199 lines
5.2 KiB
C++
199 lines
5.2 KiB
C++
// Ripped from Magic Software
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#include "Include\dRay.h"
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#include "dxRay.h"
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int Find(const dVector3 Origin, dVector3 Direction, dReal Length, const dVector3 CCPos, const dMatrix3 CCRot, dReal CCRadius, dReal CCLength, dReal T[2]){
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dVector3 U, V, W;
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Decompose(CCRot, U, V, W);
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dVector3 CCOrigin;
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CCOrigin[0] = CCPos[0] - (W[0] * CCLength / 2);
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CCOrigin[1] = CCPos[1] - (W[1] * CCLength / 2);
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CCOrigin[2] = CCPos[2] - (W[2] * CCLength / 2);
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CCOrigin[3] = CCPos[3] - (W[3] * CCLength / 2);
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dVector3 D;
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D[0] = dDOT(U, Direction);
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D[1] = dDOT(V, Direction);
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D[2] = dDOT(W, Direction);
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dReal DMag = Length;
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dReal InvDMag = REAL(1.0) / DMag;
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dVector3 Diff;
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Diff[0] = Origin[0] - CCOrigin[0];
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Diff[1] = Origin[1] - CCOrigin[1];
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Diff[2] = Origin[2] - CCOrigin[2];
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Diff[3] = Origin[3] - CCOrigin[3];
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dVector3 P;
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P[0] = dDOT(U, Diff);
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P[1] = dDOT(V, Diff);
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P[2] = dDOT(W, Diff);
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dReal CCRadiusSq = CCRadius * CCRadius;
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dReal Epsilon = 1e-12f;
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if (dFabs(D[2]) >= REAL(1.0) - Epsilon){ // line is parallel to capsule axis
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dReal Discr = CCRadiusSq - P[0] * P[0] - P[1] * P[1];
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if (Discr >= REAL(0.0)){
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dReal Root = dSqrt(Discr);
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T[0] = (-P[2] + Root) * InvDMag;
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T[1] = (CCLength - P[2] + Root) * InvDMag;
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return 2;
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}
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else return 0;
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}
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// test intersection with infinite cylinder
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dReal A = D[0] * D[0] + D[1] * D[1];
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dReal B = P[0] * D[0] + P[1] * D[1];
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dReal C = P[0] * P[0] + P[1] * P[1] - CCRadiusSq;
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dReal Discr = B * B - A * C;
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if (Discr < REAL(0.0)){ // line does not intersect infinite cylinder
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return 0;
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}
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int Count = 0;
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if (Discr > REAL(0.0)){ // line intersects infinite cylinder in two places
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dReal Root = dSqrt(Discr);
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dReal Inv = REAL(1.0) / A;
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dReal TTemp = (-B - Root) * Inv;
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dReal Tmp = P[2] + TTemp * D[2];
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if (REAL(0.0) <= Tmp && Tmp <= CCLength){
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T[Count++] = TTemp * InvDMag;
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}
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TTemp = (-B + Root) * Inv;
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Tmp = P[2] + TTemp * D[2];
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if (REAL(0.0) <= Tmp && Tmp <= CCLength){
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T[Count++] = TTemp * InvDMag;
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}
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if (Count == 2){ // line intersects capsule wall in two places
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return 2;
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}
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}
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else{ // line is tangent to infinite cylinder
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dReal TTemp = -B / A;
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dReal Tmp = P[2] + TTemp * D[2];
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if (REAL(0.0) <= Tmp && Tmp <= CCLength){
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T[0] = TTemp * InvDMag;
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return 1;
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}
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}
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// test intersection with bottom hemisphere
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// fA = 1
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B += P[2] * D[2];
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C += P[2] * P[2];
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Discr = B * B - C;
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if (Discr > REAL(0.0)){
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dReal Root = dSqrt(Discr);
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dReal TTemp = -B - Root;
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dReal Tmp = P[2] + TTemp * D[2];
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if (Tmp <= REAL(0.0)){
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T[Count++] = TTemp * InvDMag;
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if (Count == 2){
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return 2;
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}
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}
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TTemp = -B + Root;
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Tmp = P[2] + TTemp * D[2];
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if (Tmp <= REAL(0.0)){
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T[Count++] = TTemp * InvDMag;
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if (Count == 2){
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return 2;
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}
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}
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}
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else if (Discr == REAL(0.0)){
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dReal TTemp = -B;
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dReal Tmp = P[2] + TTemp * D[2];
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if (Tmp <= REAL(0.0)){
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T[Count++] = TTemp * InvDMag;
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if (Count == 2){
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return 2;
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}
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}
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}
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// test intersection with top hemisphere
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// fA = 1
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B -= D[2] * CCLength;
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C += CCLength * (CCLength - REAL(2.0) * P[2]);
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Discr = B * B - C;
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if (Discr > REAL(0.0)){
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dReal Root = dSqrt(Discr);
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dReal TTemp = -B - Root;
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dReal Tmp = P[2] + TTemp * D[2];
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if (Tmp >= CCLength){
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T[Count++] = TTemp * InvDMag;
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if (Count == 2){
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return 2;
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}
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}
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TTemp = -B + Root;
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Tmp = P[2] + TTemp * D[2];
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if (Tmp >= CCLength){
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T[Count++] = TTemp * InvDMag;
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if (Count == 2){
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return 2;
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}
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}
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}
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else if (Discr == REAL(0.0)){
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dReal TTemp = -B;
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dReal Tmp = P[2] + TTemp * D[2];
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if (Tmp >= CCLength){
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T[Count++] = TTemp * InvDMag;
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if (Count == 2){
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return 2;
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}
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}
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}
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return Count;
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}
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int dCollideCCR(dxGeom* RayGeom, dxGeom* CCGeom, int Flags, dContactGeom* Contacts, int Stride){
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const dVector3& CCPos = *(const dVector3*)dGeomGetPosition(CCGeom);
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const dMatrix3& CCRot = *(const dMatrix3*)dGeomGetRotation(CCGeom);
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dReal CCRadius, CCLength;
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dGeomCCylinderGetParams(CCGeom, &CCRadius, &CCLength);
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dVector3 Origin, Direction;
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dGeomRayGet(RayGeom, Origin, Direction);
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dReal Length = dGeomRayGetLength(RayGeom);
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dReal T[2];
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int Count = Find(Origin, Direction, Length, CCPos, CCRot, CCRadius, CCLength, T);
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int ContactCount = 0;
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for (int i = 0; i < Count; i++){
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if (T[i] >= 0.0){
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dContactGeom* Contact = CONTACT(Flags, Contacts, ContactCount, Stride);
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Contact->pos[0] = Origin[0] + T[i] * Direction[0] * Length;
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Contact->pos[1] = Origin[1] + T[i] * Direction[1] * Length;
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Contact->pos[2] = Origin[2] + T[i] * Direction[2] * Length;
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Contact->pos[3] = Origin[3] + T[i] * Direction[3] * Length;
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//Contact->normal = 0;
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Contact->depth = 0.0f;
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Contact->g1 = RayGeom;
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Contact->g2 = CCGeom;
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ContactCount++;
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}
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}
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return ContactCount;
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} |