Пример #1
0
		public Capsule()
		{
			// uninitialized
			mSegment = new Segment();
			mRadius = float.NaN;
		}
Пример #2
0
		//----------------------------------------------------------------------------
		public Capsule( Segment segment, float radius )
		{
			mSegment = segment;
			mRadius = radius;
		}
Пример #3
0
		//----------------------------------------------------------------------------
		public bool Intersects( Segment segment )
		{
			Real fDist = segment.Distance( mSegment );
			return fDist <= mRadius;
		}
Пример #4
0
		//----------------------------------------------------------------------------
		public float SquaredDistance( Segment otherSegment )
		{
			Vector3 kDiff = Origin - otherSegment.Origin;
			float fA01 = -Direction.Dot( otherSegment.Direction );
			float fB0 = kDiff.Dot( Direction );
			float fB1 = -kDiff.Dot( otherSegment.Direction );
			float fC = kDiff.LengthSquared;
			float fDet = System.Math.Abs( (float)1.0 - fA01*fA01 );
			float fS0, fS1, fSqrDist, fExtDet0, fExtDet1, fTmpS0, fTmpS1;

			if ( fDet >= Parallel_Tolerance )
			{
				// segments are not parallel
				fS0 = fA01*fB1 - fB0;
				fS1 = fA01*fB0 - fB1;
				fExtDet0 = Extent*fDet;
				fExtDet1 = otherSegment.Extent*fDet;

				if ( fS0 >= -fExtDet0 )
				{
					if ( fS0 <= fExtDet0 )
					{
						if ( fS1 >= -fExtDet1 )
						{
							if ( fS1 <= fExtDet1 ) // region 0 (interior)
							{
								// minimum at two interior points of 3D lines
								float fInvDet = ( (float)1.0 )/fDet;
								fS0 *= fInvDet;
								fS1 *= fInvDet;
								fSqrDist = fS0*( fS0 + fA01*fS1 + ( (float)2.0 )*fB0 ) + fS1*( fA01*fS0 + fS1 + ( (float)2.0 )*fB1 ) + fC;
							}
							else // region 3 (side)
							{
								fS1 = otherSegment.Extent;
								fTmpS0 = -( fA01*fS1 + fB0 );
								if ( fTmpS0 < -Extent )
								{
									fS0 = -Extent;
									fSqrDist = fS0*( fS0 - ( (float)2.0 )*fTmpS0 ) + fS1*( fS1 + ( (float)2.0 )*fB1 ) + fC;
								}
								else if ( fTmpS0 <= Extent )
								{
									fS0 = fTmpS0;
									fSqrDist = -fS0*fS0 + fS1*( fS1 + ( (float)2.0 )*fB1 ) + fC;
								}
								else
								{
									fS0 = Extent;
									fSqrDist = fS0*( fS0 - ( (float)2.0 )*fTmpS0 ) + fS1*( fS1 + ( (float)2.0 )*fB1 ) + fC;
								}
							}
						}
						else // region 7 (side)
						{
							fS1 = -otherSegment.Extent;
							fTmpS0 = -( fA01*fS1 + fB0 );
							if ( fTmpS0 < -Extent )
							{
								fS0 = -Extent;
								fSqrDist = fS0*( fS0 - ( (float)2.0 )*fTmpS0 ) + fS1*( fS1 + ( (float)2.0 )*fB1 ) + fC;
							}
							else if ( fTmpS0 <= Extent )
							{
								fS0 = fTmpS0;
								fSqrDist = -fS0*fS0 + fS1*( fS1 + ( (float)2.0 )*fB1 ) + fC;
							}
							else
							{
								fS0 = Extent;
								fSqrDist = fS0*( fS0 - ( (float)2.0 )*fTmpS0 ) + fS1*( fS1 + ( (float)2.0 )*fB1 ) + fC;
							}
						}
					}
					else
					{
						if ( fS1 >= -fExtDet1 )
						{
							if ( fS1 <= fExtDet1 ) // region 1 (side)
							{
								fS0 = Extent;
								fTmpS1 = -( fA01*fS0 + fB1 );
								if ( fTmpS1 < -otherSegment.Extent )
								{
									fS1 = -otherSegment.Extent;
									fSqrDist = fS1*( fS1 - ( (float)2.0 )*fTmpS1 ) + fS0*( fS0 + ( (float)2.0 )*fB0 ) + fC;
								}
								else if ( fTmpS1 <= otherSegment.Extent )
								{
									fS1 = fTmpS1;
									fSqrDist = -fS1*fS1 + fS0*( fS0 + ( (float)2.0 )*fB0 ) + fC;
								}
								else
								{
									fS1 = otherSegment.Extent;
									fSqrDist = fS1*( fS1 - ( (float)2.0 )*fTmpS1 ) + fS0*( fS0 + ( (float)2.0 )*fB0 ) + fC;
								}
							}
							else // region 2 (corner)
							{
								fS1 = otherSegment.Extent;
								fTmpS0 = -( fA01*fS1 + fB0 );
								if ( fTmpS0 < -Extent )
								{
									fS0 = -Extent;
									fSqrDist = fS0*( fS0 - ( (float)2.0 )*fTmpS0 ) + fS1*( fS1 + ( (float)2.0 )*fB1 ) + fC;
								}
								else if ( fTmpS0 <= Extent )
								{
									fS0 = fTmpS0;
									fSqrDist = -fS0*fS0 + fS1*( fS1 + ( (float)2.0 )*fB1 ) + fC;
								}
								else
								{
									fS0 = Extent;
									fTmpS1 = -( fA01*fS0 + fB1 );
									if ( fTmpS1 < -otherSegment.Extent )
									{
										fS1 = -otherSegment.Extent;
										fSqrDist = fS1*( fS1 - ( (float)2.0 )*fTmpS1 ) + fS0*( fS0 + ( (float)2.0 )*fB0 ) + fC;
									}
									else if ( fTmpS1 <= otherSegment.Extent )
									{
										fS1 = fTmpS1;
										fSqrDist = -fS1*fS1 + fS0*( fS0 + ( (float)2.0 )*fB0 ) + fC;
									}
									else
									{
										fS1 = otherSegment.Extent;
										fSqrDist = fS1*( fS1 - ( (float)2.0 )*fTmpS1 ) + fS0*( fS0 + ( (float)2.0 )*fB0 ) + fC;
									}
								}
							}
						}
						else // region 8 (corner)
						{
							fS1 = -otherSegment.Extent;
							fTmpS0 = -( fA01*fS1 + fB0 );
							if ( fTmpS0 < -Extent )
							{
								fS0 = -Extent;
								fSqrDist = fS0*( fS0 - ( (float)2.0 )*fTmpS0 ) + fS1*( fS1 + ( (float)2.0 )*fB1 ) + fC;
							}
							else if ( fTmpS0 <= Extent )
							{
								fS0 = fTmpS0;
								fSqrDist = -fS0*fS0 + fS1*( fS1 + ( (float)2.0 )*fB1 ) + fC;
							}
							else
							{
								fS0 = Extent;
								fTmpS1 = -( fA01*fS0 + fB1 );
								if ( fTmpS1 > otherSegment.Extent )
								{
									fS1 = otherSegment.Extent;
									fSqrDist = fS1*( fS1 - ( (float)2.0 )*fTmpS1 ) + fS0*( fS0 + ( (float)2.0 )*fB0 ) + fC;
								}
								else if ( fTmpS1 >= -otherSegment.Extent )
								{
									fS1 = fTmpS1;
									fSqrDist = -fS1*fS1 + fS0*( fS0 + ( (float)2.0 )*fB0 ) + fC;
								}
								else
								{
									fS1 = -otherSegment.Extent;
									fSqrDist = fS1*( fS1 - ( (float)2.0 )*fTmpS1 ) + fS0*( fS0 + ( (float)2.0 )*fB0 ) + fC;
								}
							}
						}
					}
				}
				else
				{
					if ( fS1 >= -fExtDet1 )
					{
						if ( fS1 <= fExtDet1 ) // region 5 (side)
						{
							fS0 = -Extent;
							fTmpS1 = -( fA01*fS0 + fB1 );
							if ( fTmpS1 < -otherSegment.Extent )
							{
								fS1 = -otherSegment.Extent;
								fSqrDist = fS1*( fS1 - ( (float)2.0 )*fTmpS1 ) + fS0*( fS0 + ( (float)2.0 )*fB0 ) + fC;
							}
							else if ( fTmpS1 <= otherSegment.Extent )
							{
								fS1 = fTmpS1;
								fSqrDist = -fS1*fS1 + fS0*( fS0 + ( (float)2.0 )*fB0 ) + fC;
							}
							else
							{
								fS1 = otherSegment.Extent;
								fSqrDist = fS1*( fS1 - ( (float)2.0 )*fTmpS1 ) + fS0*( fS0 + ( (float)2.0 )*fB0 ) + fC;
							}
						}
						else // region 4 (corner)
						{
							fS1 = otherSegment.Extent;
							fTmpS0 = -( fA01*fS1 + fB0 );
							if ( fTmpS0 > Extent )
							{
								fS0 = Extent;
								fSqrDist = fS0*( fS0 - ( (float)2.0 )*fTmpS0 ) + fS1*( fS1 + ( (float)2.0 )*fB1 ) + fC;
							}
							else if ( fTmpS0 >= -Extent )
							{
								fS0 = fTmpS0;
								fSqrDist = -fS0*fS0 + fS1*( fS1 + ( (float)2.0 )*fB1 ) + fC;
							}
							else
							{
								fS0 = -Extent;
								fTmpS1 = -( fA01*fS0 + fB1 );
								if ( fTmpS1 < -otherSegment.Extent )
								{
									fS1 = -otherSegment.Extent;
									fSqrDist = fS1*( fS1 - ( (float)2.0 )*fTmpS1 ) + fS0*( fS0 + ( (float)2.0 )*fB0 ) + fC;
								}
								else if ( fTmpS1 <= otherSegment.Extent )
								{
									fS1 = fTmpS1;
									fSqrDist = -fS1*fS1 + fS0*( fS0 + ( (float)2.0 )*fB0 ) + fC;
								}
								else
								{
									fS1 = otherSegment.Extent;
									fSqrDist = fS1*( fS1 - ( (float)2.0 )*fTmpS1 ) + fS0*( fS0 + ( (float)2.0 )*fB0 ) + fC;
								}
							}
						}
					}
					else // region 6 (corner)
					{
						fS1 = -otherSegment.Extent;
						fTmpS0 = -( fA01*fS1 + fB0 );
						if ( fTmpS0 > Extent )
						{
							fS0 = Extent;
							fSqrDist = fS0*( fS0 - ( (float)2.0 )*fTmpS0 ) + fS1*( fS1 + ( (float)2.0 )*fB1 ) + fC;
						}
						else if ( fTmpS0 >= -Extent )
						{
							fS0 = fTmpS0;
							fSqrDist = -fS0*fS0 + fS1*( fS1 + ( (float)2.0 )*fB1 ) + fC;
						}
						else
						{
							fS0 = -Extent;
							fTmpS1 = -( fA01*fS0 + fB1 );
							if ( fTmpS1 < -otherSegment.Extent )
							{
								fS1 = -otherSegment.Extent;
								fSqrDist = fS1*( fS1 - ( (float)2.0 )*fTmpS1 ) + fS0*( fS0 + ( (float)2.0 )*fB0 ) + fC;
							}
							else if ( fTmpS1 <= otherSegment.Extent )
							{
								fS1 = fTmpS1;
								fSqrDist = -fS1*fS1 + fS0*( fS0 + ( (float)2.0 )*fB0 ) + fC;
							}
							else
							{
								fS1 = otherSegment.Extent;
								fSqrDist = fS1*( fS1 - ( (float)2.0 )*fTmpS1 ) + fS0*( fS0 + ( (float)2.0 )*fB0 ) + fC;
							}
						}
					}
				}
			}
			else
			{
				// The segments are parallel.  The average b0 term is designed to
				// ensure symmetry of the function.  That is, dist(seg0,seg1) and
				// dist(seg1,seg0) should produce the same number.
				float fE0pE1 = Extent + otherSegment.Extent;
				float fSign = ( fA01 > (float)0.0 ? (float)-1.0 : (float)1.0 );
				float fB0Avr = ( (float)0.5 )*( fB0 - fSign*fB1 );
				float fLambda = -fB0Avr;
				if ( fLambda < -fE0pE1 )
				{
					fLambda = -fE0pE1;
				}
				else if ( fLambda > fE0pE1 )
				{
					fLambda = fE0pE1;
				}

				fS1 = -fSign*fLambda*otherSegment.Extent/fE0pE1;
				fS0 = fLambda + fSign*fS1;
				fSqrDist = fLambda*( fLambda + ( (float)2.0 )*fB0Avr ) + fC;
			}
			// we don't need the following stuff - it's for calculating closest point
			//    m_kClosestPoint0 = origin + fS0*direction;
			//    m_kClosestPoint1 = otherSegment.origin + fS1*otherSegment.direction;
			//    m_fSegment0Parameter = fS0;
			//    m_fSegment1Parameter = fS1;
			return System.Math.Abs( fSqrDist );
		}
Пример #5
0
		public float Distance( Segment otherSegment )
		{
			float fSqrDist = SquaredDistance( otherSegment );
			return Utility.Sqrt( fSqrDist );
		}
Пример #6
0
		/* Test if a scene node intersected a portal during the last time delta
			* (from last frame time to current frame time).  This function checks
			* if the node "crossed over" the portal also.
		*/
		public PortalIntersectResult intersects( PCZSceneNode pczsn )
		{
			// Only check if portal is open
			if ( mOpen )
			{
				if ( pczsn == mNode )
				{
					// ignore the scene node if it is the node the portal is associated with
					return PortalIntersectResult.NO_INTERSECT;
				}
				// most complicated case - if the portal is a quad:
				if ( mType == PORTAL_TYPE.PORTAL_TYPE_QUAD )
				{
					// the node is modeled as a line segment (prevPostion to currentPosition)
					// intersection test is then between the capsule and the line segment.
					Segment nodeSegment = new Segment();
					nodeSegment.Set( pczsn.PreviousPosition, pczsn.DerivedPosition );

					// we model the portal as a line swept sphere (mPrevDerivedCP to mDerivedCP).
					Capsule portalCapsule = new Capsule();
					portalCapsule.Set( mPrevDerivedCP, mDerivedCP, mRadius );

					if ( portalCapsule.Intersects( nodeSegment ) )
					{
						// the portal intersected the node at some time from last frame to this frame.
						// Now check if node "crossed" the portal
						// a crossing occurs if the "side" of the final position of the node compared
						// to the final position of the portal is negative AND the initial position
						// of the node compared to the initial position of the portal is non-negative
						if ( mDerivedPlane.GetSide( pczsn.DerivedPosition ) == PlaneSide.Negative &&
							mPrevDerivedPlane.GetSide( pczsn.DerivedPosition ) != PlaneSide.Negative )
						{
							// safety check - make sure the node has at least one dimension which is
							// small enough to fit through the portal! (avoid the "elephant fitting
							// through a mouse hole" case)
							Vector3 nodeHalfVector = pczsn.WorldAABB.HalfSize;
							Vector3 portalBox = new Vector3( mRadius, mRadius, mRadius );
							portalBox.Floor( nodeHalfVector );
							if ( portalBox.x < mRadius )
							{
								// crossing occurred!
								return PortalIntersectResult.INTERSECT_CROSS;
							}
						}
					}
					// there was no crossing of the portal by the node, but it might be touching
					// the portal.  We check for this by checking the bounding box of the node vs.
					// the sphere of the portal
					if ( mDerivedSphere.Intersects( pczsn.WorldAABB ) &&
						mDerivedPlane.GetSide( pczsn.WorldAABB ) == PlaneSide.Both )
					{
						// intersection but no crossing
						// note this means that the node is CURRENTLY touching the portal.
						if ( mDerivedPlane.GetSide( pczsn.DerivedPosition ) != PlaneSide.Negative )
						{
							// the node is on the positive (front) or exactly on the CP of the portal
							return PortalIntersectResult.INTERSECT_NO_CROSS;
						}
						else
						{
							// the node is on the negative (back) side of the portal - it might be in the wrong zone!
							return PortalIntersectResult.INTERSECT_BACK_NO_CROSS;
						}
					}
					// no intersection CURRENTLY.  (there might have been an intersection
					// during the time between last frame and this frame, but it wasn't a portal
					// crossing, and it isn't touching anymore, so it doesn't matter.
					return PortalIntersectResult.NO_INTERSECT;
				}
				else if ( mType == 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( mDerivedCorners[ 0 ], mDerivedCorners[ 1 ] );
					//bool previousInside = aabb.contains(pczsn->getPrevPosition());
					bool currentInside = aabb.Contains( pczsn.DerivedPosition );
					if ( mDirection == Vector3.UnitZ )
					{
						// portal norm is "outward" pointing, look for going from outside to inside
						//if (previousInside == false &&
						if ( currentInside == true )
						{
							return PortalIntersectResult.INTERSECT_CROSS;
						}
					}
					else
					{
						// portal norm is "inward" pointing, look for going from inside to outside
						//if (previousInside == true &&
						if ( currentInside == false )
						{
							return PortalIntersectResult.INTERSECT_CROSS;
						}
					}
					// doesn't cross, but might be touching.  This is a little tricky because we only
					// care if the node aab is NOT fully contained in the portal aabb because we consider
					// the surface of the portal aabb the actual 'portal'.  First, check to see if the
					// aab of the node intersects the aabb portal
					if ( aabb.Intersects( pczsn.WorldAABB ) )
					{
						// now check if the intersection between the two is not the same as the
						// full node aabb, if so, then this means that the node is not fully "contained"
						// which is what we are looking for.
						AxisAlignedBox overlap = aabb.Intersection( pczsn.WorldAABB );
						if ( overlap != pczsn.WorldAABB )
						{
							return PortalIntersectResult.INTERSECT_NO_CROSS;
						}
					}
					return PortalIntersectResult.NO_INTERSECT;
				}
				else
				{
					// 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(pczsn->getPrevPosition());
					Real currentDistance2 = mDerivedCP.DistanceSquared( pczsn.DerivedPosition );
					Real mRadius2 = mRadius * mRadius;
					if ( mDirection == Vector3.UnitZ )
					{
						// portal norm is "outward" pointing, look for going from outside to inside
						//if (previousDistance2 >= mRadius2 &&
						if ( currentDistance2 < mRadius2 )
						{
							return PortalIntersectResult.INTERSECT_CROSS;
						}
					}
					else
					{
						// portal norm is "inward" pointing, look for going from inside to outside
						//if (previousDistance2 < mRadius2 &&
						if ( currentDistance2 >= mRadius2 )
						{
							return PortalIntersectResult.INTERSECT_CROSS;
						}
					}
					// no crossing, but might be touching - check distance
					if ( System.Math.Sqrt( System.Math.Abs( mRadius2 - currentDistance2 ) ) <= mRadius )
					{
						return PortalIntersectResult.INTERSECT_NO_CROSS;
					}
					return PortalIntersectResult.NO_INTERSECT;
				}
			}
			return PortalIntersectResult.NO_INTERSECT;

		}
Пример #7
0
		//----------------------------------------------------------------------------
		public Capsule( Segment segment, float radius )
		{
			this.mSegment = segment;
			this.mRadius = radius;
		}