//===========================================================================// // File: line.cpp // //---------------------------------------------------------------------------// // Copyright (C) Microsoft Corporation. All rights reserved. // //===========================================================================// #include "StuffHeaders.hpp" //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // Line3D& Line3D::SetDirection(const Vector3D &vector) { Check_Pointer(this); Check_Object(&vector); // //--------------------------------------- // Make sure length of vector is non-zero //--------------------------------------- // length = vector.GetLength(); Verify(!Small_Enough(length)); length = 1.0f / length; // //---------------------------------------------- // Normalize the vector and put it into the line //---------------------------------------------- // direction.x = vector.x*length; direction.y = vector.y*length; direction.z = vector.z*length; return *this; } //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // Scalar Line3D::GetDistanceTo( const Sphere &sphere, Scalar *penetration ) const { Check_Object(this); Check_Object(&sphere); Check_Pointer(penetration); // //------------------------------------------------------------------- // Determine if ray intersects bounding sphere of object. If sphere // is (X-C)*(X-C) = R^2 and ray is X = t*D+L for t >= 0, then // intersection is obtained by plugging X into sphere equation to // get quadratic: (D*D)t^2 + 2*(D*(L-C))t + (L-C)*(L-C) = 0 // Define a = D*D = 1.0f, b = 2*(D*(L-C)), and c = (L-C)*(L-C). //------------------------------------------------------------------- // Vector3D diff; diff.Subtract(origin, sphere.center); Scalar b = (direction*diff) * 2.0f; Scalar c = (diff*diff) - sphere.radius*sphere.radius; // //------------------------------------------------------------------------- // If penetration is negative, we couldn't hit the sphere at all. If it is // really small, it touches at only one place //------------------------------------------------------------------------- // *penetration = b*b - 4.0f*c; if (*penetration < -SMALL) { return -1.0f; } b *= -0.5f; if (*penetration length) ? -1.0f : b; } // //------------------------------------------------------------- // We know we hit the sphere, so figure out where it first hits //------------------------------------------------------------- // *penetration = 0.5f * Sqrt(*penetration); if (b + *penetration < -SMALL) { return -1.0f; } b -= *penetration; if (b > length) { return -1.0f; } Min_Clamp(b, 0.0f); return b; } //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // Scalar Line3D::GetDistanceTo(const OBB& box) { Check_Object(this); Check_Object(&box); // //------------------------------------------------------------------------ // Get the vector from the line to the centerpoint of the OBB. All planes // will be generated relative to this //------------------------------------------------------------------------ // Point3D center; center = box.localToParent; Vector3D delta; delta.Subtract(center, origin); // //-------------------------------------------------- // Set up the loop to examine each of the three axes //-------------------------------------------------- // Scalar enters = -100.0f - length; Scalar leaves = length + 100.0f; for (int axis=X_Axis; axis <= Z_Axis; ++axis) { UnitVector3D normal( box.localToParent(axis, X_Axis), box.localToParent(axis, Y_Axis), box.localToParent(axis, Z_Axis) ); // //---------------------------------------------------------------------- // Now, we have to calculate how far the line moves along the normal per // unit traveled down the line. If it is perpendicular to the normal, // then it will hit or miss based solely upon the origin location //---------------------------------------------------------------------- // Scalar drift = direction * normal; Scalar distance; if (Small_Enough(drift)) { distance = delta * normal; if (Fabs(distance) > box.axisExtents[axis]) return -1.0f; else continue; } // //-------------------------------------------------------------------- // We know the line is not parallel, so we will now calculate how long // the line will stay inside the box. We also will calculate how far // from the origin to the centerplane of the OBB //-------------------------------------------------------------------- // drift = 1.0f / drift; Scalar span = box.axisExtents[axis] * Fabs(drift); distance = (delta * normal) * drift; // //-------------------------------------------------------------------- // Now adjust where the line can enter and leave the OBB, and if it is // no longer possible to hit, stop checking //-------------------------------------------------------------------- // Scalar enter = distance - span; Scalar leave = distance + span; if (enter > enters) enters = enter; if (leave < leaves) leaves = leave; if (enters > leaves) return -1.0f; } // //------------------------------------------------------------------------- // If we got here, then the line in theory can hit the OBB, so now we check // to make sure it hits it within the allowed span of the line //------------------------------------------------------------------------- // if (leaves < 0.0f || enters > length) return -1.0f; Min_Clamp(enters, 0.0f); return enters; } //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // Scalar Line3D::GetDistanceTo( const OBB& box, int *first_axis ) { Check_Object(this); Check_Object(&box); Check_Pointer(first_axis); // //------------------------------------------------------------------------ // Get the vector from the line to the centerpoint of the OBB. All planes // will be generated relative to this //------------------------------------------------------------------------ // Point3D center; center = box.localToParent; Vector3D delta; delta.Subtract(center, origin); // //-------------------------------------------------- // Set up the loop to examine each of the three axes //-------------------------------------------------- // Scalar enters = -100.0f - length; Scalar leaves = length + 100.0f; for (int axis=X_Axis; axis <= Z_Axis; ++axis) { UnitVector3D normal( box.localToParent(axis, X_Axis), box.localToParent(axis, Y_Axis), box.localToParent(axis, Z_Axis) ); // //---------------------------------------------------------------------- // Now, we have to calculate how far the line moves along the normal per // unit traveled down the line. If it is perpendicular to the normal, // then it will hit or miss based solely upon the origin location //---------------------------------------------------------------------- // Scalar drift = direction * normal; Scalar distance; if (Small_Enough(drift)) { distance = delta * normal; if (Fabs(distance) > box.axisExtents[axis]) return -1.0f; else continue; } // //-------------------------------------------------------------------- // We know the line is not parallel, so we will now calculate how long // the line will stay inside the box. We also will calculate how far // from the origin to the centerplane of the OBB //-------------------------------------------------------------------- // drift = 1.0f / drift; Scalar span = box.axisExtents[axis] * Fabs(drift); distance = (delta * normal) * drift; // //-------------------------------------------------------------------- // Now adjust where the line can enter and leave the OBB, and if it is // no longer possible to hit, stop checking //-------------------------------------------------------------------- // Scalar enter = distance - span; Scalar leave = distance + span; if (enter > enters) { *first_axis = axis; enters = enter; } if (leave < leaves) leaves = leave; if (enters > leaves) return -1.0f; } // //------------------------------------------------------------------------- // If we got here, then the line in theory can hit the OBB, so now we check // to make sure it hits it within the allowed span of the line //------------------------------------------------------------------------- // if (leaves < 0.0f || enters > length) return -1.0f; Min_Clamp(enters, 0.0f); return enters; }