Esempio n. 1
0
        public static Matrix3 Abs(Matrix3 m3)
        {
            Matrix3 absMatrix = new Matrix3(0);

            for (int r = 0; r < 3; r++)
            {
                for (int c = 0; c < 3; c++)
                {
                    absMatrix[r, c] = Math.Abs(m3[r, c]);
                }
            }

            return absMatrix;
        }
Esempio n. 2
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        public Matrix3(Matrix3 m)
        {
            this.Elements = new float[3, 3];

            this.Elements[0, 0] = m[0, 0];
            this.Elements[0, 1] = m[0, 1];
            this.Elements[0, 2] = m[0, 2];

            this.Elements[1, 0] = m[1, 0];
            this.Elements[1, 1] = m[1, 1];
            this.Elements[1, 2] = m[1, 2];

            this.Elements[2, 0] = m[2, 0];
            this.Elements[2, 1] = m[2, 1];
            this.Elements[2, 2] = m[2, 2];
        }
Esempio n. 3
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        public static bool getOBBOBBCollision(Shape s1, Shape s2)
        {
            OrientedBox o1 = (OrientedBox)s1;
            OrientedBox o2 = (OrientedBox)s2;

            // Matrix to transform other OBB into my reference to allow me to be treated as an AABB
            Matrix toMe = o2.transform * Matrix.Invert(o1.transform);

            Vector3 centerOther = Utility.Multiply(o2.center, toMe);
            Vector3 extentsOther = o2.extent;
            Vector3 separation = centerOther - o1.center;

            Matrix3 rotations = new Matrix3(toMe);
            Matrix3 absRotations = Utility.Abs(rotations);

            float r, r0, r1, r01;

            //--- Test case 1 - X axis

            r = Math.Abs(separation.X);
            r1 = Vector3.Dot(extentsOther, absRotations.Column(0));
            r01 = o1.extent.X + r1;

            if (r > r01) return false;

            //--- Test case 1 - Y axis

            r = Math.Abs(separation.Y);
            r1 = Vector3.Dot(extentsOther, absRotations.Column(1));
            r01 = o1.extent.Y + r1;

            if (r > r01) return false;

            //--- Test case 1 - Z axis

            r = Math.Abs(separation.Z);
            r1 = Vector3.Dot(extentsOther, absRotations.Column(2));
            r01 = o1.extent.Z + r1;

            if (r > r01) return false;

            //--- Test case 2 - X axis

            r = Math.Abs(Vector3.Dot(rotations.Row(0), separation));
            r0 = Vector3.Dot(o1.extent, absRotations.Row(0));
            r01 = r0 + extentsOther.X;

            if (r > r01) return false;

            //--- Test case 2 - Y axis

            r = Math.Abs(Vector3.Dot(rotations.Row(1), separation));
            r0 = Vector3.Dot(o1.extent, absRotations.Row(1));
            r01 = r0 + extentsOther.Y;

            if (r > r01) return false;

            //--- Test case 2 - Z axis

            r = Math.Abs(Vector3.Dot(rotations.Row(2), separation));
            r0 = Vector3.Dot(o1.extent, absRotations.Row(2));
            r01 = r0 + extentsOther.Z;

            if (r > r01) return false;

            //--- Test case 3 # 1

            r = Math.Abs(separation.Z * rotations[0, 1] - separation.Y * rotations[0, 2]);
            r0 = o1.extent.Y * absRotations[0, 2] + o1.extent.Z * absRotations[0, 1];
            r1 = extentsOther.Y * absRotations[2, 0] + extentsOther.Z * absRotations[1, 0];
            r01 = r0 + r1;

            if (r > r01) return false;

            //--- Test case 3 # 2

            r = Math.Abs(separation.Z * rotations[1, 1] - separation.Y * rotations[1, 2]);
            r0 = o1.extent.Y * absRotations[1, 2] + o1.extent.Z * absRotations[1, 1];
            r1 = extentsOther.X * absRotations[2, 0] + extentsOther.Z * absRotations[0, 0];
            r01 = r0 + r1;

            if (r > r01) return false;

            //--- Test case 3 # 3

            r = Math.Abs(separation.Z * rotations[2, 1] - separation.Y * rotations[2, 2]);
            r0 = o1.extent.Y * absRotations[2, 2] + o1.extent.Z * absRotations[2, 1];
            r1 = extentsOther.X * absRotations[1, 0] + extentsOther.Y * absRotations[0, 0];
            r01 = r0 + r1;

            if (r > r01) return false;

            //--- Test case 3 # 4

            r = Math.Abs(separation.X * rotations[0, 2] - separation.Z * rotations[0, 0]);
            r0 = o1.extent.X * absRotations[0, 2] + o1.extent.Z * absRotations[0, 0];
            r1 = extentsOther.Y * absRotations[2, 1] + extentsOther.Z * absRotations[1, 1];
            r01 = r0 + r1;

            if (r > r01) return false;

            //--- Test case 3 # 5

            r = Math.Abs(separation.X * rotations[1, 2] - separation.Z * rotations[1, 0]);
            r0 = o1.extent.X * absRotations[1, 2] + o1.extent.Z * absRotations[1, 0];
            r1 = extentsOther.X * absRotations[2, 1] + extentsOther.Z * absRotations[0, 1];
            r01 = r0 + r1;

            if (r > r01) return false;

            //--- Test case 3 # 6

            r = Math.Abs(separation.X * rotations[2, 2] - separation.Z * rotations[2, 0]);
            r0 = o1.extent.X * absRotations[2, 2] + o1.extent.Z * absRotations[2, 0];
            r1 = extentsOther.X * absRotations[1, 1] + extentsOther.Y * absRotations[0, 1];
            r01 = r0 + r1;

            if (r > r01) return false;

            //--- Test case 3 # 7

            r = Math.Abs(separation.Y * rotations[0, 0] - separation.X * rotations[0, 1]);
            r0 = o1.extent.X * absRotations[0, 1] + o1.extent.Y * absRotations[0, 0];
            r1 = extentsOther.Y * absRotations[2, 2] + extentsOther.Z * absRotations[1, 2];
            r01 = r0 + r1;

            if (r > r01) return false;

            //--- Test case 3 # 8

            r = Math.Abs(separation.Y * rotations[1, 0] - separation.X * rotations[1, 1]);
            r0 = o1.extent.X * absRotations[1, 1] + o1.extent.Y * absRotations[1, 0];
            r1 = extentsOther.X * absRotations[2, 2] + extentsOther.Z * absRotations[0, 2];
            r01 = r0 + r1;

            if (r > r01) return false;

            //--- Test case 3 # 9

            r = Math.Abs(separation.Y * rotations[2, 0] - separation.X * rotations[2, 1]);
            r0 = o1.extent.X * absRotations[2, 1] + o1.extent.Y * absRotations[2, 0];
            r1 = extentsOther.X * absRotations[1, 2] + extentsOther.Y * absRotations[0, 2];
            r01 = r0 + r1;

            if (r > r01) return false;

            return true;  // No separating axis, then we have intersection
        }