getDerivedPlane() public method

public getDerivedPlane ( ) : Plane
return Axiom.Math.Plane
Esempio n. 1
0
        /* This function check if *this* portal "crossed over" the other portal.
         */

        public bool crossedPortal(Portal otherPortal)
        {
            // Only check if portal is open
            if (otherPortal.mOpen)
            {
                // we model both portals as line swept spheres (mPrevDerivedCP to mDerivedCP).
                // intersection test is then between the capsules.
                // BUGBUG! This routine needs to check for case where one or both objects
                //         don't move - resulting in simple sphere tests
                // BUGBUG! If one (or both) portals are aabb's this is REALLY not accurate.
                Capsule portalCapsule, otherPortalCapsule;

                portalCapsule = new Capsule();
                portalCapsule.Set(getPrevDerivedCP(), getDerivedCP(), getRadius());

                otherPortalCapsule = new Capsule();
                otherPortalCapsule.Set(otherPortal.mPrevDerivedCP, otherPortal.mDerivedCP, otherPortal.mRadius);

                if (portalCapsule.Intersects(otherPortalCapsule))
                {
                    // the portal intersected the other portal at some time from last frame to this frame.
                    // Now check if this portal "crossed" the other portal
                    switch (otherPortal.Type)
                    {
                    case PORTAL_TYPE.PORTAL_TYPE_QUAD:
                        // a crossing occurs if the "side" of the final position of this portal compared
                        // to the final position of the other portal is negative AND the initial position
                        // of this portal compared to the initial position of the other portal is non-negative
                        // NOTE: This function assumes that this portal is the smaller portal potentially crossing
                        //       over the otherPortal which is larger.
                        if (otherPortal.getDerivedPlane().GetSide(this.mDerivedCP) == PlaneSide.Negative &&
                            otherPortal.getPrevDerivedPlane().GetSide(this.mPrevDerivedCP) != PlaneSide.Negative)
                        {
                            // crossing occurred!
                            return(true);
                        }
                        break;

                    case PORTAL_TYPE.PORTAL_TYPE_AABB:
                    {
                        // for aabb's we check if the center point went from being inside to being outside
                        // the aabb (or vice versa) for crossing.
                        var aabb = new AxisAlignedBox(otherPortal.getDerivedCorner(0), otherPortal.getDerivedCorner(1));
                        //bool previousInside = aabb.contains(mPrevDerivedCP);
                        bool currentInside = aabb.Contains(this.mDerivedCP);
                        if (otherPortal.getDerivedDirection() == Vector3.UnitZ)
                        {
                            // portal norm is "outward" pointing, look for going from outside to inside
                            //if (previousInside == false &&
                            if (currentInside == true)
                            {
                                return(true);
                            }
                        }
                        else
                        {
                            // portal norm is "inward" pointing, look for going from inside to outside
                            //if (previousInside == true &&
                            if (currentInside == false)
                            {
                                return(true);
                            }
                        }
                    }
                    break;

                    case PORTAL_TYPE.PORTAL_TYPE_SPHERE:
                    {
                        // for spheres we check if the center point went from being inside to being outside
                        // the sphere surface (or vice versa) for crossing.
                        //Real previousDistance2 = mPrevDerivedCP.squaredDistance(otherPortal->getPrevDerivedCP());
                        Real currentDistance2 = this.mDerivedCP.DistanceSquared(otherPortal.getDerivedCP());
                        Real mRadius2         = System.Math.Sqrt(otherPortal.getRadius());
                        if (otherPortal.getDerivedDirection() == Vector3.UnitZ)
                        {
                            // portal norm is "outward" pointing, look for going from outside to inside
                            //if (previousDistance2 >= mRadius2 &&
                            if (currentDistance2 < mRadius2)
                            {
                                return(true);
                            }
                        }
                        else
                        {
                            // portal norm is "inward" pointing, look for going from inside to outside
                            //if (previousDistance2 < mRadius2 &&
                            if (currentDistance2 >= mRadius2)
                            {
                                return(true);
                            }
                        }
                    }
                    break;
                    }
                }
            }
            // there was no crossing of the portal by this portal. It might be touching
            // the other portal (but we don't care currently)
            return(false);
        }
Esempio n. 2
0
		/* This function check if *this* portal "crossed over" the other portal.
		*/
		public bool crossedPortal( Portal otherPortal )
		{
			// Only check if portal is open
			if ( otherPortal.mOpen )
			{
				// we model both portals as line swept spheres (mPrevDerivedCP to mDerivedCP).
				// intersection test is then between the capsules.
				// BUGBUG! This routine needs to check for case where one or both objects
				//         don't move - resulting in simple sphere tests
				// BUGBUG! If one (or both) portals are aabb's this is REALLY not accurate.
				Capsule portalCapsule, otherPortalCapsule;

				portalCapsule = new Capsule();
				portalCapsule.Set( this.getPrevDerivedCP(), this.getDerivedCP(), this.getRadius() );

				otherPortalCapsule = new Capsule();
				otherPortalCapsule.Set( otherPortal.mPrevDerivedCP,
									   otherPortal.mDerivedCP,
									   otherPortal.mRadius );

				if ( portalCapsule.Intersects( otherPortalCapsule ) )
				{
					// the portal intersected the other portal at some time from last frame to this frame.
					// Now check if this portal "crossed" the other portal
					switch ( otherPortal.Type )
					{
						case PORTAL_TYPE.PORTAL_TYPE_QUAD:
							// a crossing occurs if the "side" of the final position of this portal compared
							// to the final position of the other portal is negative AND the initial position
							// of this portal compared to the initial position of the other portal is non-negative
							// NOTE: This function assumes that this portal is the smaller portal potentially crossing
							//       over the otherPortal which is larger.
							if ( otherPortal.getDerivedPlane().GetSide( mDerivedCP ) == PlaneSide.Negative &&
								otherPortal.getPrevDerivedPlane().GetSide( mPrevDerivedCP ) != PlaneSide.Negative )
							{
								// crossing occurred!
								return true;
							}
							break;
						case PORTAL_TYPE.PORTAL_TYPE_AABB:
							{
								// for aabb's we check if the center point went from being inside to being outside
								// the aabb (or vice versa) for crossing.
								AxisAlignedBox aabb = new AxisAlignedBox( otherPortal.getDerivedCorner( 0 ), otherPortal.getDerivedCorner( 1 ) );
								//bool previousInside = aabb.contains(mPrevDerivedCP);
								bool currentInside = aabb.Contains( mDerivedCP );
								if ( otherPortal.getDerivedDirection() == Vector3.UnitZ )
								{
									// portal norm is "outward" pointing, look for going from outside to inside
									//if (previousInside == false &&
									if ( currentInside == true )
									{
										return true;
									}
								}
								else
								{
									// portal norm is "inward" pointing, look for going from inside to outside
									//if (previousInside == true &&
									if ( currentInside == false )
									{
										return true;
									}
								}
							}
							break;
						case PORTAL_TYPE.PORTAL_TYPE_SPHERE:
							{
								// for spheres we check if the center point went from being inside to being outside
								// the sphere surface (or vice versa) for crossing.
								//Real previousDistance2 = mPrevDerivedCP.squaredDistance(otherPortal->getPrevDerivedCP());
								Real currentDistance2 = mDerivedCP.DistanceSquared( otherPortal.getDerivedCP() );
								Real mRadius2 = System.Math.Sqrt( otherPortal.getRadius() );
								if ( otherPortal.getDerivedDirection() == Vector3.UnitZ )
								{
									// portal norm is "outward" pointing, look for going from outside to inside
									//if (previousDistance2 >= mRadius2 &&
									if ( currentDistance2 < mRadius2 )
									{
										return true;
									}
								}
								else
								{
									// portal norm is "inward" pointing, look for going from inside to outside
									//if (previousDistance2 < mRadius2 &&
									if ( currentDistance2 >= mRadius2 )
									{
										return true;
									}
								}
							}
							break;
					}
				}
			}
			// there was no crossing of the portal by this portal. It might be touching
			// the other portal (but we don't care currently)
			return false;
		}