Adding more bounds overlap tests.

This commit is contained in:
Бранимир Караџић
2019-02-09 21:22:45 -08:00
parent f993167026
commit 567c7c097f
4 changed files with 144 additions and 52 deletions

View File

@@ -1021,6 +1021,11 @@ struct LineSegment
Vec3 end;
};
inline Vec3 getPointAt(const LineSegment& _line, float _t)
{
return lerp(_line.pos, _line.end, _t);
}
bool nearZero(float _v)
{
return bx::abs(_v) < 0.0001f;
@@ -1806,10 +1811,113 @@ bool overlap(const Triangle& _triangle, const Cylinder& _cylinder)
return false;
}
bool intersect(const LineSegment& _line, const Plane& _plane, Hit* _hit)
{
const float dist = distance(_plane, _line.pos);
const float flip = sign(dist);
const Vec3 dir = normalize(sub(_line.end, _line.pos) );
const float ndotd = dot(dir, _plane.normal);
const float tt = -dist/ndotd;
const float len = length(sub(_line.end, _line.pos) );
if (tt < 0.0f || tt > len)
{
return false;
}
if (NULL != _hit)
{
_hit->pos = mad(dir, tt, _line.pos);
_hit->plane.normal = mul(_plane.normal, flip);
_hit->plane.dist = -dot(_hit->plane.normal, _hit->pos);
}
return true;
}
bool overlap(const Triangle& _triangle, const Capsule& _capsule)
{
BX_UNUSED(_triangle, _capsule);
return false;
Plane plane;
calcPlane(plane, _triangle);
plane.normal = neg(plane.normal);
plane.dist = -plane.dist;
const LineSegment line =
{
_capsule.pos,
_capsule.end,
};
Hit hit;
if (!intersect(line, plane, &hit) )
{
return false;
}
const Vec3 pos = closestPoint(plane, hit.pos);
const Vec3 uvw = barycentric(_triangle, pos);
const float nr = -_capsule.radius;
if (uvw.x >= nr
&& uvw.y >= nr
&& uvw.z >= nr)
{
return true;
}
const LineSegment ab = LineSegment{_triangle.v0, _triangle.v1};
const LineSegment bc = LineSegment{_triangle.v1, _triangle.v2};
const LineSegment ca = LineSegment{_triangle.v2, _triangle.v0};
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(_capsule, pa0);
}
else if (d1 <= d2)
{
return overlap(_capsule, pa1);
}
return overlap(_capsule, pa2);
}
bool overlap(const Triangle& _triangle, const Cone& _cone)