Beispiel #1
0
        /// <summary>
        /// DoOverlapBoxTriangleTest
        /// </summary>
        /// <param name="oldBox"></param>
        /// <param name="newBox"></param>
        /// <param name="triangle"></param>
        /// <param name="mesh"></param>
        /// <param name="info"></param>
        /// <param name="collTolerance"></param>
        /// <param name="collisionFunctor"></param>
        /// <returns>bool</returns>
        private static bool DoOverlapBoxTriangleTest(Box oldBox, Box newBox,
            ref IndexedTriangle triangle, TriangleMesh mesh,
            ref CollDetectInfo info, float collTolerance,
            CollisionFunctor collisionFunctor)
        {
            Matrix4 dirs0 = newBox.Orientation;

            #region REFERENCE: Triangle tri = new Triangle(mesh.GetVertex(triangle.GetVertexIndex(0)),mesh.GetVertex(triangle.GetVertexIndex(1)),mesh.GetVertex(triangle.GetVertexIndex(2)));
            Vector3 triVec0;
            Vector3 triVec1;
            Vector3 triVec2;
            mesh.GetVertex(triangle.GetVertexIndex(0), out triVec0);
            mesh.GetVertex(triangle.GetVertexIndex(1), out triVec1);
            mesh.GetVertex(triangle.GetVertexIndex(2), out triVec2);

            // Deano move tri into world space
            Matrix4 transformMatrix = mesh.TransformMatrix;
            Vector3.Transform(ref triVec0, ref transformMatrix, out triVec0);
            Vector3.Transform(ref triVec1, ref transformMatrix, out triVec1);
            Vector3.Transform(ref triVec2, ref transformMatrix, out triVec2);

            Triangle tri = new Triangle(ref triVec0,ref triVec1,ref triVec2);
            #endregion

            #region REFERENCE Vector3 triEdge0 = (tri.GetPoint(1) - tri.GetPoint(0));
            Vector3 pt0;
            Vector3 pt1;
            tri.GetPoint(0, out pt0);
            tri.GetPoint(1, out pt1);

            Vector3 triEdge0;
            Vector3.Subtract(ref pt1, ref pt0, out triEdge0);
            #endregion

            #region REFERENCE Vector3 triEdge1 = (tri.GetPoint(2) - tri.GetPoint(1));
            Vector3 pt2;
            tri.GetPoint(2, out pt2);

            Vector3 triEdge1;
            Vector3.Subtract(ref pt2, ref pt1, out triEdge1);
            #endregion

            #region REFERENCE Vector3 triEdge2 = (tri.GetPoint(0) - tri.GetPoint(2));
            Vector3 triEdge2;
            Vector3.Subtract(ref pt0, ref pt2, out triEdge2);
            #endregion

            triEdge0.Normalize();
            triEdge1.Normalize();
            triEdge2.Normalize();

            // BEN-OPTIMISATION: Replaced loops with code that requires no looping.
            //                   The new code is faster, has less allocations and math especially
            //                   since the method returns as soon as it finds a non-overlapping axis,
            //                   i.e. Before irreleveat allocations occur.
            #region "Old (less efficient) code"
            /*Vector3 triNormal = triangle.Plane.Normal;

            // the 15 potential separating axes
            const int numAxes = 13;
            Vector3[] axes = new Vector3[numAxes];

            axes[0] = triNormal;
            axes[1] = dirs0.Right;
            axes[2] = dirs0.Up;
            axes[3] = dirs0.Backward;
            Vector3.Cross(ref axes[1], ref triEdge0, out axes[4]);
            Vector3.Cross(ref axes[1], ref triEdge1, out axes[5]);
            Vector3.Cross(ref axes[1], ref triEdge2, out axes[6]);
            Vector3.Cross(ref axes[2], ref triEdge0, out axes[7]);
            Vector3.Cross(ref axes[2], ref triEdge1, out axes[8]);
            Vector3.Cross(ref axes[2], ref triEdge2, out axes[9]);
            Vector3.Cross(ref axes[3], ref triEdge0, out axes[10]);
            Vector3.Cross(ref axes[3], ref triEdge1, out axes[11]);
            Vector3.Cross(ref axes[3], ref triEdge2, out axes[12]);

            // the overlap depths along each axis
            float[] overlapDepths = new float[numAxes];

            // see if the boxes are separate along any axis, and if not keep a
            // record of the depths along each axis
            int i;
            for (i = 0; i < numAxes; ++i)
            {
                overlapDepths[i] = 1.0f;
                if (Disjoint(out overlapDepths[i], axes[i], newBox, tri, collTolerance))
                    return false;
            }

            // The box overlap, find the separation depth closest to 0.
            float minDepth = float.MaxValue;
            int minAxis = -1;

            for (i = 0; i < numAxes; ++i)
            {
                // If we can't normalise the axis, skip it
                float l2 = axes[i].LengthSquared;
                if (l2 < JiggleMath.Epsilon)
                    continue;

                // Normalise the separation axis and the depth
                float invl = 1.0f / (float)System.Math.Sqrt(l2);
                axes[i] *= invl;
                overlapDepths[i] *= invl;

                // If this axis is the minimum, select it
                if (overlapDepths[i] < minDepth)
                {
                    minDepth = overlapDepths[i];
                    minAxis = i;
                }
            }

            if (minAxis == -1)
                return false;

            // Make sure the axis is facing towards the 0th box.
            // if not, invert it
            Vector3 D = newBox.GetCentre() - tri.Centre;
            Vector3 N = axes[minAxis];
            float depth = overlapDepths[minAxis];*/
            #endregion
            #region "Optimised code"
            Vector3 triNormal = triangle.Plane.Normal;
            Vector3 right = dirs0.Right();
            Vector3 up = dirs0.Up();
            Vector3 backward = dirs0.Backward();

            float testDepth;

            if (Disjoint(out testDepth, ref triNormal, newBox, ref tri, collTolerance))
                return (false);

            float depth = testDepth;
            Vector3 N = triNormal;

            if (Disjoint(out testDepth, ref right, newBox, ref tri, collTolerance))
                return (false);

            if (testDepth < depth)
            {
                depth = testDepth;
                N = right;
            }

            if (Disjoint(out testDepth, ref up, newBox, ref tri, collTolerance))
                return (false);

            if (testDepth < depth)
            {
                depth = testDepth;
                N = up;
            }

            if (Disjoint(out testDepth, ref backward, newBox, ref tri, collTolerance))
                return (false);

            if (testDepth < depth)
            {
                depth = testDepth;
                N = backward;
            }

            Vector3 axis;

            Vector3.Cross(ref right, ref triEdge0, out axis);
            if (Disjoint(out testDepth, ref axis, newBox, ref tri, collTolerance))
                return (false);

            testDepth *= 1.0f / (float)System.Math.Sqrt(axis.X * axis.X + axis.Y * axis.Y + axis.Z * axis.Z);
            if (testDepth < depth)
            {
                depth = testDepth;
                N = axis;
            }

            Vector3.Cross(ref right, ref triEdge1, out axis);
            if (Disjoint(out testDepth, ref axis, newBox, ref tri, collTolerance))
                return (false);

            testDepth *= 1.0f / (float)System.Math.Sqrt(axis.X * axis.X + axis.Y * axis.Y + axis.Z * axis.Z);
            if (testDepth < depth)
            {
                depth = testDepth;
                N = axis;
            }

            Vector3.Cross(ref right, ref triEdge2, out axis);
            if (Disjoint(out testDepth, ref axis, newBox, ref tri, collTolerance))
                return (false);

            testDepth *= 1.0f / (float)System.Math.Sqrt(axis.X * axis.X + axis.Y * axis.Y + axis.Z * axis.Z);
            if (testDepth < depth)
            {
                depth = testDepth;
                N = axis;
            }

            Vector3.Cross(ref up, ref triEdge0, out axis);
            if (Disjoint(out testDepth, ref axis, newBox, ref tri, collTolerance))
                return (false);

            testDepth *= 1.0f / (float)System.Math.Sqrt(axis.X * axis.X + axis.Y * axis.Y + axis.Z * axis.Z);
            if (testDepth < depth)
            {
                depth = testDepth;
                N = axis;
            }

            Vector3.Cross(ref up, ref triEdge1, out axis);
            if (Disjoint(out testDepth, ref axis, newBox, ref tri, collTolerance))
                return (false);

            testDepth *= 1.0f / (float)System.Math.Sqrt(axis.X * axis.X + axis.Y * axis.Y + axis.Z * axis.Z);
            if (testDepth < depth)
            {
                depth = testDepth;
                N = axis;
            }

            Vector3.Cross(ref up, ref triEdge2, out axis);
            if (Disjoint(out testDepth, ref axis, newBox, ref tri, collTolerance))
                return (false);

            testDepth *= 1.0f / (float)System.Math.Sqrt(axis.X * axis.X + axis.Y * axis.Y + axis.Z * axis.Z);
            if (testDepth < depth)
            {
                depth = testDepth;
                N = axis;
            }

            Vector3.Cross(ref backward, ref triEdge0, out axis);
            if (Disjoint(out testDepth, ref axis, newBox, ref tri, collTolerance))
                return (false);

            testDepth *= 1.0f / (float)System.Math.Sqrt(axis.X * axis.X + axis.Y * axis.Y + axis.Z * axis.Z);
            if (testDepth < depth)
            {
                depth = testDepth;
                N = axis;
            }

            Vector3.Cross(ref backward, ref triEdge1, out axis);
            if (Disjoint(out testDepth, ref axis, newBox, ref tri, collTolerance))
                return (false);

            testDepth *= 1.0f / (float)System.Math.Sqrt(axis.X * axis.X + axis.Y * axis.Y + axis.Z * axis.Z);
            if (testDepth < depth)
            {
                depth = testDepth;
                N = axis;
            }

            Vector3.Cross(ref backward, ref triEdge2, out axis);
            if (Disjoint(out testDepth, ref axis, newBox, ref tri, collTolerance))
                return (false);

            testDepth *= 1.0f / (float)System.Math.Sqrt(axis.X * axis.X + axis.Y * axis.Y + axis.Z * axis.Z);
            if (testDepth < depth)
            {
                depth = testDepth;
                N = axis;
            }

            /*if (N == Vector3.Zero)
                return (false);*/

            Vector3 D = newBox.GetCentre() - tri.Centre;
            N.Normalize();
            int i;

            #endregion

            if (Vector3.Dot(D, N) < 0.0f)
               N *= -1;

            Vector3 boxOldPos = (info.Skin0.Owner != null) ? info.Skin0.Owner.OldPosition : Vector3.Zero;
            Vector3 boxNewPos = (info.Skin0.Owner != null) ? info.Skin0.Owner.Position : Vector3.Zero;
            Vector3 meshPos = (info.Skin1.Owner != null) ? info.Skin1.Owner.OldPosition : Vector3.Zero;

            List<Vector3> pts = new List<Vector3>();
            //pts.Clear();

            const float combinationDist = 0.05f;
            GetBoxTriangleIntersectionPoints(pts, newBox, tri, depth + combinationDist);

            // adjust the depth
            #region REFERENCE: Vector3 delta = boxNewPos - boxOldPos;
            Vector3 delta;
            Vector3.Subtract(ref boxNewPos, ref boxOldPos, out delta);
            #endregion

            #region REFERENCE: float oldDepth = depth + Vector3.Dot(delta, N);
            float oldDepth;
            Vector3.Dot(ref delta, ref N, out oldDepth);
            oldDepth += depth;
            #endregion

            unsafe
            {
                // report collisions
                int numPts = pts.Count;
            #if USE_STACKALLOC
                SmallCollPointInfo* collPts = stackalloc SmallCollPointInfo[MaxLocalStackSCPI];
            #else
                SmallCollPointInfo[] collPtArray = SCPIStackAlloc();
                fixed (SmallCollPointInfo* collPts = collPtArray)
            #endif
                {
                    if (numPts > 0)
                    {
                        if (numPts >= MaxLocalStackSCPI)
                        {
                            numPts = MaxLocalStackSCPI - 1;
                        }

                        // adjust positions
                        for (i = 0; i < numPts; ++i)
                        {
                            // BEN-OPTIMISATION: Reused existing SmallCollPointInfo and inlined vector substraction.
                            collPts[i].R0.X = pts[i].X - boxNewPos.X;
                            collPts[i].R0.Y = pts[i].Y - boxNewPos.Y;
                            collPts[i].R0.Z = pts[i].Z - boxNewPos.Z;

                            collPts[i].R1.X = pts[i].X - meshPos.X;
                            collPts[i].R1.Y = pts[i].Y - meshPos.Y;
                            collPts[i].R1.Z = pts[i].Z - meshPos.Z;

                            collPts[i].InitialPenetration = oldDepth;
                        }

                        collisionFunctor.CollisionNotify(ref info, ref N, collPts, numPts);
            #if !USE_STACKALLOC
                        FreeStackAlloc(collPtArray);
            #endif
                        return true;
                    }
                    else
                    {
            #if !USE_STACKALLOC
                        FreeStackAlloc(collPtArray);
            #endif
                        return false;
                    }
                }

            }
        }
Beispiel #2
0
        /// <summary>
        /// CollDetectBoxStaticMeshOverlap
        /// </summary>
        /// <param name="oldBox"></param>
        /// <param name="newBox"></param>
        /// <param name="mesh"></param>
        /// <param name="info"></param>
        /// <param name="collTolerance"></param>
        /// <param name="collisionFunctor"></param>
        /// <returns>bool</returns>
        private static bool CollDetectBoxStaticMeshOverlap(Box oldBox,
            Box newBox,
            TriangleMesh mesh,
            ref CollDetectInfo info,
            float collTolerance,
            CollisionFunctor collisionFunctor)
        {
            float boxRadius = newBox.GetBoundingRadiusAroundCentre();

            #region REFERENCE: Vector3 boxCentre = newBox.GetCentre();
            Vector3 boxCentre;
            newBox.GetCentre(out boxCentre);
            // Deano need to trasnform the box center into mesh space
            Matrix4 invTransformMatrix = mesh.InverseTransformMatrix;
            Vector3.Transform(ref boxCentre, ref invTransformMatrix, out boxCentre);
            #endregion

            BoundingBox bb = BoundingBoxHelper.InitialBox;
            BoundingBoxHelper.AddBox(newBox, ref bb);

            unsafe
            {
                bool collision = false;

            #if USE_STACKALLOC
                int* potentialTriangles = stackalloc int[MaxLocalStackTris];
                {
            #else
                int[] potTriArray = IntStackAlloc();
                fixed( int* potentialTriangles = potTriArray)
                {
            #endif
                    // aabox is done in mesh space and handles the mesh transform correctly
                    int numTriangles = mesh.GetTrianglesIntersectingtAABox(potentialTriangles, MaxLocalStackTris, ref bb);

                    for (int iTriangle = 0; iTriangle < numTriangles; ++iTriangle)
                    {
                        IndexedTriangle meshTriangle = mesh.GetTriangle(potentialTriangles[iTriangle]);

                        // quick early test is done in mesh space
                        float dist = meshTriangle.Plane.DotCoordinate(boxCentre);

                        // BEN-BUG-FIX: Fixed by chaning 0.0F to -boxRadius.
                        if (dist > boxRadius || dist < -boxRadius)
                            continue;

                        if (DoOverlapBoxTriangleTest(
                              oldBox, newBox,
                              ref meshTriangle,
                              mesh,
                              ref info,
                              collTolerance,
                              collisionFunctor))
                        {
                            collision = true;
                        }
                    }
            #if USE_STACKALLOC
                }
            #else
                }
                FreeStackAlloc(potTriArray);
            #endif
                return collision;
            }
        }
Beispiel #3
0
        /// <summary>
        /// SqrDistance
        /// </summary>
        /// <param name="line"></param>
        /// <param name="box"></param>
        /// <param name="pfLParam"></param>
        /// <param name="pfBParam0"></param>
        /// <param name="pfBParam1"></param>
        /// <param name="pfBParam2"></param>
        /// <returns>float</returns>
        public static float SqrDistance(Line line, Box box, out float pfLParam,
            out float pfBParam0, out float pfBParam1, out float pfBParam2)
        {
            // compute coordinates of line in box coordinate system
            Vector3 diff = line.Origin - box.GetCentre();
            Vector3 pnt = new Vector3(Vector3.Dot(diff, box.Orientation.Right),
                Vector3.Dot(diff, box.Orientation.Up),
                Vector3.Dot(diff, box.Orientation.Backward));
            Vector3 kDir = new Vector3(Vector3.Dot(line.Dir, box.Orientation.Right),
                Vector3.Dot(line.Dir, box.Orientation.Up),
                 Vector3.Dot(line.Dir, box.Orientation.Backward));

            // Apply reflections so that direction vector has nonnegative components.
            bool reflect0 = false;
            bool reflect1 = false;
            bool reflect2 = false;
            pfLParam = 0;

            if (kDir.X < 0.0f)
            {
                pnt.X = -pnt.X;
                kDir.X = -kDir.X;
                reflect0 = true;
            }

            if (kDir.Y < 0.0f)
            {
                pnt.Y = -pnt.Y;
                kDir.Y = -kDir.Y;
                reflect1 = true;
            }

            if (kDir.Z < 0.0f)
            {
                pnt.Z = -pnt.Z;
                kDir.Z = -kDir.Z;
                reflect2 = true;
            }

            float sqrDistance = 0.0f;

            if (kDir.X > 0.0f)
            {
                if (kDir.Y > 0.0f)
                {
                    if (kDir.Z > 0.0f)
                    {
                        // (+,+,+)
                        Vector3 kPmE = pnt - box.GetHalfSideLengths();

                        float prodDxPy = kDir.X * kPmE.Y;
                        float prodDyPx = kDir.Y * kPmE.X;
                        float prodDzPx, prodDxPz, prodDzPy, prodDyPz;

                        if (prodDyPx >= prodDxPy)
                        {
                            prodDzPx = kDir.Z * kPmE.X;
                            prodDxPz = kDir.X * kPmE.Z;
                            if (prodDzPx >= prodDxPz)
                            {
                                //Face(0,1,2)
                                FaceA(ref pnt, kDir, box, kPmE, out pfLParam, ref sqrDistance);
                            }
                            else
                            {
                                //Face(2,0,1)
                                FaceB(ref pnt, kDir, box, kPmE, out pfLParam, ref sqrDistance);
                            }
                        }
                        else
                        {
                            prodDzPy = kDir.Z * kPmE.Y;
                            prodDyPz = kDir.Y * kPmE.Z;
                            if (prodDzPy >= prodDyPz)
                            {
                                //Face(1,2,0)
                                FaceC(ref pnt, kDir, box, kPmE, out pfLParam, ref sqrDistance);
                            }
                            else
                            {
                                //Face(2,0,1)
                                FaceB(ref pnt, kDir, box, kPmE, out pfLParam, ref sqrDistance);
                            }
                        }
                    }
                    else
                    {
                        // (+,+,0)
                        float pmE0 = pnt.X - box.GetHalfSideLengths().X;
                        float pmE1 = pnt.Y - box.GetHalfSideLengths().Y;
                        float prod0 = kDir.Y * pmE0;
                        float prod1 = kDir.X * pmE1;
                        float delta, invLSqur, inv;

                        if (prod0 >= prod1)
                        {
                            // line intersects P[i0] = e[i0]
                            pnt.X = box.GetHalfSideLengths().X;

                            float ppE1 = pnt.Y + box.GetHalfSideLengths().Y;
                            delta = prod0 - kDir.X * ppE1;

                            if (delta >= 0.0f)
                            {
                                invLSqur = 1.0f / (kDir.X * kDir.X + kDir.Y * kDir.Y);
                                sqrDistance += delta * delta * invLSqur;

                                pnt.Y = -box.GetHalfSideLengths().Y;
                                pfLParam = -(kDir.X * pmE0 + kDir.Y * ppE1) * invLSqur;
                            }
                            else
                            {
                                inv = 1.0f / kDir.X;
                                pnt.Y -= prod0 * inv;
                                pfLParam = -pmE0 * inv;
                            }
                        }
                        else
                        {
                            // line intersects P[i1] = e[i1]
                            pnt.Y = box.GetHalfSideLengths().Y;

                            float ppE0 = pnt.X + box.GetHalfSideLengths().X;
                            delta = prod1 - kDir.Y * ppE0;
                            if (delta >= 0.0f)
                            {
                                invLSqur = 1.0f / (kDir.X * kDir.X + kDir.Y * kDir.Y);
                                sqrDistance += delta * delta * invLSqur;

                                pnt.X = -box.GetHalfSideLengths().X;
                                pfLParam = -(kDir.X * ppE0 + kDir.Y * pmE1) * invLSqur;
                            }
                            else
                            {
                                inv = 1.0f / kDir.Y;
                                pnt.X -= prod1 * inv;
                                pfLParam = -pmE1 * inv;
                            }

                        }

                        if (pnt.Z < -box.GetHalfSideLengths().Z)
                        {
                            delta = pnt.Z + box.GetHalfSideLengths().Z;
                            sqrDistance += delta * delta;
                            pnt.Z = -box.GetHalfSideLengths().Z;
                        }
                        else if (pnt.Z > box.GetHalfSideLengths().Z)
                        {
                            delta = pnt.Z - box.GetHalfSideLengths().Z;
                            sqrDistance += delta * delta;
                            pnt.Z = box.GetHalfSideLengths().Z;
                        }

                    }
                }
                else
                {
                    if (kDir.Z > 0.0f)
                    {
                        // (+,0,+)
                        float pmE0 = pnt.X - box.GetHalfSideLengths().X;
                        float pmE1 = pnt.Z - box.GetHalfSideLengths().Z;
                        float prod0 = kDir.Z * pmE0;
                        float prod1 = kDir.X * pmE1;
                        float delta, invLSqur, inv;

                        if (prod0 >= prod1)
                        {
                            // line intersects P[i0] = e[i0]
                            pnt.X = box.GetHalfSideLengths().X;

                            float ppE1 = pnt.Z + box.GetHalfSideLengths().Z;
                            delta = prod0 - kDir.X * ppE1;

                            if (delta >= 0.0f)
                            {
                                invLSqur = 1.0f / (kDir.X * kDir.X + kDir.Z * kDir.Z);
                                sqrDistance += delta * delta * invLSqur;

                                pnt.Z = -box.GetHalfSideLengths().Z;
                                pfLParam = -(kDir.X * pmE0 + kDir.Z * ppE1) * invLSqur;
                            }
                            else
                            {
                                inv = 1.0f / kDir.X;
                                pnt.Z -= prod0 * inv;
                                pfLParam = -pmE0 * inv;
                            }
                        }
                        else
                        {
                            // line intersects P[i1] = e[i1]
                            pnt.Z = box.GetHalfSideLengths().Z;

                            float ppE0 = pnt.X + box.GetHalfSideLengths().X;
                            delta = prod1 - kDir.Z * ppE0;
                            if (delta >= 0.0f)
                            {
                                invLSqur = 1.0f / (kDir.X * kDir.X + kDir.Z * kDir.Z);
                                sqrDistance += delta * delta * invLSqur;

                                pnt.X = -box.GetHalfSideLengths().X;
                                pfLParam = -(kDir.X * ppE0 + kDir.Z * pmE1) * invLSqur;
                            }
                            else
                            {
                                inv = 1.0f / kDir.Z;
                                pnt.X -= prod1 * inv;
                                pfLParam = -pmE1 * inv;
                            }

                        }

                        if (pnt.Y < -box.GetHalfSideLengths().Y)
                        {
                            delta = pnt.Y + box.GetHalfSideLengths().Y;
                            sqrDistance += delta * delta;
                            pnt.Y = -box.GetHalfSideLengths().Y;
                        }
                        else if (pnt.Y > box.GetHalfSideLengths().Y)
                        {
                            delta = pnt.Y - box.GetHalfSideLengths().Y;
                            sqrDistance += delta * delta;
                            pnt.Y = box.GetHalfSideLengths().Y;
                        }
                    }
                    else
                    {
                        // (+,0,0)
                        float pmE0 = pnt.X - box.GetHalfSideLengths().X;
                        float pmE1 = pnt.Y - box.GetHalfSideLengths().Y;
                        float prod0 = kDir.Y * pmE0;
                        float prod1 = kDir.X * pmE1;
                        float delta, invLSqur, inv;

                        if (prod0 >= prod1)
                        {
                            // line intersects P[i0] = e[i0]
                            pnt.X = box.GetHalfSideLengths().X;

                            float ppE1 = pnt.Y + box.GetHalfSideLengths().Y;
                            delta = prod0 - kDir.X * ppE1;

                            if (delta >= 0.0f)
                            {
                                invLSqur = 1.0f / (kDir.X * kDir.X + kDir.Y * kDir.Y);
                                sqrDistance += delta * delta * invLSqur;

                                pnt.Y = -box.GetHalfSideLengths().Y;
                                pfLParam = -(kDir.X * pmE0 + kDir.Y * ppE1) * invLSqur;
                            }
                            else
                            {
                                inv = 1.0f / kDir.X;
                                pnt.Y -= prod0 * inv;
                                pfLParam = -pmE0 * inv;
                            }
                        }
                        else
                        {
                            // line intersects P[i1] = e[i1]
                            pnt.Y = box.GetHalfSideLengths().Y;

                            float ppE0 = pnt.X + box.GetHalfSideLengths().X;
                            delta = prod1 - kDir.Y * ppE0;
                            if (delta >= 0.0f)
                            {
                                invLSqur = 1.0f / (kDir.X * kDir.X + kDir.Y * kDir.Y);
                                sqrDistance += delta * delta * invLSqur;

                                pnt.X = -box.GetHalfSideLengths().X;
                                pfLParam = -(kDir.X * ppE0 + kDir.Y * pmE1) * invLSqur;
                            }
                            else
                            {
                                inv = 1.0f / kDir.Y;
                                pnt.X -= prod1 * inv;
                                pfLParam = -pmE1 * inv;
                            }

                        }

                        if (pnt.Z < -box.GetHalfSideLengths().Z)
                        {
                            delta = pnt.Z + box.GetHalfSideLengths().Z;
                            sqrDistance += delta * delta;
                            pnt.Z = -box.GetHalfSideLengths().Z;
                        }
                        else if (pnt.Z > box.GetHalfSideLengths().Z)
                        {
                            delta = pnt.Z - box.GetHalfSideLengths().Z;
                            sqrDistance += delta * delta;
                            pnt.Z = box.GetHalfSideLengths().Z;
                        }
                    }
                }
            }
            else
            {
                if (kDir.Y > 0.0f)
                {
                    if (kDir.Z > 0.0f)
                    {
                        float pmE0 = pnt.Y - box.GetHalfSideLengths().Y;
                        float pmE1 = pnt.Z - box.GetHalfSideLengths().Z;
                        float prod0 = kDir.Z * pmE0;
                        float prod1 = kDir.Y * pmE1;
                        float delta, invLSqur, inv;

                        if (prod0 >= prod1)
                        {
                            // line intersects P[i0] = e[i0]
                            pnt.Y = box.GetHalfSideLengths().Y;

                            float ppE1 = pnt.Z + box.GetHalfSideLengths().Z;
                            delta = prod0 - kDir.Y * ppE1;

                            if (delta >= 0.0f)
                            {
                                invLSqur = 1.0f / (kDir.Y * kDir.Y + kDir.Z * kDir.Z);
                                sqrDistance += delta * delta * invLSqur;

                                pnt.Z = -box.GetHalfSideLengths().Z;
                                pfLParam = -(kDir.Y * pmE0 + kDir.Z * ppE1) * invLSqur;
                            }
                            else
                            {
                                inv = 1.0f / kDir.Y;
                                pnt.Z -= prod0 * inv;
                                pfLParam = -pmE0 * inv;
                            }
                        }
                        else
                        {
                            // line intersects P[i1] = e[i1]
                            pnt.Z = box.GetHalfSideLengths().Z;

                            float ppE0 = pnt.Y + box.GetHalfSideLengths().Y;
                            delta = prod1 - kDir.Z * ppE0;
                            if (delta >= 0.0f)
                            {
                                invLSqur = 1.0f / (kDir.Y * kDir.Y + kDir.Z * kDir.Z);
                                sqrDistance += delta * delta * invLSqur;

                                pnt.Y = -box.GetHalfSideLengths().Y;
                                pfLParam = -(kDir.Y * ppE0 + kDir.Z * pmE1) * invLSqur;
                            }
                            else
                            {
                                inv = 1.0f / kDir.Z;
                                pnt.Y -= prod1 * inv;
                                pfLParam = -pmE1 * inv;
                            }

                        }

                        if (pnt.X < -box.GetHalfSideLengths().X)
                        {
                            delta = pnt.X + box.GetHalfSideLengths().X;
                            sqrDistance += delta * delta;
                            pnt.X = -box.GetHalfSideLengths().X;
                        }
                        else if (pnt.X > box.GetHalfSideLengths().X)
                        {
                            delta = pnt.X - box.GetHalfSideLengths().X;
                            sqrDistance += delta * delta;
                            pnt.X = box.GetHalfSideLengths().X;
                        }

                    }
                    else
                    {
                        // (0,+,0)
                        float delta;

                        pfLParam = (box.GetHalfSideLengths().Y - pnt.Y) / kDir.Y;

                        pnt.Y = box.GetHalfSideLengths().Y;

                        if (pnt.X < -box.GetHalfSideLengths().X)
                        {
                            delta = pnt.X + box.GetHalfSideLengths().X;
                            sqrDistance += delta * delta;
                            pnt.X = -box.GetHalfSideLengths().X;
                        }
                        else if (pnt.X > box.GetHalfSideLengths().X)
                        {
                            delta = pnt.X - box.GetHalfSideLengths().X;
                            sqrDistance += delta * delta;
                            pnt.X = box.GetHalfSideLengths().X;
                        }

                        if (pnt.Z < -box.GetHalfSideLengths().Z)
                        {
                            delta = pnt.Z + box.GetHalfSideLengths().Z;
                            sqrDistance += delta * delta;
                            pnt.Z = -box.GetHalfSideLengths().Z;
                        }
                        else if (pnt.Z > box.GetHalfSideLengths().Z)
                        {
                            delta = pnt.Z - box.GetHalfSideLengths().Z;
                            sqrDistance += delta * delta;
                            pnt.Z = box.GetHalfSideLengths().Z;
                        }
                    }
                }
                else
                {
                    if (kDir.Z > 0.0f)
                    {
                        float delta;

                        pfLParam = (box.GetHalfSideLengths().Z - pnt.Z) / kDir.Z;

                        pnt.Z = box.GetHalfSideLengths().Z;

                        if (pnt.X < -box.GetHalfSideLengths().X)
                        {
                            delta = pnt.X + box.GetHalfSideLengths().X;
                            sqrDistance += delta * delta;
                            pnt.X = -box.GetHalfSideLengths().X;
                        }
                        else if (pnt.X > box.GetHalfSideLengths().X)
                        {
                            delta = pnt.X - box.GetHalfSideLengths().X;
                            sqrDistance += delta * delta;
                            pnt.X = box.GetHalfSideLengths().X;
                        }

                        if (pnt.Y < -box.GetHalfSideLengths().Y)
                        {
                            delta = pnt.Y + box.GetHalfSideLengths().Y;
                            sqrDistance += delta * delta;
                            pnt.Y = -box.GetHalfSideLengths().Y;
                        }
                        else if (pnt.Y > box.GetHalfSideLengths().Y)
                        {
                            delta = pnt.Y - box.GetHalfSideLengths().Y;
                            sqrDistance += delta * delta;
                            pnt.Y = box.GetHalfSideLengths().Y;
                        }
                    }
                    else
                    {
                        // (0,0,0)
                        float delta;

                        if (pnt.X < -box.GetHalfSideLengths().X)
                        {
                            delta = pnt.X + box.GetHalfSideLengths().X;
                            sqrDistance += delta * delta;
                            pnt.X = -box.GetHalfSideLengths().X;
                        }
                        else if (pnt.X > box.GetHalfSideLengths().X)
                        {
                            delta = pnt.X - box.GetHalfSideLengths().X;
                            sqrDistance += delta * delta;
                            pnt.X = box.GetHalfSideLengths().X;
                        }

                        if (pnt.Y < -box.GetHalfSideLengths().Y)
                        {
                            delta = pnt.Y + box.GetHalfSideLengths().Y;
                            sqrDistance += delta * delta;
                            pnt.Y = -box.GetHalfSideLengths().Y;
                        }
                        else if (pnt.Y > box.GetHalfSideLengths().Y)
                        {
                            delta = pnt.Y - box.GetHalfSideLengths().Y;
                            sqrDistance += delta * delta;
                            pnt.Y = box.GetHalfSideLengths().Y;
                        }

                        if (pnt.Z < -box.GetHalfSideLengths().Z)
                        {
                            delta = pnt.Z + box.GetHalfSideLengths().Z;
                            sqrDistance += delta * delta;
                            pnt.Z = -box.GetHalfSideLengths().Z;
                        }
                        else if (pnt.Z > box.GetHalfSideLengths().Z)
                        {
                            delta = pnt.Z - box.GetHalfSideLengths().Z;
                            sqrDistance += delta * delta;
                            pnt.Z = box.GetHalfSideLengths().Z;
                        }
                    }
                }
            }

            // undo reflections
            if (reflect0) pnt.X = -pnt.X;
            if (reflect1) pnt.Y = -pnt.Y;
            if (reflect2) pnt.Z = -pnt.Z;

            pfBParam0 = pnt.X;
            pfBParam1 = pnt.Y;
            pfBParam2 = pnt.Z;

            return MathHelper.Max(sqrDistance, 0.0f);
        }
Beispiel #4
0
        /// <summary>
        /// SqrDistance
        /// </summary>
        /// <param name="point"></param>
        /// <param name="box"></param>
        /// <param name="pfBParam0"></param>
        /// <param name="pfBParam1"></param>
        /// <param name="pfBParam2"></param>
        /// <returns>float</returns>
        public static float SqrDistance(Vector3 point, Box box,
            out float pfBParam0, out float pfBParam1, out float pfBParam2)
        {
            // compute coordinates of point in box coordinate system
            Vector3 kDiff = point - box.GetCentre();
            Vector3 kClosest = new Vector3(Vector3.Dot(kDiff, box.Orientation.Right),
                              Vector3.Dot(kDiff, box.Orientation.Up),
                              Vector3.Dot(kDiff, box.Orientation.Backward));

            // project test point onto box
            float fSqrDistance = 0.0f;
            float fDelta;

            if (kClosest.X < -box.GetHalfSideLengths().X)
            {
                fDelta = kClosest.X + box.GetHalfSideLengths().X;
                fSqrDistance += fDelta * fDelta;
                kClosest.X = -box.GetHalfSideLengths().X;
            }
            else if (kClosest.X > box.GetHalfSideLengths().X)
            {
                fDelta = kClosest.X - box.GetHalfSideLengths().X;
                fSqrDistance += fDelta * fDelta;
                kClosest.X = box.GetHalfSideLengths().X;
            }

            if (kClosest.Y < -box.GetHalfSideLengths().Y)
            {
                fDelta = kClosest.Y + box.GetHalfSideLengths().Y;
                fSqrDistance += fDelta * fDelta;
                kClosest.Y = -box.GetHalfSideLengths().Y;
            }
            else if (kClosest.Y > box.GetHalfSideLengths().Y)
            {
                fDelta = kClosest.Y - box.GetHalfSideLengths().Y;
                fSqrDistance += fDelta * fDelta;
                kClosest.Y = box.GetHalfSideLengths().Y;
            }

            if (kClosest.Z < -box.GetHalfSideLengths().Z)
            {
                fDelta = kClosest.Z + box.GetHalfSideLengths().Z;
                fSqrDistance += fDelta * fDelta;
                kClosest.Z = -box.GetHalfSideLengths().Z;
            }
            else if (kClosest.Z > box.GetHalfSideLengths().Z)
            {
                fDelta = kClosest.Z - box.GetHalfSideLengths().Z;
                fSqrDistance += fDelta * fDelta;
                kClosest.Z = box.GetHalfSideLengths().Z;
            }

            pfBParam0 = kClosest.X;
            pfBParam1 = kClosest.Y;
            pfBParam2 = kClosest.Z;

            return MathHelper.Max(fSqrDistance, 0.0f);
        }
        private static bool DoOverlapBoxTriangleTest(Box oldBox, Box newBox,
            ref IndexedTriangle triangle, TriangleMesh mesh,
            ref CollDetectInfo info, float collTolerance,
            CollisionFunctor collisionFunctor)
        {
            Matrix dirs0 = newBox.Orientation;

            #region REFERENCE: Triangle tri = new Triangle(mesh.GetVertex(triangle.GetVertexIndex(0)),mesh.GetVertex(triangle.GetVertexIndex(1)),mesh.GetVertex(triangle.GetVertexIndex(2)));
            Vector3 triVec0;
            Vector3 triVec1;
            Vector3 triVec2;
            mesh.GetVertex(triangle.GetVertexIndex(0), out triVec0);
            mesh.GetVertex(triangle.GetVertexIndex(1), out triVec1);
            mesh.GetVertex(triangle.GetVertexIndex(2), out triVec2);

            // Deano move tri into world space
            Matrix transformMatrix = mesh.TransformMatrix;
            Vector3.Transform(ref triVec0, ref transformMatrix, out triVec0);
            Vector3.Transform(ref triVec1, ref transformMatrix, out triVec1);
            Vector3.Transform(ref triVec2, ref transformMatrix, out triVec2);

            Triangle tri = new Triangle(ref triVec0,ref triVec1,ref triVec2);
            #endregion

            #region REFERENCE Vector3 triEdge0 = (tri.GetPoint(1) - tri.GetPoint(0));
            Vector3 pt0;
            Vector3 pt1;
            tri.GetPoint(0, out pt0);
            tri.GetPoint(1, out pt1);

            Vector3 triEdge0;
            Vector3.Subtract(ref pt1, ref pt0, out triEdge0);
            #endregion

            #region REFERENCE Vector3 triEdge1 = (tri.GetPoint(2) - tri.GetPoint(1));
            Vector3 pt2;
            tri.GetPoint(2, out pt2);

            Vector3 triEdge1;
            Vector3.Subtract(ref pt2, ref pt1, out triEdge1);
            #endregion

            #region REFERENCE Vector3 triEdge2 = (tri.GetPoint(0) - tri.GetPoint(2));
            Vector3 triEdge2;
            Vector3.Subtract(ref pt0, ref pt2, out triEdge2);
            #endregion

            triEdge0.Normalize();
            triEdge1.Normalize();
            triEdge2.Normalize();

            Vector3 triNormal = triangle.Plane.Normal;

            // the 15 potential separating axes
            const int numAxes = 13;
            Vector3[] axes = new Vector3[numAxes];

            axes[0] = triNormal;
            axes[1] = dirs0.Right;
            axes[2] = dirs0.Up;
            axes[3] = dirs0.Backward;
            Vector3.Cross(ref axes[1], ref triEdge0, out axes[4]);
            Vector3.Cross(ref axes[1], ref triEdge1, out axes[5]);
            Vector3.Cross(ref axes[1], ref triEdge2, out axes[6]);
            Vector3.Cross(ref axes[2], ref triEdge0, out axes[7]);
            Vector3.Cross(ref axes[2], ref triEdge1, out axes[8]);
            Vector3.Cross(ref axes[2], ref triEdge2, out axes[9]);
            Vector3.Cross(ref axes[3], ref triEdge0, out axes[10]);
            Vector3.Cross(ref axes[3], ref triEdge1, out axes[11]);
            Vector3.Cross(ref axes[3], ref triEdge2, out axes[12]);

            // the overlap depths along each axis
            float[] overlapDepths = new float[numAxes];

            // see if the boxes are separate along any axis, and if not keep a
            // record of the depths along each axis
            int i;
            for (i = 0; i < numAxes; ++i)
            {
                overlapDepths[i] = 1.0f;
                if (Disjoint(out overlapDepths[i], axes[i], newBox, tri, collTolerance))
                    return false;
            }

            // The box overlap, find the separation depth closest to 0.
            float minDepth = float.MaxValue;
            int minAxis = -1;

            for (i = 0; i < numAxes; ++i)
            {
                // If we can't normalise the axis, skip it
                float l2 = axes[i].LengthSquared();
                if (l2 < JiggleMath.Epsilon)
                    continue;

                // Normalise the separation axis and the depth
                float invl = 1.0f / (float)System.Math.Sqrt(l2);
                axes[i] *= invl;
                overlapDepths[i] *= invl;

                // If this axis is the minimum, select it
                if (overlapDepths[i] < minDepth)
                {
                    minDepth = overlapDepths[i];
                    minAxis = i;
                }
            }

            if (minAxis == -1)
                return false;

            // Make sure the axis is facing towards the 0th box.
            // if not, invert it
            Vector3 D = newBox.GetCentre() - tri.Centre;
            Vector3 N = axes[minAxis];
            float depth = overlapDepths[minAxis];

            if (Vector3.Dot(D, N) < 0.0f)
               N *= -1;

            Vector3 boxOldPos = (info.Skin0.Owner != null) ? info.Skin0.Owner.OldPosition : Vector3.Zero;
            Vector3 boxNewPos = (info.Skin0.Owner != null) ? info.Skin0.Owner.Position : Vector3.Zero;
            Vector3 meshPos = (info.Skin1.Owner != null) ? info.Skin1.Owner.OldPosition : Vector3.Zero;

            List<Vector3> pts = new List<Vector3>();
            //pts.Clear();

            const float combinationDist = 0.05f;
            GetBoxTriangleIntersectionPoints(pts, newBox, tri, depth + combinationDist);

            // adjust the depth
            #region REFERENCE: Vector3 delta = boxNewPos - boxOldPos;
            Vector3 delta;
            Vector3.Subtract(ref boxNewPos, ref boxOldPos, out delta);
            #endregion

            #region REFERENCE: float oldDepth = depth + Vector3.Dot(delta, N);
            float oldDepth;
            Vector3.Dot(ref delta, ref N, out oldDepth);
            oldDepth += depth;
            #endregion

            unsafe
            {
                // report collisions
                int numPts = pts.Count;
            #if USE_STACKALLOC
                SmallCollPointInfo* collPts = stackalloc SmallCollPointInfo[MaxLocalStackSCPI];
            #else
                SmallCollPointInfo[] collPtArray = SCPIStackAlloc();
                fixed (SmallCollPointInfo* collPts = collPtArray)
            #endif
                {
                    if (numPts > 0)
                    {
                        if (numPts >= MaxLocalStackSCPI)
                        {
                            numPts = MaxLocalStackSCPI - 1;
                        }

                        // adjust positions
                        for (i = 0; i < numPts; ++i)
                        {
                            collPts[i] = new SmallCollPointInfo(pts[i] - boxNewPos, pts[i] - meshPos, oldDepth);
                        }

                        collisionFunctor.CollisionNotify(ref info, ref N, collPts, numPts);
            #if !USE_STACKALLOC
                        FreeStackAlloc(collPtArray);
            #endif
                        return true;
                    }
                    else
                    {
            #if !USE_STACKALLOC
                        FreeStackAlloc(collPtArray);
            #endif
                        return false;
                    }
                }

            }
        }
Beispiel #6
0
        /// <summary>
        /// GetSupportPoint
        /// </summary>
        /// <param name="p"></param>
        /// <param name="box"></param>
        /// <param name="axis"></param>
        private static void GetSupportPoint(out Vector3 p, Box box,Vector3 axis)
        {
            // BEN-OPTIMISATION: Replaced following inlines with actual inlined code.
            #region INLINE: Vector3 orient0 = box.Orientation.Right;

            Vector3 orient0 = new Vector3();
            orient0.X = box.transform.Orientation.M11;
            orient0.Y = box.transform.Orientation.M12;
            orient0.Z = box.transform.Orientation.M13;
            #endregion

            #region INLINE: Vector3 orient1 = box.Orientation.Up;
            Vector3 orient1 = new Vector3();
            orient1.X = box.transform.Orientation.M21;
            orient1.Y = box.transform.Orientation.M22;
            orient1.Z = box.transform.Orientation.M23;
            #endregion

            #region INLINE: Vector3 orient2 = box.Orientation.Backward;
            Vector3 orient2 = new Vector3();
            orient2.X = box.transform.Orientation.M31;
            orient2.Y = box.transform.Orientation.M32;
            orient2.Z = box.transform.Orientation.M33;
            #endregion

            #region INLINE: float ass = Vector3.Dot(axis,orient0);
            float ass = axis.X * orient0.X + axis.Y * orient0.Y + axis.Z * orient0.Z;
            #endregion

            #region INLINE: float au = Vector3.Dot(axis,orient1);
            float au = axis.X * orient1.X + axis.Y * orient1.Y + axis.Z * orient1.Z;
            #endregion

            #region INLINE: float ad = Vector3.Dot(axis,orient2);
            float ad = axis.X * orient2.X + axis.Y * orient2.Y + axis.Z * orient2.Z;
            #endregion

            float threshold = JiggleMath.Epsilon;

            box.GetCentre(out p);

            if (ass < -threshold)
            {
                #region INLINE: p += orient0 * (0.5 * box.SideLength.X);
                p.X += orient0.X * (0.5f * box.sideLengths.X);
                p.Y += orient0.Y * (0.5f * box.sideLengths.X);
                p.Z += orient0.Z * (0.5f * box.sideLengths.X);
                #endregion
            }
            else if (ass >= threshold)
            {
                #region INLINE: p -=  orient0 * (0.5 * box.SideLength.X);
                p.X -= orient0.X * (0.5f * box.sideLengths.X);
                p.Y -= orient0.Y * (0.5f * box.sideLengths.X);
                p.Z -= orient0.Z * (0.5f * box.sideLengths.X);
                #endregion
            }

            if (au < -threshold)
            {
                #region INLINE: p += orient1 * (0.5 * box.SideLength.Y);
                p.X += orient1.X * (0.5f * box.sideLengths.Y);
                p.Y += orient1.Y * (0.5f * box.sideLengths.Y);
                p.Z += orient1.Z * (0.5f * box.sideLengths.Y);
                #endregion
            }
            else if (au >= threshold)
            {
                #region INLINE: p -= orient1 * (0.5 * box.SideLength.Y);
                p.X -= orient1.X * (0.5f * box.sideLengths.Y);
                p.Y -= orient1.Y * (0.5f * box.sideLengths.Y);
                p.Z -= orient1.Z * (0.5f * box.sideLengths.Y);
                #endregion
            }

            if (ad < -threshold)
            {
                #region INLINE: p += orient2 * (0.5 * box.SideLength.Z);
                p.X += orient2.X * (0.5f * box.sideLengths.Z);
                p.Y += orient2.Y * (0.5f * box.sideLengths.Z);
                p.Z += orient2.Z * (0.5f * box.sideLengths.Z);
                #endregion
            }
            else if (ad >= threshold)
            {
                #region INLINE: p -= orient2 * (0.5 * box.SideLength.Z);
                p.X -= orient2.X * (0.5f * box.sideLengths.Z);
                p.Y -= orient2.Y * (0.5f * box.sideLengths.Z);
                p.Z -= orient2.Z * (0.5f * box.sideLengths.Z);
                #endregion
            }
        }
Beispiel #7
0
        private static void GetSupportPoint(out Vector3 p, Box box,Vector3 axis)
        {
            #region INLINE: Vector3 orient0 = box.Orientation.Right;
            Vector3 orient0 = new Vector3(
                box.transform.Orientation.M11,
                box.transform.Orientation.M12,
                box.transform.Orientation.M13);
            #endregion

            #region INLINE: Vector3 orient1 = box.Orientation.Up;
            Vector3 orient1 = new Vector3(
                box.transform.Orientation.M21,
                box.transform.Orientation.M22,
                box.transform.Orientation.M23);
            #endregion

            #region INLINE: Vector3 orient2 = box.Orientation.Backward;
            Vector3 orient2 = new Vector3(
                box.transform.Orientation.M31,
                box.transform.Orientation.M32,
                box.transform.Orientation.M33);
            #endregion

            #region INLINE: float ass = Vector3.Dot(axis,orient0);
            float ass = axis.X * orient0.X + axis.Y * orient0.Y + axis.Z * orient0.Z;
            #endregion

            #region INLINE: float au = Vector3.Dot(axis,orient1);
            float au = axis.X * orient1.X + axis.Y * orient1.Y + axis.Z * orient1.Z;
            #endregion

            #region INLINE: float ad = Vector3.Dot(axis,orient2);
            float ad = axis.X * orient2.X + axis.Y * orient2.Y + axis.Z * orient2.Z;
            #endregion

            float threshold = JiggleMath.Epsilon;

            box.GetCentre(out p);

            if (ass < -threshold)
            {
                #region INLINE: p += orient0 * (0.5 * box.SideLength.X);
                p.X += orient0.X * (0.5f * box.sideLengths.X);
                p.Y += orient0.Y * (0.5f * box.sideLengths.X);
                p.Z += orient0.Z * (0.5f * box.sideLengths.X);
                #endregion
            }
            else if (ass >= threshold)
            {
                #region INLINE: p -=  orient0 * (0.5 * box.SideLength.X);
                p.X -= orient0.X * (0.5f * box.sideLengths.X);
                p.Y -= orient0.Y * (0.5f * box.sideLengths.X);
                p.Z -= orient0.Z * (0.5f * box.sideLengths.X);
                #endregion
            }

            if (au < -threshold)
            {
                #region INLINE: p += orient1 * (0.5 * box.SideLength.Y);
                p.X += orient1.X * (0.5f * box.sideLengths.Y);
                p.Y += orient1.Y * (0.5f * box.sideLengths.Y);
                p.Z += orient1.Z * (0.5f * box.sideLengths.Y);
                #endregion
            }
            else if (au >= threshold)
            {
                #region INLINE: p -= orient1 * (0.5 * box.SideLength.Y);
                p.X -= orient1.X * (0.5f * box.sideLengths.Y);
                p.Y -= orient1.Y * (0.5f * box.sideLengths.Y);
                p.Z -= orient1.Z * (0.5f * box.sideLengths.Y);
                #endregion
            }

            if (ad < -threshold)
            {
                #region INLINE: p += orient2 * (0.5 * box.SideLength.Z);
                p.X += orient2.X * (0.5f * box.sideLengths.Z);
                p.Y += orient2.Y * (0.5f * box.sideLengths.Z);
                p.Z += orient2.Z * (0.5f * box.sideLengths.Z);
                #endregion
            }
            else if (ad >= threshold)
            {
                #region INLINE: p -= orient2 * (0.5 * box.SideLength.Z);
                p.X -= orient2.X * (0.5f * box.sideLengths.Z);
                p.Y -= orient2.Y * (0.5f * box.sideLengths.Z);
                p.Z -= orient2.Z * (0.5f * box.sideLengths.Z);
                #endregion
            }
        }