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collision.cpp
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132 lines (113 loc) · 3.85 KB
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#include "collision.h"
int intersect3D_RayTriangle( Tline R, Triangle T, core::vector3df* I )
{
core::vector3df u, v, n; // triangle vectors
core::vector3df dir, w0, w; // ray vectors
float r, a, b; // params to calc ray-plane intersect
// get triangle edge vectors and plane normal
u = T.V1 - T.V0;
v = T.V2 - T.V0;
n = u.crossProduct(v); // cross product
if (n == (core::vector3df(0,0,0))) // triangle is degenerate
return -1; // do not deal with this case
dir = R.end - R.start; // ray direction vector
w0 = R.start - T.V0;
a = -n.dotProduct(w0);
b = n.dotProduct(dir);
if (fabs(b) < SMALL_NUM) { // ray is parallel to triangle plane
if (a == 0) // ray lies in triangle plane
return 2;
else return 0; // ray disjoint from plane
}
// get intersect point of ray with triangle plane
r = a / b;
if (r < 0.0 || r >1) // ray goes away from triangle
return 0; // => no intersect
// for a segment, also test if (r > 1.0) => no intersect
*I = R.start + r * dir; // intersect point of ray and plane
// is I inside T?
float uu, uv, vv, wu, wv, D;
uu = u.dotProduct(u);
uv = u.dotProduct(v);
vv = v.dotProduct(v);
w = *I - T.V0;
wu = w.dotProduct(u);
wv = w.dotProduct(v);
D = uv * uv - uu * vv;
// get and test parametric coords
float s, t;
s = (uv * wv - vv * wu) / D;
if (s < 0.0 || s > 1.0) // I is outside T
return 0;
t = (uv * wu - uu * wv) / D;
if (t < 0.0 || (s + t) > 1.0) // I is outside T
return 0;
return 1; // I is in T
}
Tline validateLine(Tline myline){
if(myline.start.X < 0 ){
myline.start.X = 0;
}
if(myline.start.Y < 0 ){
myline.start.Y = 0;
}
if(myline.start.Z < 0 ){
myline.start.Z = 0;
}
if(myline.end.X < 0 ){
myline.end.X = 0;
}
if(myline.end.Y < 0 ){
myline.end.Y = 0;
}
if(myline.end.Z < 0 ){
myline.end.Z = 0;
}
if(myline.start.X > BuildSize ){
myline.start.X = BuildSize-1;
}
if(myline.start.Y > BuildSize ){
myline.start.Y = BuildSize-1;
}
if(myline.start.Z > BuildSize ){
myline.start.Z = BuildSize-1;
}
if(myline.end.X > BuildSize ){
myline.end.X = BuildSize-1;
}
if(myline.end.Y > BuildSize ){
myline.end.Y = BuildSize-1;
}
if(myline.end.Z > BuildSize ){
myline.end.Z = BuildSize-1;
}
return myline;
}
bool checkcollision(std::vector<core::vector3df> mycubes, Tline myline){
int size = mycubes.size();
Triangle mytriangle;
int collres = 0;
core::vector3df* I = new core::vector3df;
for(int i = 0; i<size; i++){
TriangArr[int(mycubes.at(i).X)][int(mycubes.at(i).Y)][int(mycubes.at(i).Z)].ptr = TriangArr[int(mycubes.at(i).X)][int(mycubes.at(i).Y)][int(mycubes.at(i).Z)].head;
while(TriangArr[int(mycubes.at(i).X)][int(mycubes.at(i).Y)][int(mycubes.at(i).Z)].ptr != TriangArr[int(mycubes.at(i).X)][int(mycubes.at(i).Y)][int(mycubes.at(i).Z)].tail){
mytriangle = TriangArr[int(mycubes.at(i).X)][int(mycubes.at(i).Y)][int(mycubes.at(i).Z)].ptr->triangle;
myline.start = myline.start + 0.0008;
myline.end = myline.end + 0.0008;
collres = intersect3D_RayTriangle(validateLine(myline),mytriangle,I);
if(collres == 1 ){
return true;
}
TriangArr[int(mycubes.at(i).X)][int(mycubes.at(i).Y)][int(mycubes.at(i).Z)].ptr =TriangArr[int(mycubes.at(i).X)][int(mycubes.at(i).Y)][int(mycubes.at(i).Z)].ptr->next;
}
}
return false;
}
core::vector3df Headoffset(core::vector3df in,scene::ISceneNode* node){
core::vector3df rotation = node->getAbsoluteTransformation().getRotationDegrees();
core::vector3df out;
out.X = in.X +5;
out.Y = in.Y -5*cos(core::DEGTORAD*rotation.X);
out.Z = in.Z - 5*sin(core::DEGTORAD*rotation.X);
return out;
}