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Added line collision calculation to cBoundingBox.

This commit is contained in:
madmaxoft
2013-09-01 19:08:51 +02:00
parent b12d2edb4e
commit 5fccd67bad
6 changed files with 527 additions and 46 deletions

View File

@@ -5,6 +5,7 @@
#include "Globals.h"
#include "BoundingBox.h"
#include "Defines.h"
@@ -123,11 +124,7 @@ cBoundingBox cBoundingBox::Union(const cBoundingBox & a_Other)
bool cBoundingBox::IsInside(const Vector3d & a_Point)
{
return (
((a_Point.x >= m_Min.x) && (a_Point.x < m_Max.x)) &&
((a_Point.y >= m_Min.y) && (a_Point.y < m_Max.y)) &&
((a_Point.z >= m_Min.z) && (a_Point.z < m_Max.z))
);
return IsInside(m_Min, m_Max, a_Point);
}
@@ -136,11 +133,7 @@ bool cBoundingBox::IsInside(const Vector3d & a_Point)
bool cBoundingBox::IsInside(double a_X, double a_Y,double a_Z)
{
return (
((a_X >= m_Min.x) && (a_X < m_Max.x)) &&
((a_Y >= m_Min.y) && (a_Y < m_Max.y)) &&
((a_Z >= m_Min.z) && (a_Z < m_Max.z))
);
return IsInside(m_Min, m_Max, a_X, a_Y, a_Z);
}
@@ -167,6 +160,107 @@ bool cBoundingBox::IsInside(const Vector3d & a_Min, const Vector3d & a_Max)
bool cBoundingBox::IsInside(const Vector3d & a_Min, const Vector3d & a_Max, const Vector3d & a_Point)
{
return (
((a_Point.x >= a_Min.x) && (a_Point.x < a_Max.x)) &&
((a_Point.y >= a_Min.y) && (a_Point.y < a_Max.y)) &&
((a_Point.z >= a_Min.z) && (a_Point.z < a_Max.z))
);
}
bool cBoundingBox::IsInside(const Vector3d & a_Min, const Vector3d & a_Max, double a_X, double a_Y, double a_Z)
{
return (
((a_X >= a_Min.x) && (a_X < a_Max.x)) &&
((a_Y >= a_Min.y) && (a_Y < a_Max.y)) &&
((a_Z >= a_Min.z) && (a_Z < a_Max.z))
);
}
bool cBoundingBox::CalcLineIntersection(const Vector3d & a_Line1, const Vector3d & a_Line2, double & a_LineCoeff, char & a_Face)
{
return CalcLineIntersection(m_Min, m_Max, a_Line1, a_Line2, a_LineCoeff, a_Face);
}
bool cBoundingBox::CalcLineIntersection(const Vector3d & a_Min, const Vector3d & a_Max, const Vector3d & a_Line1, const Vector3d & a_Line2, double & a_LineCoeff, char & a_Face)
{
char Face = 0;
double Coeff = Vector3d::NO_INTERSECTION;
// Check each individual bbox face for intersection with the line, remember the one with the lowest coeff
double c = a_Line1.LineCoeffToXYPlane(a_Line2, a_Min.z);
if (c < Coeff)
{
Face = (a_Line1.z > a_Line2.z) ? BLOCK_FACE_ZP : BLOCK_FACE_ZM;
Coeff = c;
}
c = a_Line1.LineCoeffToXYPlane(a_Line2, a_Max.z);
if (c < Coeff)
{
Face = (a_Line1.z > a_Line2.z) ? BLOCK_FACE_ZP : BLOCK_FACE_ZM;
Coeff = c;
}
c = a_Line1.LineCoeffToXZPlane(a_Line2, a_Min.y);
if (c < Coeff)
{
Face = (a_Line1.y > a_Line2.y) ? BLOCK_FACE_YP : BLOCK_FACE_YM;
Coeff = c;
}
c = a_Line1.LineCoeffToXZPlane(a_Line2, a_Max.y);
if (c < Coeff)
{
Face = (a_Line1.y > a_Line2.y) ? BLOCK_FACE_YP : BLOCK_FACE_YM;
Coeff = c;
}
c = a_Line1.LineCoeffToYZPlane(a_Line2, a_Min.x);
if (c < Coeff)
{
Face = (a_Line1.x > a_Line2.x) ? BLOCK_FACE_XP : BLOCK_FACE_XM;
Coeff = c;
}
c = a_Line1.LineCoeffToYZPlane(a_Line2, a_Max.x);
if (c < Coeff)
{
Face = (a_Line1.x > a_Line2.x) ? BLOCK_FACE_XP : BLOCK_FACE_XM;
Coeff = c;
}
if (Coeff >= Vector3d::NO_INTERSECTION)
{
// There has been no intersection
return false;
}
Vector3d Intersection = a_Line1 + (a_Line2 - a_Line1) * Coeff;
if (!IsInside(a_Min, a_Max, Intersection))
{
// The line intersects with the individual wall planes, but not within this bounding box
return false;
}
// True intersection, return all the values:
a_LineCoeff = Coeff;
a_Face = Face;
return true;
}
bool cBoundingBox::Intersect(const cBoundingBox & a_Other, cBoundingBox & a_Intersection)
{
a_Intersection.m_Min.x = std::max(m_Min.x, a_Other.m_Min.x);