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102
engines/freescape/sweepAABB.cpp
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102
engines/freescape/sweepAABB.cpp
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#include "freescape/freescape.h"
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namespace Freescape {
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/*
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This code is inspired by the Luis Eduard Reis implementation:
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https://luisreis.net/blog/aabb_collision_handling/
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*/
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float lineToPlane(Math::Vector3d const &p, Math::Vector3d const &u, Math::Vector3d const &v, Math::Vector3d const &n) {
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float NdotU = n.dotProduct(u);
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if (NdotU == 0)
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return INFINITY;
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return n.dotProduct(v - p) / NdotU;
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}
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bool between(float x, float a, float b) {
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return x >= a && x <= b;
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}
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float sweepAABB(Math::AABB const &a, Math::AABB const &b, Math::Vector3d const &direction, Math::Vector3d &normal) {
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Math::Vector3d m = b.getMin() - a.getMax();
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Math::Vector3d mh = a.getSize() + b.getSize();
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float h = 1.0;
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float s = 0.0;
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Math::Vector3d zero;
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// X min
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s = lineToPlane(zero, direction, m, Math::Vector3d(-1, 0, 0));
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if (s >= 0 && direction.x() > 0 && s < h && between(s * direction.y(), m.y(), m.y() + mh.y()) && between(s * direction.z(), m.z(), m.z() + mh.z())) {
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h = s;
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normal = Math::Vector3d(-1, 0, 0);
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}
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// X max
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m.x() = m.x() + mh.x();
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s = lineToPlane(zero, direction, m, Math::Vector3d(1, 0, 0));
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if (s >= 0 && direction.x() < 0 && s < h && between(s * direction.y(), m.y(), m.y() + mh.y()) && between(s * direction.z(), m.z(), m.z() + mh.z())) {
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h = s;
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normal = Math::Vector3d(1, 0, 0);
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}
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// Y min
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m.x() = m.x() - mh.x();
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s = lineToPlane(zero, direction, m, Math::Vector3d(0, -1, 0));
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if (s >= 0 && direction.y() > 0 && s < h && between(s * direction.x(), m.x(), m.x() + mh.x()) && between(s * direction.z(), m.z(), m.z() + mh.z())) {
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h = s;
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normal = Math::Vector3d(0, -1, 0);
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}
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// Y max
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m.y() = m.y() + mh.y();
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s = lineToPlane(zero, direction, m, Math::Vector3d(0, 1, 0));
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if (s >= 0 && direction.y() < 0 && s < h && between(s * direction.x(), m.x(), m.x() + mh.x()) && between(s * direction.z(), m.z(), m.z() + mh.z())) {
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h = s;
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normal = Math::Vector3d(0, 1, 0);
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}
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// Z min
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m.y() = m.y() - mh.y();
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s = lineToPlane(zero, direction, m, Math::Vector3d(0, 0, -1));
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if (s >= 0 && direction.z() > 0 && s < h && between(s * direction.x(), m.x(), m.x() + mh.x()) && between(s * direction.y(), m.y(), m.y() + mh.y())) {
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h = s;
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normal = Math::Vector3d(0, 0, -1);
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}
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// Z max
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m.z() = m.z() + mh.z();
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s = lineToPlane(zero, direction, m, Math::Vector3d(0, 0, 1));
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if (s >= 0 && direction.z() < 0 && s < h && between(s * direction.x(), m.x(), m.x() + mh.x()) && between(s * direction.y(), m.y(), m.y() + mh.y())) {
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h = s;
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normal = Math::Vector3d(0, 0, 1);
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}
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return h;
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}
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}
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