Beispiel #1
0
		public bool Intersects( OBB b ) {
			Matrix matB = b.rotation * this.InverseRotation;
			Vector3 vPosB = Vector3.Transform( b.center - this.center,
											  this.inverseRotation );

			Vector3 XAxis = new Vector3( matB.M11, matB.M21, matB.M31 );
			Vector3 YAxis = new Vector3( matB.M12, matB.M22, matB.M32 );
			Vector3 ZAxis = new Vector3( matB.M13, matB.M23, matB.M33 );

			//15 tests

			//1 (Ra)x
			if( (float)Math.Abs( vPosB.X ) >
					( this.bounds.X +
						b.bounds.X * (float)Math.Abs( XAxis.X ) +
						b.bounds.Y * (float)Math.Abs( XAxis.Y ) +
						b.bounds.Z * (float)Math.Abs( XAxis.Z ) ) ) {
				return false;
			}

			//2 (Ra)y
			if( (float)Math.Abs( vPosB.Y ) >
					( this.bounds.Y +
						b.bounds.X * (float)Math.Abs( YAxis.X ) +
						b.bounds.Y * (float)Math.Abs( YAxis.Y ) +
						b.bounds.Z * (float)Math.Abs( YAxis.Z ) ) ) {
				return false;
			}

			//3 (Ra)z
			if( (float)Math.Abs( vPosB.Z ) >
					( this.bounds.Z +
						b.bounds.X * (float)Math.Abs( ZAxis.X ) +
						b.bounds.Y * (float)Math.Abs( ZAxis.Y ) +
						b.bounds.Z * (float)Math.Abs( ZAxis.Z ) ) ) {
				return false;
			}

			//4 (Rb)x
			if( (float)Math.Abs( vPosB.X * XAxis.X +
								vPosB.Y * YAxis.X +
								vPosB.Z * ZAxis.X ) >
					( b.bounds.X +
						this.bounds.X * (float)Math.Abs( XAxis.X ) +
						this.bounds.Y * (float)Math.Abs( YAxis.X ) +
						this.bounds.Z * (float)Math.Abs( ZAxis.X ) ) ) {
				return false;
			}

			//5 (Rb)y
			if( (float)Math.Abs( vPosB.X * XAxis.Y +
								vPosB.Y * YAxis.Y +
								vPosB.Z * ZAxis.Y ) >
					( b.bounds.Y +
						this.bounds.X * (float)Math.Abs( XAxis.Y ) +
						this.bounds.Y * (float)Math.Abs( YAxis.Y ) +
						this.bounds.Z * (float)Math.Abs( ZAxis.Y ) ) ) {
				return false;
			}

			//6 (Rb)z
			if( (float)Math.Abs( vPosB.X * XAxis.Z +
								vPosB.Y * YAxis.Z +
								vPosB.Z * ZAxis.Z ) >
					( b.bounds.Z +
						this.bounds.X * (float)Math.Abs( XAxis.Z ) +
						this.bounds.Y * (float)Math.Abs( YAxis.Z ) +
						this.bounds.Z * (float)Math.Abs( ZAxis.Z ) ) ) {
				return false;
			}

			//7 (Ra)x X (Rb)x
			if( (float)Math.Abs( vPosB.Z * YAxis.X -
								vPosB.Y * ZAxis.X ) >
					( this.bounds.Y * (float)Math.Abs( ZAxis.X ) +
					this.bounds.Z * (float)Math.Abs( YAxis.X ) +
					b.bounds.Y * (float)Math.Abs( XAxis.Z ) +
					b.bounds.Z * (float)Math.Abs( XAxis.Y ) ) ) {
				return false;
			}

			//8 (Ra)x X (Rb)y
			if( (float)Math.Abs( vPosB.Z * YAxis.Y -
								vPosB.Y * ZAxis.Y ) >
					( this.bounds.Y * (float)Math.Abs( ZAxis.Y ) +
					this.bounds.Z * (float)Math.Abs( YAxis.Y ) +
					b.bounds.X * (float)Math.Abs( XAxis.Z ) +
					b.bounds.Z * (float)Math.Abs( XAxis.X ) ) ) {
				return false;
			}

			//9 (Ra)x X (Rb)z
			if( (float)Math.Abs( vPosB.Z * YAxis.Z -
								vPosB.Y * ZAxis.Z ) >
					( this.bounds.Y * (float)Math.Abs( ZAxis.Z ) +
					this.bounds.Z * (float)Math.Abs( YAxis.Z ) +
					b.bounds.X * (float)Math.Abs( XAxis.Y ) +
					b.bounds.Y * (float)Math.Abs( XAxis.X ) ) ) {
				return false;
			}

			//10 (Ra)y X (Rb)x
			if( (float)Math.Abs( vPosB.X * ZAxis.X -
								vPosB.Z * XAxis.X ) >
					( this.bounds.X * (float)Math.Abs( ZAxis.X ) +
					this.bounds.Z * (float)Math.Abs( XAxis.X ) +
					b.bounds.Y * (float)Math.Abs( YAxis.Z ) +
					b.bounds.Z * (float)Math.Abs( YAxis.Y ) ) ) {
				return false;
			}

			//11 (Ra)y X (Rb)y
			if( (float)Math.Abs( vPosB.X * ZAxis.Y -
								vPosB.Z * XAxis.Y ) >
					( this.bounds.X * (float)Math.Abs( ZAxis.Y ) +
					this.bounds.Z * (float)Math.Abs( XAxis.Y ) +
					b.bounds.X * (float)Math.Abs( YAxis.Z ) +
					b.bounds.Z * (float)Math.Abs( YAxis.X ) ) ) {
				return false;
			}

			//12 (Ra)y X (Rb)z
			if( (float)Math.Abs( vPosB.X * ZAxis.Z -
								vPosB.Z * XAxis.Z ) >
					( this.bounds.X * (float)Math.Abs( ZAxis.Z ) +
					this.bounds.Z * (float)Math.Abs( XAxis.Z ) +
					b.bounds.X * (float)Math.Abs( YAxis.Y ) +
					b.bounds.Y * (float)Math.Abs( YAxis.X ) ) ) {
				return false;
			}

			//13 (Ra)z X (Rb)x
			if( (float)Math.Abs( vPosB.Y * XAxis.X -
								vPosB.X * YAxis.X ) >
					( this.bounds.X * (float)Math.Abs( YAxis.X ) +
					this.bounds.Y * (float)Math.Abs( XAxis.X ) +
					b.bounds.Y * (float)Math.Abs( ZAxis.Z ) +
					b.bounds.Z * (float)Math.Abs( ZAxis.Y ) ) ) {
				return false;
			}

			//14 (Ra)z X (Rb)y
			if( (float)Math.Abs( vPosB.Y * XAxis.Y -
								vPosB.X * YAxis.Y ) >
					( this.bounds.X * (float)Math.Abs( YAxis.Y ) +
					this.bounds.Y * (float)Math.Abs( XAxis.Y ) +
					b.bounds.X * (float)Math.Abs( ZAxis.Z ) +
					b.bounds.Z * (float)Math.Abs( ZAxis.X ) ) ) {
				return false;
			}

			//15 (Ra)z X (Rb)z
			if( (float)Math.Abs( vPosB.Y * XAxis.Z -
								vPosB.X * YAxis.Z ) >
					( this.bounds.X * (float)Math.Abs( YAxis.Z ) +
					this.bounds.Y * (float)Math.Abs( XAxis.Z ) +
					b.bounds.X * (float)Math.Abs( ZAxis.Y ) +
					b.bounds.Y * (float)Math.Abs( ZAxis.X ) ) ) {
				return false;
			}

			return true;
		}
Beispiel #2
0
        public bool Intersects(OBB b)
        {
            Matrix  matB  = b.rotation * this.InverseRotation;
            Vector3 vPosB = Vector3.Transform(b.center - this.center,
                                              this.inverseRotation);

            Vector3 XAxis = new Vector3(matB.M11, matB.M21, matB.M31);
            Vector3 YAxis = new Vector3(matB.M12, matB.M22, matB.M32);
            Vector3 ZAxis = new Vector3(matB.M13, matB.M23, matB.M33);

            //15 tests

            //1 (Ra)x
            if ((float)Math.Abs(vPosB.X) >
                (this.bounds.X +
                 b.bounds.X * (float)Math.Abs(XAxis.X) +
                 b.bounds.Y * (float)Math.Abs(XAxis.Y) +
                 b.bounds.Z * (float)Math.Abs(XAxis.Z)))
            {
                return(false);
            }

            //2 (Ra)y
            if ((float)Math.Abs(vPosB.Y) >
                (this.bounds.Y +
                 b.bounds.X * (float)Math.Abs(YAxis.X) +
                 b.bounds.Y * (float)Math.Abs(YAxis.Y) +
                 b.bounds.Z * (float)Math.Abs(YAxis.Z)))
            {
                return(false);
            }

            //3 (Ra)z
            if ((float)Math.Abs(vPosB.Z) >
                (this.bounds.Z +
                 b.bounds.X * (float)Math.Abs(ZAxis.X) +
                 b.bounds.Y * (float)Math.Abs(ZAxis.Y) +
                 b.bounds.Z * (float)Math.Abs(ZAxis.Z)))
            {
                return(false);
            }

            //4 (Rb)x
            if ((float)Math.Abs(vPosB.X * XAxis.X +
                                vPosB.Y * YAxis.X +
                                vPosB.Z * ZAxis.X) >
                (b.bounds.X +
                 this.bounds.X * (float)Math.Abs(XAxis.X) +
                 this.bounds.Y * (float)Math.Abs(YAxis.X) +
                 this.bounds.Z * (float)Math.Abs(ZAxis.X)))
            {
                return(false);
            }

            //5 (Rb)y
            if ((float)Math.Abs(vPosB.X * XAxis.Y +
                                vPosB.Y * YAxis.Y +
                                vPosB.Z * ZAxis.Y) >
                (b.bounds.Y +
                 this.bounds.X * (float)Math.Abs(XAxis.Y) +
                 this.bounds.Y * (float)Math.Abs(YAxis.Y) +
                 this.bounds.Z * (float)Math.Abs(ZAxis.Y)))
            {
                return(false);
            }

            //6 (Rb)z
            if ((float)Math.Abs(vPosB.X * XAxis.Z +
                                vPosB.Y * YAxis.Z +
                                vPosB.Z * ZAxis.Z) >
                (b.bounds.Z +
                 this.bounds.X * (float)Math.Abs(XAxis.Z) +
                 this.bounds.Y * (float)Math.Abs(YAxis.Z) +
                 this.bounds.Z * (float)Math.Abs(ZAxis.Z)))
            {
                return(false);
            }

            //7 (Ra)x X (Rb)x
            if ((float)Math.Abs(vPosB.Z * YAxis.X -
                                vPosB.Y * ZAxis.X) >
                (this.bounds.Y * (float)Math.Abs(ZAxis.X) +
                 this.bounds.Z * (float)Math.Abs(YAxis.X) +
                 b.bounds.Y * (float)Math.Abs(XAxis.Z) +
                 b.bounds.Z * (float)Math.Abs(XAxis.Y)))
            {
                return(false);
            }

            //8 (Ra)x X (Rb)y
            if ((float)Math.Abs(vPosB.Z * YAxis.Y -
                                vPosB.Y * ZAxis.Y) >
                (this.bounds.Y * (float)Math.Abs(ZAxis.Y) +
                 this.bounds.Z * (float)Math.Abs(YAxis.Y) +
                 b.bounds.X * (float)Math.Abs(XAxis.Z) +
                 b.bounds.Z * (float)Math.Abs(XAxis.X)))
            {
                return(false);
            }

            //9 (Ra)x X (Rb)z
            if ((float)Math.Abs(vPosB.Z * YAxis.Z -
                                vPosB.Y * ZAxis.Z) >
                (this.bounds.Y * (float)Math.Abs(ZAxis.Z) +
                 this.bounds.Z * (float)Math.Abs(YAxis.Z) +
                 b.bounds.X * (float)Math.Abs(XAxis.Y) +
                 b.bounds.Y * (float)Math.Abs(XAxis.X)))
            {
                return(false);
            }

            //10 (Ra)y X (Rb)x
            if ((float)Math.Abs(vPosB.X * ZAxis.X -
                                vPosB.Z * XAxis.X) >
                (this.bounds.X * (float)Math.Abs(ZAxis.X) +
                 this.bounds.Z * (float)Math.Abs(XAxis.X) +
                 b.bounds.Y * (float)Math.Abs(YAxis.Z) +
                 b.bounds.Z * (float)Math.Abs(YAxis.Y)))
            {
                return(false);
            }

            //11 (Ra)y X (Rb)y
            if ((float)Math.Abs(vPosB.X * ZAxis.Y -
                                vPosB.Z * XAxis.Y) >
                (this.bounds.X * (float)Math.Abs(ZAxis.Y) +
                 this.bounds.Z * (float)Math.Abs(XAxis.Y) +
                 b.bounds.X * (float)Math.Abs(YAxis.Z) +
                 b.bounds.Z * (float)Math.Abs(YAxis.X)))
            {
                return(false);
            }

            //12 (Ra)y X (Rb)z
            if ((float)Math.Abs(vPosB.X * ZAxis.Z -
                                vPosB.Z * XAxis.Z) >
                (this.bounds.X * (float)Math.Abs(ZAxis.Z) +
                 this.bounds.Z * (float)Math.Abs(XAxis.Z) +
                 b.bounds.X * (float)Math.Abs(YAxis.Y) +
                 b.bounds.Y * (float)Math.Abs(YAxis.X)))
            {
                return(false);
            }

            //13 (Ra)z X (Rb)x
            if ((float)Math.Abs(vPosB.Y * XAxis.X -
                                vPosB.X * YAxis.X) >
                (this.bounds.X * (float)Math.Abs(YAxis.X) +
                 this.bounds.Y * (float)Math.Abs(XAxis.X) +
                 b.bounds.Y * (float)Math.Abs(ZAxis.Z) +
                 b.bounds.Z * (float)Math.Abs(ZAxis.Y)))
            {
                return(false);
            }

            //14 (Ra)z X (Rb)y
            if ((float)Math.Abs(vPosB.Y * XAxis.Y -
                                vPosB.X * YAxis.Y) >
                (this.bounds.X * (float)Math.Abs(YAxis.Y) +
                 this.bounds.Y * (float)Math.Abs(XAxis.Y) +
                 b.bounds.X * (float)Math.Abs(ZAxis.Z) +
                 b.bounds.Z * (float)Math.Abs(ZAxis.X)))
            {
                return(false);
            }

            //15 (Ra)z X (Rb)z
            if ((float)Math.Abs(vPosB.Y * XAxis.Z -
                                vPosB.X * YAxis.Z) >
                (this.bounds.X * (float)Math.Abs(YAxis.Z) +
                 this.bounds.Y * (float)Math.Abs(XAxis.Z) +
                 b.bounds.X * (float)Math.Abs(ZAxis.Y) +
                 b.bounds.Y * (float)Math.Abs(ZAxis.X)))
            {
                return(false);
            }

            return(true);
        }