods, does not support an output normal. |
---|
601 | If the ray origin is inside the box, returns inf() but inside |
---|
602 | is set to true. |
---|
603 | <B>Beta API</B> |
---|
604 | |
---|
605 | @cite Andrew Woo, from "Graphics Gems", Academic Press, 1990 |
---|
606 | @cite Optimized code by Pierre Terdiman, 2000 (~20-30% faster on my Celeron 500) |
---|
607 | @cite Epsilon value added by Klaus Hartmann |
---|
608 | @cite http://www.codercorner.com/RayAABB.cpp |
---|
609 | */ |
---|
610 | static float collisionTimeForMovingPointFixedAABox( |
---|
611 | const Vector3& point, |
---|
612 | const Vector3& velocity, |
---|
613 | const class AABox& box, |
---|
614 | Vector3& outLocation, |
---|
615 | bool& inside = ignoreBool, |
---|
616 | Vector3& outNormal = ignore); |
---|
617 | |
---|
618 | /** |
---|
619 | Calculates time between the intersection of a moving point and a fixed |
---|
620 | Axis-Aligned Box (AABox). |
---|
621 | |
---|
622 | @note Avoids the sqrt from collisionTimeForMovingPointFixedAABox. |
---|
623 | |
---|
624 | @param point Moving point. |
---|
625 | @param velocity Sphere's velocity. |
---|
626 | @param box Fixed AAbox. |
---|
627 | @param location Location of collision. [Post Condition] |
---|
628 | @param Inside Does the ray originate inside the box? [Post Condition] |
---|
629 | @param normal Box's surface normal to collision [Post Condition] |
---|
630 | |
---|
631 | @return Time til collision. If there is no collision then the return |
---|
632 | value will be inf(). |
---|
633 | */ |
---|
634 | static bool collisionLocationForMovingPointFixedAABox( |
---|
635 | const Vector3& point, |
---|
636 | const Vector3& velocity, |
---|
637 | const class AABox& box, |
---|
638 | Vector3& outLocation, |
---|
639 | bool& inside = ignoreBool, |
---|
640 | Vector3& normal = ignore); |
---|
641 | |
---|
642 | /** |
---|
643 | Calculates time between the intersection of a moving point and a fixed |
---|
644 | sphere. |
---|
645 | |
---|
646 | @note When ray is starts inside the rectangle, the exiting intersection |
---|
647 | is detected. |
---|
648 | |
---|
649 | @param point Moving point. |
---|
650 | @param velocity Point's velocity. |
---|
651 | @param Sphere Fixed Sphere. |
---|
652 | @param location Location of collision. [Post Condition] |
---|
653 | @param outNormal Sphere's surface normal to collision [Post Condition] |
---|
654 | |
---|
655 | @return Time til collision. If there is no collision then the return |
---|
656 | value will be inf(). |
---|
657 | */ |
---|
658 | static float collisionTimeForMovingPointFixedSphere( |
---|
659 | const Vector3& point, |
---|
660 | const Vector3& velocity, |
---|
661 | const class Sphere& sphere, |
---|
662 | Vector3& outLocation, |
---|
663 | Vector3& outNormal = ignore); |
---|
664 | |
---|
665 | /** |
---|
666 | Calculates time between the intersection of a moving point and a fixed |
---|
667 | box. |
---|
668 | |
---|
669 | @note If the point is already inside the box, no collision: inf is returned. |
---|
670 | |
---|
671 | @param point Moving point. |
---|
672 | @param velocity Sphere's velocity. |
---|
673 | @param box Fixed box. |
---|
674 | @param location Position of collision. [Post Condition] |
---|
675 | @param outNormal Box's surface normal to collision [Post Condition] |
---|
676 | |
---|
677 | @return Time til collision. If there is no collision then the return |
---|
678 | value will be inf(). |
---|
679 | */ |
---|
680 | static float collisionTimeForMovingPointFixedBox( |
---|
681 | const Vector3& point, |
---|
682 | const Vector3& velocity, |
---|
683 | const class Box& box, |
---|
684 | Vector3& outLocation, |
---|
685 | Vector3& outNormal = ignore); |
---|
686 | |
---|
687 | /** |
---|
688 | Calculates time between the intersection of a moving point and a fixed |
---|
689 | rectangle defined by the points v0, v1, v2, & v3. |
---|
690 | |
---|
691 | @note This is only a one sided collision test. The side defined by |
---|
692 | the rectangle's surface normal is the only one tested. For a two sided |
---|
693 | collision, call the function once for each side's surface normal. |
---|
694 | |
---|
695 | @param point Moving point. |
---|
696 | @param velocity Sphere's velocity. |
---|
697 | @param v0 Rectangle vertex 1. |
---|
698 | @param v1 Rectangle vertex 2. |
---|
699 | @param v2 Rectangle vertex 3 |
---|
700 | @param v3 Rectangle vertex 4. |
---|
701 | @param location Location of collision [Post Condition] |
---|
702 | @param outNormal Rectangle's surface normal. [Post Condition] |
---|
703 | |
---|
704 | @return Time til collision. If there is no collision then the return |
---|
705 | value will be inf(). |
---|
706 | */ |
---|
707 | static float collisionTimeForMovingPointFixedRectangle( |
---|
708 | const Vector3& point, |
---|
709 | const Vector3& velocity, |
---|
710 | const Vector3& v0, |
---|
711 | const Vector3& v1, |
---|
712 | const Vector3& v2, |
---|
713 | const Vector3& v3, |
---|
714 | Vector3& outLocation, |
---|
715 | Vector3& outNormal = ignore); |
---|
716 | |
---|
717 | /** |
---|
718 | Calculates time between the intersection of a moving point and a fixed |
---|
719 | capsule. |
---|
720 | |
---|
721 | @param point Moving point. |
---|
722 | @param velocity Point's velocity. |
---|
723 | @param capsule Fixed capsule. |
---|
724 | @param location Location of collision. [Post Condition] |
---|
725 | @param outNormal Capsule's surface normal to collision [Post Condition] |
---|
726 | |
---|
727 | @return Time til collision. If there is no collision then the return |
---|
728 | value will be inf(). |
---|
729 | */ |
---|
730 | static float collisionTimeForMovingPointFixedCapsule( |
---|
731 | const Vector3& point, |
---|
732 | const Vector3& velocity, |
---|
733 | const class Capsule& capsule, |
---|
734 | Vector3& outLocation, |
---|
735 | Vector3& outNormal = ignore); |
---|
736 | |
---|
737 | /** |
---|
738 | Calculates time between the intersection of a moving sphere and a fixed |
---|
739 | triangle. |
---|
740 | |
---|
741 | @param sphere Moving sphere. |
---|
742 | @param velocity Sphere's velocity. |
---|
743 | @param plane Fixed Plane. |
---|
744 | @param location Location of collision -- not center position of sphere |
---|
745 | at the collision time. [Post Condition] |
---|
746 | @param outNormal Box's surface normal to collision [Post Condition] |
---|
747 | |
---|
748 | @return Time til collision. If there is no collision then the return |
---|
749 | value will be inf(). |
---|
750 | */ |
---|
751 | static float collisionTimeForMovingSphereFixedPlane( |
---|
752 | const class Sphere& sphere, |
---|
753 | const Vector3& velocity, |
---|
754 | const class Plane& plane, |
---|
755 | Vector3& outLocation, |
---|
756 | Vector3& outNormal = ignore); |
---|
757 | |
---|
758 | /** |
---|
759 | Calculates time between the intersection of a moving sphere and a fixed |
---|
760 | triangle. |
---|
761 | |
---|
762 | @param sphere Moving sphere. |
---|
763 | @param velocity Sphere's velocity. |
---|
764 | @param triangle Fixed Triangle. |
---|
765 | @param location Location of collision -- not center position of sphere |
---|
766 | at the collision time. [Post Condition] |
---|
767 | @param outNormal Box's surface normal to collision [Post Condition] |
---|
768 | |
---|
769 | @return Time til collision. If there is no collision then the return |
---|
770 | value will be inf(). |
---|
771 | */ |
---|
772 | static float collisionTimeForMovingSphereFixedTriangle( |
---|
773 | const class Sphere& sphere, |
---|
774 | const Vector3& velocity, |
---|
775 | const Triangle& triangle, |
---|
776 | Vector3& outLocation, |
---|
777 | Vector3& outNormal = ignore); |
---|
778 | |
---|
779 | /** |
---|
780 | Calculates time between the intersection of a moving sphere and a fixed |
---|
781 | rectangle defined by the points v0, v1, v2, & v3. |
---|
782 | |
---|
783 | @param sphere Moving sphere. |
---|
784 | @param velocity Sphere's velocity. |
---|
785 | @param v0 Rectangle vertex 1. |
---|
786 | @param v1 Rectangle vertex 2. |
---|
787 | @param v2 Rectangle vertex 3 |
---|
788 | @param v3 Rectangle vertex 4. |
---|
789 | @param location Location of collision -- not center position of sphere |
---|
790 | at the collision time. [Post Condition] |
---|
791 | @param outNormal Box's surface normal to collision [Post Condition] |
---|
792 | |
---|
793 | @return Time til collision. If there is no collision then the return |
---|
794 | value will be inf(). |
---|
795 | */ |
---|
796 | static float collisionTimeForMovingSphereFixedRectangle( |
---|
797 | const class Sphere& sphere, |
---|
798 | const Vector3& velocity, |
---|
799 | const Vector3& v0, |
---|
800 | const Vector3& v1, |
---|
801 | const Vector3& v2, |
---|
802 | const Vector3& v3, |
---|
803 | Vector3& outLocation, |
---|
804 | Vector3& outNormal = ignore); |
---|
805 | |
---|
806 | /** |
---|
807 | Calculates time between the intersection of a moving sphere and a fixed |
---|
808 | box. |
---|
809 | |
---|
810 | @note This function will not detect an intersection between a moving object |
---|
811 | that is already interpenetrating the fixed object. |
---|
812 | |
---|
813 | @param sphere Moving sphere. |
---|
814 | @param velocity Sphere's velocity. |
---|
815 | @param box Fixed box. |
---|
816 | @param location Location of collision -- not center position of sphere |
---|
817 | at the collision time. [Post Condition] |
---|
818 | @param outNormal Box's surface normal to collision [Post Condition] |
---|
819 | |
---|
820 | @return Time til collision. If there is no collision then the return |
---|
821 | value will be inf(). |
---|
822 | */ |
---|
823 | static float collisionTimeForMovingSphereFixedBox( |
---|
824 | const class Sphere& sphere, |
---|
825 | const Vector3& velocity, |
---|
826 | const class Box& box, |
---|
827 | Vector3& outLocation, |
---|
828 | Vector3& outNormal = ignore); |
---|
829 | |
---|
830 | /** |
---|
831 | Calculates time between the intersection of a moving sphere and a fixed |
---|
832 | sphere. |
---|
833 | |
---|
834 | @note This won't detect a collision if the sphere is already interpenetrating |
---|
835 | the fixed sphere. |
---|
836 | |
---|
837 | @param movingSphere Moving sphere. |
---|
838 | @param velocity Sphere's velocity. |
---|
839 | @param fixedSphere Fixed Sphere. |
---|
840 | @param location Location of collision -- not center position of sphere |
---|
841 | at the collision time. [Post Condition] |
---|
842 | @param outNormal Sphere's surface normal to collision [Post Condition] |
---|
843 | |
---|
844 | @return Time til collision. If there is no collision then the return |
---|
845 | value will be inf(). |
---|
846 | */ |
---|
847 | static float collisionTimeForMovingSphereFixedSphere( |
---|
848 | const class Sphere& sphere, |
---|
849 | const Vector3& velocity, |
---|
850 | const class Sphere& fixedSphere, |
---|
851 | Vector3& outLocation, |
---|
852 | Vector3& outNormal = ignore); |
---|
853 | |
---|
854 | /** |
---|
855 | Calculates time between the intersection of a moving sphere and a fixed |
---|
856 | capsule. |
---|
857 | |
---|
858 | @note This won't detect a collision if the sphere is already |
---|
859 | interpenetrating the capsule. |
---|
860 | |
---|
861 | @param sphere Moving sphere. |
---|
862 | @param velocity Sphere's velocity. |
---|
863 | @param capsule Fixed capsule. |
---|
864 | @param location Location of collision -- not center position of sphere |
---|
865 | at the collision time. [Post Condition] |
---|
866 | @param outNormal Capsule's surface normal to the collision [Post Condition] |
---|
867 | |
---|
868 | @return Time til collision. If there is no collision then the return |
---|
869 | value will be inf(). |
---|
870 | */ |
---|
871 | static float collisionTimeForMovingSphereFixedCapsule( |
---|
872 | const class Sphere& sphere, |
---|
873 | const Vector3& velocity, |
---|
874 | const class Capsule& capsule, |
---|
875 | Vector3& outLocation, |
---|
876 | Vector3& outNormal = ignore); |
---|
877 | |
---|
878 | /** |
---|
879 | Finds the direction of bounce that a sphere would have when it |
---|
880 | intersects an object with the given time of collision, the |
---|
881 | collision location and the collision normal. |
---|
882 | |
---|
883 | @note This function works like a pong style ball bounce. |
---|
884 | |
---|
885 | @param sphere Moving sphere. |
---|
886 | @param velocity Sphere's velocity. |
---|
887 | @param collisionTime Time of collision. |
---|
888 | @param collisionLocation Collision location. |
---|
889 | @param collisionNormal Surface collision normal. |
---|
890 | |
---|
891 | @return Direction of bounce. |
---|
892 | */ |
---|
893 | static Vector3 bounceDirection( |
---|
894 | const class Sphere& sphere, |
---|
895 | const Vector3& velocity, |
---|
896 | const float collisionTime, |
---|
897 | const Vector3& collisionLocation, |
---|
898 | const Vector3& collisionNormal); |
---|
899 | |
---|
900 | /** |
---|
901 | Finds the direction of slide given a moving sphere, its velocity, the |
---|
902 | time of collision and the collision location. This function works as |
---|
903 | if the sphere intersects the surface and continues to hug it. |
---|
904 | |
---|
905 | @note The result will work well for calculating the movement of a player |
---|
906 | who collides with an object and continues moving along the object instead |
---|
907 | of just bouncing off it. |
---|
908 | |
---|
909 | @param sphere Moving sphere. |
---|
910 | @param velocity Sphere's velocity. |
---|
911 | @param collisionTime Time of collision |
---|
912 | @param collisionLocation Collision location. |
---|
913 | |
---|
914 | @return Direction of slide. |
---|
915 | */ |
---|
916 | static Vector3 slideDirection( |
---|
917 | const class Sphere& sphere, |
---|
918 | const Vector3& velocity, |
---|
919 | const float collisionTime, |
---|
920 | const Vector3& collisionLocation); |
---|
921 | |
---|
922 | /** |
---|
923 | Finds the closest point on a line segment to a given point. |
---|
924 | |
---|
925 | @param v0 line vertex 1. |
---|
926 | @param v1 line vertex 2. |
---|
927 | @param point External point. |
---|
928 | |
---|
929 | @return Closests point to <code>point</code> on the line segment. |
---|
930 | */ |
---|
931 | static Vector3 closestPointOnLineSegment( |
---|
932 | const Vector3& v0, |
---|
933 | const Vector3& v1, |
---|
934 | const Vector3& point); |
---|
935 | |
---|
936 | /** |
---|
937 | Finds the closest point on a line segment to a given point. |
---|
938 | |
---|
939 | @note This is an optimization to closestPointOnLineSegment. Edge length |
---|
940 | and direction can be used in this function if already pre-calculated. This |
---|
941 | prevents doing the same work twice. |
---|
942 | |
---|
943 | @param v0 line vertex 1. |
---|
944 | @param v1 line vertex 2. |
---|
945 | @param edgeDirection The direction of the segment (unit length). |
---|
946 | @param edgeLength The length of the segment. |
---|
947 | @param point External point. |
---|
948 | |
---|
949 | @return Closests point to <code>point</code> on the line segment. |
---|
950 | */ |
---|
951 | static Vector3 closestPointOnLineSegment( |
---|
952 | const Vector3& v0, |
---|
953 | const Vector3& v1, |
---|
954 | const Vector3& edgeDirection, |
---|
955 | float edgeLength, |
---|
956 | const Vector3& point); |
---|
957 | |
---|
958 | /** |
---|
959 | Finds the closest point on the perimeter of the triangle to an external point; |
---|
960 | given a triangle defined by three points v0, v1, & v2, and the external point. |
---|
961 | |
---|
962 | @param v0 Triangle vertex 1. |
---|
963 | @param v1 Triangle vertex 2. |
---|
964 | @param v2 Triangle vertex 3. |
---|
965 | @param point External point. |
---|
966 | |
---|
967 | @return Closests point to <code>point</code> on the perimeter of the |
---|
968 | triangle. |
---|
969 | */ |
---|
970 | static Vector3 closestPointToTrianglePerimeter( |
---|
971 | const Vector3& v0, |
---|
972 | const Vector3& v1, |
---|
973 | const Vector3& v2, |
---|
974 | const Vector3& point); |
---|
975 | |
---|
976 | /** |
---|
977 | Finds the closest point on the perimeter of the triangle to an external point; |
---|
978 | given a triangle defined by the array of points v, its edge directions and |
---|
979 | their lengths, as well as the external point. |
---|
980 | |
---|
981 | @note This is an optimization to closestPointToTrianglePerimeter. Edge length |
---|
982 | and direction can be used in this function if already pre-calculated. This |
---|
983 | prevents doing the same work twice. |
---|
984 | |
---|
985 | @param v0 Triangle vertex 1. |
---|
986 | @param v1 Triangle vertex 2. |
---|
987 | @param v2 Triangle vertex 3. |
---|
988 | @param point External point. |
---|
989 | |
---|
990 | @return Closests point to <code>point</code> on the perimeter of the |
---|
991 | triangle. |
---|
992 | */ |
---|
993 | static Vector3 closestPointToTrianglePerimeter( |
---|
994 | const Vector3 v[3], |
---|
995 | const Vector3 edgeDirection[3], |
---|
996 | const double edgeLength[3], |
---|
997 | const Vector3& point); |
---|
998 | |
---|
999 | /** |
---|
1000 | Tests whether a point is contained within the triangle defined by |
---|
1001 | v0, v1, & v2 and its plane's normal. |
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1002 | |
---|
1003 | @param v0 Triangle vertex 1. |
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1004 | @param v1 Triangle vertex 2. |
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1005 | @param v2 Triangle vertex 3. |
---|
1006 | @param normal Normal to triangle's plane. |
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1007 | @param point The point in question. |
---|
1008 | @param primaryAxis Primary axis of triangle. This will be detected |
---|
1009 | if not given. This parameter is provided as an optimization. |
---|
1010 | |
---|
1011 | @return true - if point is inside the triangle. |
---|
1012 | @return false - otherwise |
---|
1013 | */ |
---|
1014 | static bool isPointInsideTriangle( |
---|
1015 | const Vector3& v0, |
---|
1016 | const Vector3& v1, |
---|
1017 | const Vector3& v2, |
---|
1018 | const Vector3& normal, |
---|
1019 | const Vector3& point, |
---|
1020 | Vector3::Axis primaryAxis = Vector3::DETECT_AXIS); |
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1021 | |
---|
1022 | /** |
---|
1023 | Tests for the intersection of a moving sphere and a fixed box in a |
---|
1024 | given time limit. |
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1025 | |
---|
1026 | @note Returns true if any part of the sphere is inside the box |
---|
1027 | during the time period (inf means "ever"). Useful for |
---|
1028 | performing bounding-box collision detection. |
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1029 | |
---|
1030 | @param sphere Moving sphere. |
---|
1031 | @param velocity Velocity of moving sphere. |
---|
1032 | @param box Fixed box. |
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1033 | @param timeLimit Time limit for intersection test. |
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1034 | |
---|
1035 | @return true - if the two objects will touch. |
---|
1036 | @return false - if there is no intersection. |
---|
1037 | */ |
---|
1038 | static bool movingSpherePassesThroughFixedBox( |
---|
1039 | const Sphere& sphere, |
---|
1040 | const Vector3& velocity, |
---|
1041 | const Box& box, |
---|
1042 | double timeLimit = inf()); |
---|
1043 | |
---|
1044 | /** |
---|
1045 | Tests for the intersection of a moving sphere and a fixed sphere in a |
---|
1046 | given time limit. |
---|
1047 | |
---|
1048 | @note This function will not detect an intersection between a moving object |
---|
1049 | that is already interpenetrating the fixed object. |
---|
1050 | |
---|
1051 | @param sphere Moving sphere. |
---|
1052 | @param velocity Velocity of moving sphere. |
---|
1053 | @param fixedSphere Fixed sphere. |
---|
1054 | @param timeLimit Time limit for intersection test. |
---|
1055 | |
---|
1056 | @return true - if the two spheres will touch. |
---|
1057 | @return false - if there is no intersection. |
---|
1058 | */ |
---|
1059 | static bool movingSpherePassesThroughFixedSphere( |
---|
1060 | const Sphere& sphere, |
---|
1061 | const Vector3& velocity, |
---|
1062 | const Sphere& fixedSphere, |
---|
1063 | double timeLimit = inf()); |
---|
1064 | |
---|
1065 | /** |
---|
1066 | Tests for the intersection of two fixed spheres. |
---|
1067 | |
---|
1068 | @param sphere1 Fixed sphere 1. |
---|
1069 | @param sphere2 Fixed sphere 2. |
---|
1070 | |
---|
1071 | @return true - if the two spheres touch. |
---|
1072 | @return false - if there is no intersection. |
---|
1073 | */ |
---|
1074 | static bool fixedSolidSphereIntersectsFixedSolidSphere( |
---|
1075 | const Sphere& sphere1, |
---|
1076 | const Sphere& sphere2); |
---|
1077 | |
---|
1078 | /** |
---|
1079 | Tests for the intersection of a fixed sphere and a fixed box. |
---|
1080 | |
---|
1081 | @param sphere Fixed sphere. |
---|
1082 | @param box Fixed box. |
---|
1083 | |
---|
1084 | @return true - if the two objects touch. |
---|
1085 | @return false - if there is no intersection. |
---|
1086 | */ |
---|
1087 | static bool fixedSolidSphereIntersectsFixedSolidBox( |
---|
1088 | const Sphere& sphere, |
---|
1089 | const Box& box); |
---|
1090 | |
---|
1091 | /** |
---|
1092 | Tests whether a point is inside a rectangle defined by the vertexes |
---|
1093 | v0, v1, v2, & v3, and the rectangle's plane normal. |
---|
1094 | |
---|
1095 | @param v0 Rectangle vertex 1. |
---|
1096 | @param v1 Rectangle vertex 2. |
---|
1097 | @param v2 Rectangle vertex 3. |
---|
1098 | @param v3 Rectangle vertex 4. |
---|
1099 | @param normal Normal to rectangle's plane. |
---|
1100 | @param point The point in question. |
---|
1101 | |
---|
1102 | @return true - if point is inside the rectangle. |
---|
1103 | @return false - otherwise |
---|
1104 | */ |
---|
1105 | static bool isPointInsideRectangle( |
---|
1106 | const Vector3& v0, |
---|
1107 | const Vector3& v1, |
---|
1108 | const Vector3& v2, |
---|
1109 | const Vector3& v3, |
---|
1110 | const Vector3& normal, |
---|
1111 | const Vector3& point); |
---|
1112 | |
---|
1113 | /** |
---|
1114 | Finds the closest point on the perimeter of the rectangle to an |
---|
1115 | external point; given a rectangle defined by four points v0, v1, |
---|
1116 | v2, & v3, and the external point. |
---|
1117 | |
---|
1118 | @param v0 Rectangle vertex 1. |
---|
1119 | @param v1 Rectangle vertex 2. |
---|
1120 | @param v2 Rectangle vertex 3. |
---|
1121 | @param v3 Rectangle vertex 4. |
---|
1122 | @param point External point. |
---|
1123 | |
---|
1124 | @return Closests point to <code>point</code> on the perimeter of the |
---|
1125 | rectangle. |
---|
1126 | */ |
---|
1127 | static Vector3 closestPointToRectanglePerimeter( |
---|
1128 | const Vector3& v0, |
---|
1129 | const Vector3& v1, |
---|
1130 | const Vector3& v2, |
---|
1131 | const Vector3& v3, |
---|
1132 | const Vector3& point); |
---|
1133 | |
---|
1134 | /** |
---|
1135 | Finds the closest point in the rectangle to an external point; Given |
---|
1136 | a rectangle defined by four points v0, v1, v2, & v3, and the external |
---|
1137 | point. |
---|
1138 | |
---|
1139 | @param v0 Rectangle vertex 1. |
---|
1140 | @param v1 Rectangle vertex 2. |
---|
1141 | @param v2 Rectangle vertex 3 |
---|
1142 | @param v3 Rectangle vertex 4. |
---|
1143 | @param point External point. |
---|
1144 | |
---|
1145 | @return Closet point in the rectangle to the external point. |
---|
1146 | */ |
---|
1147 | static Vector3 closestPointToRectangle( |
---|
1148 | const Vector3& v0, |
---|
1149 | const Vector3& v1, |
---|
1150 | const Vector3& v2, |
---|
1151 | const Vector3& v3, |
---|
1152 | const Vector3& point); |
---|
1153 | }; |
---|
1154 | |
---|
1155 | } // namespace |
---|
1156 | |
---|
1157 | #endif // G3D_COLLISIONDETECTION_H |
---|