public override void ComputeAABB(out AABB aabb, ref Transform transform, int childIndex)
        {
            Debug.Assert(childIndex < Vertices.Count);

            int i1 = childIndex;
            int i2 = childIndex + 1;

            if (i2 == Vertices.Count)
            {
                i2 = 0;
            }

            Vector2 v1 = Transform.Multiply(Vertices[i1], ref transform);
            Vector2 v2 = Transform.Multiply(Vertices[i2], ref transform);

            Vector2.Min(ref v1, ref v2, out aabb.LowerBound);
            Vector2.Max(ref v1, ref v2, out aabb.UpperBound);
        }
Exemple #2
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        /// <summary>
        /// tests if ray intersects AABB
        /// </summary>
        /// <param name="aabb"></param>
        /// <returns></returns>
        public static bool RayCastAABB(AABB aabb, Vector2 p1, Vector2 p2)
        {
            AABB segmentAABB = new AABB();

            {
                Vector2.Min(ref p1, ref p2, out segmentAABB.LowerBound);
                Vector2.Max(ref p1, ref p2, out segmentAABB.UpperBound);
            }
            if (!AABB.TestOverlap(ref aabb, ref segmentAABB))
            {
                return(false);
            }

            Vector2 rayDir = p2 - p1;
            Vector2 rayPos = p1;

            Vector2 norm = new Vector2(-rayDir.Y, rayDir.X); //normal to ray

            if (norm.Length() == 0.0f)
            {
                return(true); //if ray is just a point, return true (iff point is within aabb, as tested earlier)
            }
            norm.Normalize();

            float dPos = Vector2.Dot(rayPos, norm);

            var   verts = aabb.Vertices;
            float d0    = Vector2.Dot(verts[0], norm) - dPos;

            for (int i = 1; i < 4; i++)
            {
                float d = Vector2.Dot(verts[i], norm) - dPos;
                if (Math.Sign(d) != Math.Sign(d0))
                {
                    //return true if the ray splits the vertices (ie: sign of dot products with normal are not all same)
                    return(true);
                }
            }

            return(false);
        }
Exemple #3
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        /// <summary>
        /// Ray-cast against the proxies in the tree. This relies on the callback
        /// to perform a exact ray-cast in the case were the proxy contains a Shape.
        /// The callback also performs the any collision filtering. This has performance
        /// roughly equal to k * log(n), where k is the number of collisions and n is the
        /// number of proxies in the tree.
        /// </summary>
        /// <param name="callback">A callback class that is called for each proxy that is hit by the ray.</param>
        /// <param name="input">The ray-cast input data. The ray extends from p1 to p1 + maxFraction * (p2 - p1).</param>
        public void RayCast(BroadPhaseRayCastCallback callback, ref RayCastInput input)
        {
            Vector2 p1 = input.Point1;
            Vector2 p2 = input.Point2;
            Vector2 r  = p2 - p1;

            Debug.Assert(r.LengthSquared() > 0.0f);
            r.Normalize();

            // v is perpendicular to the segment.
            Vector2 absV = MathUtils.Abs(new Vector2(-r.Y, r.X)); //FPE: Inlined the 'v' variable

            // Separating axis for segment (Gino, p80).
            // |dot(v, p1 - c)| > dot(|v|, h)

            float maxFraction = input.MaxFraction;

            // Build a bounding box for the segment.
            AABB segmentAABB = new AABB();

            {
                Vector2 t = p1 + maxFraction * (p2 - p1);
                Vector2.Min(ref p1, ref t, out segmentAABB.LowerBound);
                Vector2.Max(ref p1, ref t, out segmentAABB.UpperBound);
            }

            _raycastStack.Clear();
            _raycastStack.Push(_root);

            while (_raycastStack.Count > 0)
            {
                int nodeId = _raycastStack.Pop();
                if (nodeId == NullNode)
                {
                    continue;
                }

                //TreeNode<T>* node = &_nodes[nodeId];

                if (AABB.TestOverlap(ref _nodes[nodeId].AABB, ref segmentAABB) == false)
                {
                    continue;
                }

                // Separating axis for segment (Gino, p80).
                // |dot(v, p1 - c)| > dot(|v|, h)
                Vector2 c          = _nodes[nodeId].AABB.Center;
                Vector2 h          = _nodes[nodeId].AABB.Extents;
                float   separation = Math.Abs(Vector2.Dot(new Vector2(-r.Y, r.X), p1 - c)) - Vector2.Dot(absV, h);
                if (separation > 0.0f)
                {
                    continue;
                }

                if (_nodes[nodeId].IsLeaf())
                {
                    RayCastInput subInput;
                    subInput.Point1      = input.Point1;
                    subInput.Point2      = input.Point2;
                    subInput.MaxFraction = maxFraction;

                    float value = callback(ref subInput, nodeId);

                    if (value == 0.0f)
                    {
                        // the client has terminated the raycast.
                        return;
                    }

                    if (value > 0.0f)
                    {
                        // Update segment bounding box.
                        maxFraction = value;
                        Vector2 t = p1 + maxFraction * (p2 - p1);
                        Vector2.Min(ref p1, ref t, out segmentAABB.LowerBound);
                        Vector2.Max(ref p1, ref t, out segmentAABB.UpperBound);
                    }
                }
                else
                {
                    _raycastStack.Push(_nodes[nodeId].Child1);
                    _raycastStack.Push(_nodes[nodeId].Child2);
                }
            }
        }