240 lines
6.4 KiB
C++
240 lines
6.4 KiB
C++
|
#include "StdAfx.h"
|
||
|
#include "GrpCollisionObject.h"
|
||
|
|
||
|
bool CGraphicCollisionObject::IntersectBoundBox(const D3DXMATRIX* c_pmatWorld, const TBoundBox& c_rboundBox, float* pu, float* pv, float* pt)
|
||
|
{
|
||
|
return IntersectCube(c_pmatWorld, c_rboundBox.sx, c_rboundBox.sy, c_rboundBox.sz, c_rboundBox.ex, c_rboundBox.ey, c_rboundBox.ez, ms_vtPickRayOrig, ms_vtPickRayDir, pu, pv, pt);
|
||
|
}
|
||
|
|
||
|
bool CGraphicCollisionObject::IntersectCube(const D3DXMATRIX* c_pmatWorld, float sx, float sy, float sz, float ex, float ey, float ez,
|
||
|
D3DXVECTOR3 & RayOriginal, D3DXVECTOR3 & RayDirection, float* pu, float* pv, float* pt)
|
||
|
{
|
||
|
TPosition posVertices[8];
|
||
|
|
||
|
posVertices[0] = TPosition(sx, sy, sz);
|
||
|
posVertices[1] = TPosition(ex, sy, sz);
|
||
|
posVertices[2] = TPosition(sx, ey, sz);
|
||
|
posVertices[3] = TPosition(ex, ey, sz);
|
||
|
posVertices[4] = TPosition(sx, sy, ez);
|
||
|
posVertices[5] = TPosition(ex, sy, ez);
|
||
|
posVertices[6] = TPosition(sx, ey, ez);
|
||
|
posVertices[7] = TPosition(ex, ey, ez);
|
||
|
|
||
|
static const WORD c_awFillCubeIndices[36] = {
|
||
|
0, 1, 2, 1, 3, 2,
|
||
|
2, 0, 6, 0, 4, 6,
|
||
|
0, 1, 4, 1, 5, 4,
|
||
|
1, 3, 5, 3, 7, 5,
|
||
|
3, 2, 7, 2, 6, 7,
|
||
|
4, 5, 6, 5, 7, 6,
|
||
|
};
|
||
|
|
||
|
return IntersectIndexedMesh(
|
||
|
c_pmatWorld,
|
||
|
posVertices,
|
||
|
sizeof(TPosition),
|
||
|
8,
|
||
|
c_awFillCubeIndices,
|
||
|
36,
|
||
|
RayOriginal,
|
||
|
RayDirection,
|
||
|
pu,
|
||
|
pv,
|
||
|
pt
|
||
|
);
|
||
|
}
|
||
|
|
||
|
const int c_iLimitVertexCount = 1024;
|
||
|
|
||
|
bool CGraphicCollisionObject::IntersectIndexedMesh(const D3DXMATRIX* c_pmatWorld, const void* vertices, int step, int vtxCount, const void* indices, int idxCount,
|
||
|
D3DXVECTOR3 & RayOriginal, D3DXVECTOR3 & RayDirection, float* pu, float* pv, float* pt)
|
||
|
{
|
||
|
static D3DXVECTOR3 s_v3PositionArray[c_iLimitVertexCount];
|
||
|
static DWORD s_dwPositionCount;
|
||
|
|
||
|
if (vtxCount > c_iLimitVertexCount)
|
||
|
{
|
||
|
Tracef("The vertex count of mesh which is worked collision detection is too much : %d / %d", vtxCount, c_iLimitVertexCount);
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
s_dwPositionCount = 0;
|
||
|
|
||
|
char* pcurVtx = (char*)vertices;
|
||
|
|
||
|
while (vtxCount--)
|
||
|
{
|
||
|
float* pos = (float*)pcurVtx;
|
||
|
|
||
|
D3DXVec3TransformCoord(&s_v3PositionArray[s_dwPositionCount++], (D3DXVECTOR3*)pos, c_pmatWorld);
|
||
|
|
||
|
pcurVtx += step;
|
||
|
}
|
||
|
|
||
|
WORD* pcurIdx = (WORD*)indices;
|
||
|
|
||
|
int triCount = idxCount / 3;
|
||
|
while (triCount--)
|
||
|
{
|
||
|
if (IntersectTriangle(RayOriginal, RayDirection,
|
||
|
s_v3PositionArray[pcurIdx[0]],
|
||
|
s_v3PositionArray[pcurIdx[1]],
|
||
|
s_v3PositionArray[pcurIdx[2]],
|
||
|
pu, pv, pt))
|
||
|
{
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
pcurIdx += 3;
|
||
|
}
|
||
|
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
bool CGraphicCollisionObject::IntersectMesh(const D3DXMATRIX * c_pmatWorld, const void * vertices, DWORD dwStep, DWORD dwvtxCount, D3DXVECTOR3 & RayOriginal, D3DXVECTOR3 & RayDirection, float* pu, float* pv, float* pt)
|
||
|
{
|
||
|
char * pcurVtx = (char *) vertices;
|
||
|
|
||
|
D3DXVECTOR3 v3Vertex[3];
|
||
|
|
||
|
for (DWORD i = 0; i < dwvtxCount; i += 3)
|
||
|
{
|
||
|
D3DXVec3TransformCoord(&v3Vertex[0], (D3DXVECTOR3*)pcurVtx, c_pmatWorld);
|
||
|
pcurVtx += dwStep;
|
||
|
|
||
|
D3DXVec3TransformCoord(&v3Vertex[1], (D3DXVECTOR3*)pcurVtx, c_pmatWorld);
|
||
|
pcurVtx += dwStep;
|
||
|
|
||
|
D3DXVec3TransformCoord(&v3Vertex[2], (D3DXVECTOR3*)pcurVtx, c_pmatWorld);
|
||
|
pcurVtx += dwStep;
|
||
|
|
||
|
if (IntersectTriangle(RayOriginal, RayDirection,
|
||
|
v3Vertex[0], v3Vertex[1], v3Vertex[2],
|
||
|
pu, pv, pt))
|
||
|
{
|
||
|
return true;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
bool CGraphicCollisionObject::IntersectTriangle(const D3DXVECTOR3& c_orig,
|
||
|
const D3DXVECTOR3& c_dir,
|
||
|
const D3DXVECTOR3& c_v0,
|
||
|
const D3DXVECTOR3& c_v1,
|
||
|
const D3DXVECTOR3& c_v2,
|
||
|
float * pu,
|
||
|
float * pv,
|
||
|
float * pt)
|
||
|
{
|
||
|
D3DXVECTOR3 edge1 = c_v1 - c_v0;
|
||
|
D3DXVECTOR3 edge2 = c_v2 - c_v0;
|
||
|
D3DXVECTOR3 pvec;
|
||
|
D3DXVec3Cross(&pvec, &c_dir, &edge2);
|
||
|
|
||
|
FLOAT det = D3DXVec3Dot(&edge1, &pvec);
|
||
|
D3DXVECTOR3 tvec;
|
||
|
|
||
|
if (det > 0)
|
||
|
{
|
||
|
tvec = c_orig - c_v0;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
tvec = c_v0 - c_orig;
|
||
|
det = -det;
|
||
|
}
|
||
|
|
||
|
if (det < 0.0001f)
|
||
|
return false;
|
||
|
|
||
|
float u, v, t;
|
||
|
u = D3DXVec3Dot(&tvec, &pvec);
|
||
|
if (u < 0.0f || u > det)
|
||
|
return false;
|
||
|
|
||
|
D3DXVECTOR3 qvec;
|
||
|
D3DXVec3Cross(&qvec, &tvec, &edge1);
|
||
|
|
||
|
v = D3DXVec3Dot(&c_dir, &qvec);
|
||
|
if (v < 0.0f || u + v > det)
|
||
|
return false;
|
||
|
|
||
|
t = D3DXVec3Dot(&edge2, &qvec);
|
||
|
FLOAT fInvDet = 1.0f / det;
|
||
|
t *= fInvDet;
|
||
|
u *= fInvDet;
|
||
|
v *= fInvDet;
|
||
|
|
||
|
D3DXVECTOR3 spot = edge1 * u + edge2 * v;
|
||
|
spot += c_v0;
|
||
|
|
||
|
*pu = spot.x;
|
||
|
*pv = spot.y;
|
||
|
*pt = t;
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
bool CGraphicCollisionObject::IntersectSphere(const D3DXVECTOR3 & c_rv3Position, float fRadius, const D3DXVECTOR3 & c_rv3RayOriginal, const D3DXVECTOR3 & c_rv3RayDirection)
|
||
|
{
|
||
|
D3DXVECTOR3 v3RayOriginal = c_rv3RayOriginal - c_rv3Position;
|
||
|
|
||
|
float a = D3DXVec3Dot(&c_rv3RayDirection, &c_rv3RayDirection);
|
||
|
float b = 2 * D3DXVec3Dot(&v3RayOriginal, &c_rv3RayDirection);
|
||
|
float c = D3DXVec3Dot(&v3RayOriginal, &v3RayOriginal) - fRadius * fRadius;
|
||
|
|
||
|
float D = b * b - 4 * a * c;
|
||
|
|
||
|
if (D >= 0)
|
||
|
return true;
|
||
|
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
bool CGraphicCollisionObject::IntersectCylinder(const D3DXVECTOR3 & c_rv3Position, float fRadius, float fHeight, const D3DXVECTOR3 & c_rv3RayOriginal, const D3DXVECTOR3 & c_rv3RayDirection)
|
||
|
{
|
||
|
D3DXVECTOR3 v3RayOriginal = c_rv3RayOriginal - c_rv3Position;
|
||
|
|
||
|
float a = c_rv3RayDirection.x * c_rv3RayDirection.x + c_rv3RayDirection.y * c_rv3RayDirection.y;
|
||
|
float b = 2 * (v3RayOriginal.x * c_rv3RayDirection.x + v3RayOriginal.y * c_rv3RayDirection.y);
|
||
|
float c = v3RayOriginal.x * v3RayOriginal.x + v3RayOriginal.y * v3RayOriginal.y - fRadius*fRadius;
|
||
|
|
||
|
float D = b * b - 4 * a * c;
|
||
|
if (D > 0)
|
||
|
if (0.0f != a)
|
||
|
{
|
||
|
float tPlus = (-b + sqrtf(D)) / (2 * a);
|
||
|
float tMinus = (-b - sqrtf(D)) / (2 * a);
|
||
|
float fzPlus = v3RayOriginal.z + tPlus * c_rv3RayDirection.z;
|
||
|
float fzMinus = v3RayOriginal.z + tMinus * c_rv3RayDirection.z;
|
||
|
|
||
|
if (fzPlus > 0.0f && fzPlus <= fHeight)
|
||
|
return true;
|
||
|
if (fzMinus > 0.0f && fzMinus <= fHeight)
|
||
|
return true;
|
||
|
if (fzMinus * fzPlus < 0.0f)
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
bool CGraphicCollisionObject::IntersectSphere(const D3DXVECTOR3 & c_rv3Position, float fRadius)
|
||
|
{
|
||
|
return CGraphicCollisionObject::IntersectSphere(c_rv3Position, fRadius, ms_vtPickRayOrig, ms_vtPickRayDir);
|
||
|
}
|
||
|
|
||
|
bool CGraphicCollisionObject::IntersectCylinder(const D3DXVECTOR3 & c_rv3Position, float fRadius, float fHeight)
|
||
|
{
|
||
|
return CGraphicCollisionObject::IntersectCylinder(c_rv3Position, fRadius, fHeight, ms_vtPickRayOrig, ms_vtPickRayDir);
|
||
|
}
|
||
|
|
||
|
CGraphicCollisionObject::CGraphicCollisionObject()
|
||
|
{
|
||
|
}
|
||
|
|
||
|
CGraphicCollisionObject::~CGraphicCollisionObject()
|
||
|
{
|
||
|
}
|