Adding more bounds overlap tests.

This commit is contained in:
Бранимир Караџић 2019-02-14 14:48:45 -08:00
parent a353f1845a
commit ef39f514de
1 changed files with 90 additions and 20 deletions

View File

@ -1003,6 +1003,17 @@ Srt toSrt(const void* _mtx)
return result;
}
void mtxFromSrt(float* _outMtx, const Srt& _srt)
{
mtxQuat(_outMtx, _srt.rotation);
store<Vec3>(&_outMtx[0], mul(load<Vec3>(&_outMtx[0]), _srt.scale.x) );
store<Vec3>(&_outMtx[4], mul(load<Vec3>(&_outMtx[4]), _srt.scale.y) );
store<Vec3>(&_outMtx[8], mul(load<Vec3>(&_outMtx[8]), _srt.scale.z) );
store<Vec3>(&_outMtx[12], _srt.translation);
}
bool isNearZero(float _v)
{
return equal(_v, 0.0f, 0.00001f);
@ -1478,8 +1489,9 @@ bool overlap(const Capsule& _capsule, const Obb& _obb)
bool overlap(const Cone& _cone, const Vec3& _pos)
{
BX_UNUSED(_cone, _pos);
return false;
float tt;
const Vec3 pos = closestPoint(LineSegment{_cone.pos, _cone.end}, _pos, tt);
return overlap(Disk{pos, normalize(sub(_cone.end, _cone.pos) ), lerp(_cone.radius, 0.0f, tt)}, _pos);
}
bool overlap(const Cone& _cone, const Sphere& _sphere)
@ -1500,8 +1512,7 @@ bool overlap(const Cone& _cone, const Plane& _plane)
bool overlap(const Cone& _cone, const Triangle& _triangle)
{
BX_UNUSED(_cone, _triangle);
return false;
return overlap(_triangle, _cone);
}
bool overlap(const Cone& _cone, const Cylinder& _cylinder)
@ -1560,8 +1571,7 @@ bool overlap(const Cylinder& _cylinder, const Plane& _plane)
bool overlap(const Cylinder& _cylinder, const Triangle& _triangle)
{
BX_UNUSED(_cylinder, _triangle);
return false;
return overlap(_triangle, _cylinder);
}
bool overlap(const Cylinder& _cylinderA, const Cylinder& _cylinderB)
@ -1988,12 +1998,8 @@ bool overlap(const Triangle& _triangleA, const Triangle& _triangleB)
;
}
bool overlap(const Triangle& _triangle, const Cylinder& _cylinder)
{
return overlap(_cylinder, _triangle);
}
bool overlap(const Triangle& _triangle, const Capsule& _capsule)
template<typename Ty>
bool overlap(const Triangle& _triangle, const Ty& _ty)
{
Plane plane;
calcPlane(plane, _triangle);
@ -2003,8 +2009,8 @@ bool overlap(const Triangle& _triangle, const Capsule& _capsule)
const LineSegment line =
{
_capsule.pos,
_capsule.end,
_ty.pos,
_ty.end,
};
Hit hit;
@ -2016,7 +2022,7 @@ bool overlap(const Triangle& _triangle, const Capsule& _capsule)
const Vec3 pos = closestPoint(plane, hit.pos);
const Vec3 uvw = barycentric(_triangle, pos);
const float nr = -_capsule.radius;
const float nr = -_ty.radius;
if (uvw.x >= nr
&& uvw.y >= nr
@ -2067,20 +2073,84 @@ bool overlap(const Triangle& _triangle, const Capsule& _capsule)
if (d0 <= d1
&& d0 <= d2)
{
return overlap(_capsule, pa0);
return overlap(_ty, pa0);
}
else if (d1 <= d2)
{
return overlap(_capsule, pa1);
return overlap(_ty, pa1);
}
return overlap(_capsule, pa2);
return overlap(_ty, pa2);
}
bool overlap(const Triangle& _triangle, const Cylinder& _cylinder)
{
return overlap<Cylinder>(_triangle, _cylinder);
}
bool overlap(const Triangle& _triangle, const Capsule& _capsule)
{
return overlap<Capsule>(_triangle, _capsule);
}
bool overlap(const Triangle& _triangle, const Cone& _cone)
{
BX_UNUSED(_triangle, _cone);
return false;
const LineSegment ab = LineSegment{_triangle.v0, _triangle.v1};
const LineSegment bc = LineSegment{_triangle.v1, _triangle.v2};
const LineSegment ca = LineSegment{_triangle.v2, _triangle.v0};
const LineSegment line =
{
_cone.pos,
_cone.end,
};
float ta0, tb0;
const bool i0 = intersect(ta0, tb0, ab, line);
float ta1, tb1;
const bool i1 = intersect(ta1, tb1, bc, line);
float ta2, tb2;
const bool i2 = intersect(ta2, tb2, ca, line);
if (!i0
|| !i1
|| !i2)
{
return false;
}
ta0 = clamp(ta0, 0.0f, 1.0f);
ta1 = clamp(ta1, 0.0f, 1.0f);
ta2 = clamp(ta2, 0.0f, 1.0f);
tb0 = clamp(tb0, 0.0f, 1.0f);
tb1 = clamp(tb1, 0.0f, 1.0f);
tb2 = clamp(tb2, 0.0f, 1.0f);
const Vec3 pa0 = getPointAt(ab, ta0);
const Vec3 pa1 = getPointAt(bc, ta1);
const Vec3 pa2 = getPointAt(ca, ta2);
const Vec3 pb0 = getPointAt(line, tb0);
const Vec3 pb1 = getPointAt(line, tb1);
const Vec3 pb2 = getPointAt(line, tb2);
const float d0 = distanceSq(pa0, pb0);
const float d1 = distanceSq(pa1, pb1);
const float d2 = distanceSq(pa2, pb2);
if (d0 <= d1
&& d0 <= d2)
{
return overlap(_cone, pa0);
}
else if (d1 <= d2)
{
return overlap(_cone, pa1);
}
return overlap(_cone, pa2);
}
bool overlap(const Triangle& _triangle, const Disk& _disk)