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mirror of https://github.com/borgesdan/xn65 synced 2024-12-29 21:54:47 +01:00
xn65/framework/common/collision.cpp
2024-05-17 16:15:48 -03:00

282 lines
6.3 KiB
C++

#include "common/collision.hpp"
namespace xna {
bool BoundingFrustum::Intersects(BoundingBox const& box) {
gjk.Reset();
Vector3 result1 = Vector3::Subtract(corners[0], box.Min);
if (result1.LengthSquared() < 9.9999997473787516E-06)
result1 = Vector3::Subtract(corners[0], box.Max);
auto num1 = FloatMaxValue;
float num2 = 0;
do
{
Vector3 v;
v.X = -result1.X;
v.Y = -result1.Y;
v.Z = -result1.Z;
Vector3 result2;
SupportMapping(v, result2);
Vector3 result3;
box.SupportMapping(result1, result3);
Vector3 result4 = Vector3::Subtract(result2, result3);
if (result1.X * result4.X + result1.Y * result4.Y + result1.Z * result4.Z > 0.0)
return false;
gjk.AddSupportPoint(result4);
result1 = gjk.ClosestPoint();
float num3 = num1;
num1 = result1.LengthSquared();
if (num3 - num1 <= 9.9999997473787516E-06 * num3)
return false;
num2 = 4E-05f * gjk.MaxLengthSquared();
} while (!gjk.FullSimplex() && num1 >= num2);
return true;
}
std::optional<float> BoundingFrustum::Intersects(Ray const& ray) const {
auto result1 = Contains(ray.Position);
if (result1 == ContainmentType::Contains)
return 0.0F;
auto num1 = FloatMinValue;
auto num2 = FloatMaxValue;
for (size_t i = 0; i < planes.size(); ++i) {
const auto& plane = planes[i];
Vector3 normal = plane.Normal;
const auto result2 = Vector3::Dot(ray.Direction, normal);
float result3 = Vector3::Dot(ray.Position, normal);
result3 += plane.D;
if (std::abs(static_cast<double>(result2)) < 9.9999997473787516E-06)
{
if (result3 > 0.0)
return {};
}
else
{
const auto num3 = -result3 / result2;
if (result2 < 0.0)
{
if (num3 > num2)
return {};
if (num3 > num1)
num1 = num3;
}
else
{
if (num3 < num1)
return {};
if (num3 < num2)
num2 = num3;
}
}
}
auto num4 = num1 >= 0.0F ? num1 : num2;
if (num4 < 0.0)
return{};
return num4;
}
bool BoundingFrustum::Intersects(BoundingSphere const& sphere) {
gjk.Reset();
auto result1 = Vector3::Subtract(corners[0], sphere.Center);
if (result1.LengthSquared() < 9.9999997473787516E-06)
result1 = Vector3::UnitX();
auto num1 = FloatMaxValue;
auto num2 = 0.0F;
do
{
Vector3 v;
v.X = -result1.X;
v.Y = -result1.Y;
v.Z = -result1.Z;
Vector3 result2;
SupportMapping(v, result2);
Vector3 result3;
sphere.SupportMapping(result1, result3);
Vector3 result4 = Vector3::Subtract(result2, result3);
if (result1.X * result4.X + result1.Y * result4.Y + result1.Z * result4.Z > 0.0)
return false;
gjk.AddSupportPoint(result4);
result1 = gjk.ClosestPoint();
auto num3 = num1;
num1 = result1.LengthSquared();
if (num3 - num1 <= 9.9999997473787516E-06 * num3)
return false;
num2 = 4E-05f * gjk.MaxLengthSquared();
} while (!gjk.FullSimplex() && num1 >= num2);
return true;
}
bool BoundingFrustum::Intersects(BoundingFrustum const& frustum) {
gjk.Reset();
Vector3 result1 = Vector3::Subtract(corners[0], frustum.corners[0]);
if (result1.LengthSquared() < 9.9999997473787516E-06)
result1 = Vector3::Subtract(corners[0], frustum.corners[1]);
float num1 = FloatMaxValue;
float num2 = 0;
do
{
Vector3 v;
v.X = -result1.X;
v.Y = -result1.Y;
v.Z = -result1.Z;
Vector3 result2;
SupportMapping(v, result2);
Vector3 result3;
frustum.SupportMapping(result1, result3);
const auto result4 = Vector3::Subtract(result2, result3);
if (result1.X * result4.X + result1.Y * result4.Y + result1.Z * result4.Z > 0.0)
return false;
gjk.AddSupportPoint(result4);
result1 = gjk.ClosestPoint();
const auto num3 = num1;
num1 = result1.LengthSquared();
num2 = 4E-05f * gjk.MaxLengthSquared();
if (num3 - num1 <= 9.9999997473787516E-06 * num3)
return false;
} while (!gjk.FullSimplex() && num1 >= num2);
return true;
}
ContainmentType BoundingFrustum::Contains(BoundingFrustum const& frustum) {
ContainmentType containmentType = ContainmentType::Disjoint;
if (Intersects(frustum)) {
containmentType = ContainmentType::Contains;
for (size_t index = 0; index < corners.size(); ++index) {
if (Contains(frustum.corners[index]) == ContainmentType::Disjoint)
{
containmentType = ContainmentType::Intersects;
break;
}
}
}
return containmentType;
}
std::optional<float> BoundingBox::Intersects(Ray const& ray) const {
float num1 = 0.0f;
float num2 = FloatMaxValue;
if (std::abs(ray.Direction.X) < 9.9999999747524271E-07)
{
if (ray.Position.X < Min.X || ray.Position.X > Max.X)
return {};
}
else
{
const auto num3 = 1.0f / ray.Direction.X;
auto num4 = (Min.X - ray.Position.X) * num3;
auto num5 = (Max.X - ray.Position.X) * num3;
if (num4 > num5)
{
float num6 = num4;
num4 = num5;
num5 = num6;
}
num1 = MathHelper::Max(num4, num1);
num2 = MathHelper::Min(num5, num2);
if (num1 > num2)
return {};
}
if (std::abs(ray.Direction.Y) < 9.9999999747524271E-07)
{
if (ray.Position.Y < Min.Y || ray.Position.Y > Max.Y)
return {};
}
else
{
const auto num7 = 1.0f / ray.Direction.Y;
auto num8 = (Min.Y - ray.Position.Y) * num7;
auto num9 = (Max.Y - ray.Position.Y) * num7;
if (num8 > num9)
{
float num10 = num8;
num8 = num9;
num9 = num10;
}
num1 = MathHelper::Max(num8, num1);
num2 = MathHelper::Min(num9, num2);
if (num1 > num2)
return {};
}
if (std::abs(ray.Direction.Z) < 9.9999999747524271E-07)
{
if (ray.Position.Z < Min.Z || ray.Position.Z > Max.Z)
return {};
}
else
{
const auto num11 = 1.0f / ray.Direction.Z;
auto num12 = (Min.Z - ray.Position.Z) * num11;
auto num13 = (Max.Z - ray.Position.Z) * num11;
if (num12 > num13)
{
float num14 = num12;
num12 = num13;
num13 = num14;
}
num1 = MathHelper::Max(num12, num1);
const auto num15 = MathHelper::Min(num13, num2);
if (num1 > num15)
return {};
}
return num1;
}
ContainmentType BoundingBox::Contains(BoundingFrustum& frustum) const {
if (!frustum.Intersects(*this))
return ContainmentType::Disjoint;
for (size_t i = 0; i < frustum.CornerCount; ++i) {
const auto corner = frustum[i];
if (Contains(corner) == ContainmentType::Disjoint)
return ContainmentType::Intersects;
}
return ContainmentType::Contains;
}
}