mirror of https://github.com/axmolengine/axmol.git
aabb, obb
This commit is contained in:
parent
1e15131b2b
commit
813e954f4e
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@ -584,6 +584,14 @@
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||||||
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||||||
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||||||
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||||||
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@ -2477,6 +2485,10 @@
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||||||
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||||||
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3E9E75E31993D8E4005B7047 /* CCOBB.h */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.h; path = CCOBB.h; sourceTree = "<group>"; };
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||||||
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3E9E80E4198639EF00FA95D0 /* CCAttachNode.h */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.h; path = CCAttachNode.h; sourceTree = "<group>"; };
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3E9E80E5198639EF00FA95D0 /* CCSubMesh.cpp */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.cpp.cpp; path = CCSubMesh.cpp; sourceTree = "<group>"; };
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3E9E80E5198639EF00FA95D0 /* CCSubMesh.cpp */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.cpp.cpp; path = CCSubMesh.cpp; sourceTree = "<group>"; };
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@ -5202,6 +5214,10 @@
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B29594B81926D61F003EEF37 /* 3d */ = {
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B29594B81926D61F003EEF37 /* 3d */ = {
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isa = PBXGroup;
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isa = PBXGroup;
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children = (
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children = (
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3E9E75E01993D8E4005B7047 /* CCAABB.cpp */,
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3E9E75E11993D8E4005B7047 /* CCAABB.h */,
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3E9E75E21993D8E4005B7047 /* CCOBB.cpp */,
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|
3E9E75E31993D8E4005B7047 /* CCOBB.h */,
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3EA3EDCA199234B500645534 /* CCDrawNode3D.cpp */,
|
3EA3EDCA199234B500645534 /* CCDrawNode3D.cpp */,
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3EA3EDCB199234B500645534 /* CCDrawNode3D.h */,
|
3EA3EDCB199234B500645534 /* CCDrawNode3D.h */,
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||||||
3EA2A83E1987A6810077B3D4 /* CCSkeleton3D.cpp */,
|
3EA2A83E1987A6810077B3D4 /* CCSkeleton3D.cpp */,
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@ -5339,6 +5355,7 @@
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1A570216180BCBF40088DEC7 /* CCRenderTexture.h in Headers */,
|
1A570216180BCBF40088DEC7 /* CCRenderTexture.h in Headers */,
|
||||||
1A01C69618F57BE800EFE3A6 /* CCInteger.h in Headers */,
|
1A01C69618F57BE800EFE3A6 /* CCInteger.h in Headers */,
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||||||
3EA3EDCE199234B500645534 /* CCDrawNode3D.h in Headers */,
|
3EA3EDCE199234B500645534 /* CCDrawNode3D.h in Headers */,
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|
3E9E75EA1993D8E4005B7047 /* CCOBB.h in Headers */,
|
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1A570223180BCC1A0088DEC7 /* CCParticleBatchNode.h in Headers */,
|
1A570223180BCC1A0088DEC7 /* CCParticleBatchNode.h in Headers */,
|
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50ABBD891925AB4100A911A9 /* CCCustomCommand.h in Headers */,
|
50ABBD891925AB4100A911A9 /* CCCustomCommand.h in Headers */,
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||||||
5034CA43191D591100CE6051 /* ccShader_Label.vert in Headers */,
|
5034CA43191D591100CE6051 /* ccShader_Label.vert in Headers */,
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@ -5387,6 +5404,7 @@
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50ABBDBB1925AB4100A911A9 /* CCTextureAtlas.h in Headers */,
|
50ABBDBB1925AB4100A911A9 /* CCTextureAtlas.h in Headers */,
|
||||||
1A570302180BCE890088DEC7 /* CCParallaxNode.h in Headers */,
|
1A570302180BCE890088DEC7 /* CCParallaxNode.h in Headers */,
|
||||||
50ABBE4B1925AB6F00A911A9 /* CCEventAcceleration.h in Headers */,
|
50ABBE4B1925AB6F00A911A9 /* CCEventAcceleration.h in Headers */,
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|
3E9E75E61993D8E4005B7047 /* CCAABB.h in Headers */,
|
||||||
1A57030E180BCF190088DEC7 /* CCComponent.h in Headers */,
|
1A57030E180BCF190088DEC7 /* CCComponent.h in Headers */,
|
||||||
3E9E80EF198639EF00FA95D0 /* CCSubMesh.h in Headers */,
|
3E9E80EF198639EF00FA95D0 /* CCSubMesh.h in Headers */,
|
||||||
1A570312180BCF190088DEC7 /* CCComponentContainer.h in Headers */,
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1A570312180BCF190088DEC7 /* CCComponentContainer.h in Headers */,
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|
@ -5621,6 +5639,7 @@
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503DD8EF1926736A00CD74DD /* CCPlatformDefine.h in Headers */,
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503DD8EF1926736A00CD74DD /* CCPlatformDefine.h in Headers */,
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46A171041807CECB005B8026 /* CCPhysicsShape.h in Headers */,
|
46A171041807CECB005B8026 /* CCPhysicsShape.h in Headers */,
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||||||
50ABBD3B1925AB0000A911A9 /* CCAffineTransform.h in Headers */,
|
50ABBD3B1925AB0000A911A9 /* CCAffineTransform.h in Headers */,
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||||||
|
3E9E75EB1993D8E4005B7047 /* CCOBB.h in Headers */,
|
||||||
5034CA38191D591100CE6051 /* ccShader_PositionColorLengthTexture.vert in Headers */,
|
5034CA38191D591100CE6051 /* ccShader_PositionColorLengthTexture.vert in Headers */,
|
||||||
50ABBE7C1925AB6F00A911A9 /* CCEventMouse.h in Headers */,
|
50ABBE7C1925AB6F00A911A9 /* CCEventMouse.h in Headers */,
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||||||
B29594D11926D61F003EEF37 /* CCSprite3DMaterial.h in Headers */,
|
B29594D11926D61F003EEF37 /* CCSprite3DMaterial.h in Headers */,
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@ -5851,6 +5870,7 @@
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B6B2634019381FBF0088FE25 /* CCAnimationCurve.h in Headers */,
|
B6B2634019381FBF0088FE25 /* CCAnimationCurve.h in Headers */,
|
||||||
B6B26346193884D60088FE25 /* CCAnimation3D.h in Headers */,
|
B6B26346193884D60088FE25 /* CCAnimation3D.h in Headers */,
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||||||
B6ACD89A193D6693005E0B8A /* CCMeshSkin.h in Headers */,
|
B6ACD89A193D6693005E0B8A /* CCMeshSkin.h in Headers */,
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||||||
|
3E9E75E71993D8E4005B7047 /* CCAABB.h in Headers */,
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||||||
B6ACD8A1193DC0CC005E0B8A /* CCAnimate3D.h in Headers */,
|
B6ACD8A1193DC0CC005E0B8A /* CCAnimate3D.h in Headers */,
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||||||
B6AAF84419404E0D0069DE01 /* CCBundle3D.h in Headers */,
|
B6AAF84419404E0D0069DE01 /* CCBundle3D.h in Headers */,
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||||||
);
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);
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@ -6885,6 +6905,7 @@
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50ABBD481925AB0000A911A9 /* Mat4.cpp in Sources */,
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50ABBD481925AB0000A911A9 /* Mat4.cpp in Sources */,
|
||||||
50ABBD8F1925AB4100A911A9 /* CCGLProgramCache.cpp in Sources */,
|
50ABBD8F1925AB4100A911A9 /* CCGLProgramCache.cpp in Sources */,
|
||||||
50ABBD441925AB0000A911A9 /* CCVertex.cpp in Sources */,
|
50ABBD441925AB0000A911A9 /* CCVertex.cpp in Sources */,
|
||||||
|
3E9E75E81993D8E4005B7047 /* CCOBB.cpp in Sources */,
|
||||||
503DD8F71926B0DB00CD74DD /* CCIMEDispatcher.cpp in Sources */,
|
503DD8F71926B0DB00CD74DD /* CCIMEDispatcher.cpp in Sources */,
|
||||||
50ABBE751925AB6F00A911A9 /* CCEventListenerTouch.cpp in Sources */,
|
50ABBE751925AB6F00A911A9 /* CCEventListenerTouch.cpp in Sources */,
|
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50ABBE511925AB6F00A911A9 /* CCEventDispatcher.cpp in Sources */,
|
50ABBE511925AB6F00A911A9 /* CCEventDispatcher.cpp in Sources */,
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|
@ -6904,6 +6925,7 @@
|
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50ABBECF1925AB6F00A911A9 /* TGAlib.cpp in Sources */,
|
50ABBECF1925AB6F00A911A9 /* TGAlib.cpp in Sources */,
|
||||||
50ABBE451925AB6F00A911A9 /* CCEvent.cpp in Sources */,
|
50ABBE451925AB6F00A911A9 /* CCEvent.cpp in Sources */,
|
||||||
50ABBE611925AB6F00A911A9 /* CCEventListenerAcceleration.cpp in Sources */,
|
50ABBE611925AB6F00A911A9 /* CCEventListenerAcceleration.cpp in Sources */,
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|
3E9E75E41993D8E4005B7047 /* CCAABB.cpp in Sources */,
|
||||||
50ABBD9F1925AB4100A911A9 /* CCGroupCommand.cpp in Sources */,
|
50ABBD9F1925AB4100A911A9 /* CCGroupCommand.cpp in Sources */,
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50ABBD871925AB4100A911A9 /* CCCustomCommand.cpp in Sources */,
|
50ABBD871925AB4100A911A9 /* CCCustomCommand.cpp in Sources */,
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50ABBDBD1925AB4100A911A9 /* CCTextureCache.cpp in Sources */,
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50ABBDBD1925AB4100A911A9 /* CCTextureCache.cpp in Sources */,
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@ -7099,6 +7121,7 @@
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50ABBE6E1925AB6F00A911A9 /* CCEventListenerKeyboard.cpp in Sources */,
|
50ABBE6E1925AB6F00A911A9 /* CCEventListenerKeyboard.cpp in Sources */,
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50ABBE461925AB6F00A911A9 /* CCEvent.cpp in Sources */,
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50ABBE461925AB6F00A911A9 /* CCEvent.cpp in Sources */,
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50ABBEA01925AB6F00A911A9 /* CCScheduler.cpp in Sources */,
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50ABBEA01925AB6F00A911A9 /* CCScheduler.cpp in Sources */,
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|
3E9E75E91993D8E4005B7047 /* CCOBB.cpp in Sources */,
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3E9E80EA198639EF00FA95D0 /* CCAttachNode.cpp in Sources */,
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3E9E80EA198639EF00FA95D0 /* CCAttachNode.cpp in Sources */,
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3EA3EDCD199234B500645534 /* CCDrawNode3D.cpp in Sources */,
|
3EA3EDCD199234B500645534 /* CCDrawNode3D.cpp in Sources */,
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50ABBE4E1925AB6F00A911A9 /* CCEventCustom.cpp in Sources */,
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50ABBE4E1925AB6F00A911A9 /* CCEventCustom.cpp in Sources */,
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@ -7107,6 +7130,7 @@
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1A570076180BC5A10088DEC7 /* CCActionGrid3D.cpp in Sources */,
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1A570076180BC5A10088DEC7 /* CCActionGrid3D.cpp in Sources */,
|
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B37510851823ACA100B3BA6A /* CCPhysicsWorldInfo_chipmunk.cpp in Sources */,
|
B37510851823ACA100B3BA6A /* CCPhysicsWorldInfo_chipmunk.cpp in Sources */,
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50ABBD551925AB0000A911A9 /* TransformUtils.cpp in Sources */,
|
50ABBD551925AB0000A911A9 /* TransformUtils.cpp in Sources */,
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|
3E9E75E51993D8E4005B7047 /* CCAABB.cpp in Sources */,
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1A57007A180BC5A10088DEC7 /* CCActionInstant.cpp in Sources */,
|
1A57007A180BC5A10088DEC7 /* CCActionInstant.cpp in Sources */,
|
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50ABBEC01925AB6F00A911A9 /* CCValue.cpp in Sources */,
|
50ABBEC01925AB6F00A911A9 /* CCValue.cpp in Sources */,
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50ABBD591925AB0000A911A9 /* Vec2.cpp in Sources */,
|
50ABBD591925AB0000A911A9 /* Vec2.cpp in Sources */,
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|
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@ -0,0 +1,186 @@
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/****************************************************************************
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Copyright (c) 2014 Chukong Technologies Inc.
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|
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http://www.cocos2d-x.org
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|
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|
Permission is hereby granted, free of charge, to any person obtaining a copy
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|
of this software and associated documentation files (the "Software"), to deal
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|
in the Software without restriction, including without limitation the rights
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|
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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|
copies of the Software, and to permit persons to whom the Software is
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||||||
|
furnished to do so, subject to the following conditions:
|
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|
|
||||||
|
The above copyright notice and this permission notice shall be included in
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||||||
|
all copies or substantial portions of the Software.
|
||||||
|
|
||||||
|
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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||||||
|
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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||||||
|
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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|
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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||||||
|
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
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|
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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|
THE SOFTWARE.
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****************************************************************************/
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#include "3d/CCAABB.h"
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NS_CC_BEGIN
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AABB::AABB()
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{
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reset();
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}
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AABB::AABB(const Vec3& min, const Vec3& max)
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{
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set(min, max);
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}
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AABB::AABB(const AABB& box)
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{
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set(box._min,box._max);
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}
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Vec3 AABB::getCenter()
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{
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Vec3 center;
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center.x = 0.5f*(_min.x+_max.x);
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center.y = 0.5f*(_min.y+_max.y);
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center.z = 0.5f*(_min.z+_max.z);
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return center;
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}
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void AABB::getCorners(Vec3 *dst) const
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{
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assert(dst);
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// Near face, specified counter-clockwise looking towards the origin from the positive z-axis.
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// Left-top-front.
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dst[0].set(_min.x, _max.y, _max.z);
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// Left-bottom-front.
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dst[1].set(_min.x, _min.y, _max.z);
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// Right-bottom-front.
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dst[2].set(_max.x, _min.y, _max.z);
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// Right-top-front.
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dst[3].set(_max.x, _max.y, _max.z);
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// Far face, specified counter-clockwise looking towards the origin from the negative z-axis.
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// Right-top-back.
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dst[4].set(_max.x, _max.y, _min.z);
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// Right-bottom-back.
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dst[5].set(_max.x, _min.y, _min.z);
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||||||
|
// Left-bottom-back.
|
||||||
|
dst[6].set(_min.x, _min.y, _min.z);
|
||||||
|
// Left-top-back.
|
||||||
|
dst[7].set(_min.x, _max.y, _min.z);
|
||||||
|
}
|
||||||
|
|
||||||
|
bool AABB::intersects(const AABB& aabb) const
|
||||||
|
{
|
||||||
|
return ((_min.x >= aabb._min.x && _min.x <= aabb._max.x) || (aabb._min.x >= _min.x && aabb._min.x <= _max.x)) &&
|
||||||
|
((_min.y >= aabb._min.y && _min.y <= aabb._max.y) || (aabb._min.y >= _min.y && aabb._min.y <= _max.y)) &&
|
||||||
|
((_min.z >= aabb._min.z && _min.z <= aabb._max.z) || (aabb._min.z >= _min.z && aabb._min.z <= _max.z));
|
||||||
|
}
|
||||||
|
|
||||||
|
bool AABB::containPoint(const Vec3& point) const
|
||||||
|
{
|
||||||
|
if (point.x < _min.x) return false;
|
||||||
|
if (point.y < _min.y) return false;
|
||||||
|
if (point.z < _min.z) return false;
|
||||||
|
if (point.x > _max.x) return false;
|
||||||
|
if (point.y > _max.y) return false;
|
||||||
|
if (point.z > _max.z) return false;
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
void AABB::merge(const AABB& box)
|
||||||
|
{
|
||||||
|
// Calculate the new minimum point.
|
||||||
|
_min.x = std::min(_min.x, box._min.x);
|
||||||
|
_min.y = std::min(_min.y, box._min.y);
|
||||||
|
_min.z = std::min(_min.z, box._min.z);
|
||||||
|
|
||||||
|
// Calculate the new maximum point.
|
||||||
|
_max.x = std::max(_max.x, box._max.x);
|
||||||
|
_max.y = std::max(_max.y, box._max.y);
|
||||||
|
_max.z = std::max(_max.z, box._max.z);
|
||||||
|
}
|
||||||
|
|
||||||
|
void AABB::set(const Vec3& min, const Vec3& max)
|
||||||
|
{
|
||||||
|
this->_min = min;
|
||||||
|
this->_max = max;
|
||||||
|
}
|
||||||
|
|
||||||
|
void AABB::reset()
|
||||||
|
{
|
||||||
|
_min.set(99999.0f, 99999.0f, 99999.0f);
|
||||||
|
_max.set(-99999.0f, -99999.0f, -99999.0f);
|
||||||
|
}
|
||||||
|
|
||||||
|
void AABB::updateMinMax(const Vec3* point, ssize_t num)
|
||||||
|
{
|
||||||
|
for (ssize_t i = 0; i < num; i++)
|
||||||
|
{
|
||||||
|
// Leftmost point.
|
||||||
|
if (point[i].x < _min.x)
|
||||||
|
_min.x = point[i].x;
|
||||||
|
|
||||||
|
// Lowest point.
|
||||||
|
if (point[i].y < _min.y)
|
||||||
|
_min.y = point[i].y;
|
||||||
|
|
||||||
|
// Farthest point.
|
||||||
|
if (point[i].z < _min.z)
|
||||||
|
_min.z = point[i].z;
|
||||||
|
|
||||||
|
// Rightmost point.
|
||||||
|
if (point[i].x > _max.x)
|
||||||
|
_max.x = point[i].x;
|
||||||
|
|
||||||
|
// Highest point.
|
||||||
|
if (point[i].y > _max.y)
|
||||||
|
_max.y = point[i].y;
|
||||||
|
|
||||||
|
// Nearest point.
|
||||||
|
if (point[i].z > _max.z)
|
||||||
|
_max.z = point[i].z;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void AABB::transform(const Mat4& matrix)
|
||||||
|
{
|
||||||
|
Vec3 corners[8];
|
||||||
|
// Near face, specified counter-clockwise
|
||||||
|
// Left-top-front.
|
||||||
|
corners[0].set(_min.x, _max.y, _max.z);
|
||||||
|
// Left-bottom-front.
|
||||||
|
corners[1].set(_min.x, _min.y, _max.z);
|
||||||
|
// Right-bottom-front.
|
||||||
|
corners[2].set(_max.x, _min.y, _max.z);
|
||||||
|
// Right-top-front.
|
||||||
|
corners[3].set(_max.x, _max.y, _max.z);
|
||||||
|
|
||||||
|
// Far face, specified clockwise
|
||||||
|
// Right-top-back.
|
||||||
|
corners[4].set(_max.x, _max.y, _min.z);
|
||||||
|
// Right-bottom-back.
|
||||||
|
corners[5].set(_max.x, _min.y, _min.z);
|
||||||
|
// Left-bottom-back.
|
||||||
|
corners[6].set(_min.x, _min.y, _min.z);
|
||||||
|
// Left-top-back.
|
||||||
|
corners[7].set(_min.x, _max.y, _min.z);
|
||||||
|
|
||||||
|
// Transform the corners, recalculating the min and max points along the way.
|
||||||
|
//matrix.transformPoint(&corners[0]);
|
||||||
|
|
||||||
|
for (int i = 0; i < 8; i++)
|
||||||
|
matrix.transformPoint(&corners[i]);
|
||||||
|
|
||||||
|
reset();
|
||||||
|
|
||||||
|
updateMinMax(corners, 8);
|
||||||
|
}
|
||||||
|
|
||||||
|
NS_CC_END
|
|
@ -0,0 +1,114 @@
|
||||||
|
/****************************************************************************
|
||||||
|
Copyright (c) 2014 Chukong Technologies Inc.
|
||||||
|
|
||||||
|
http://www.cocos2d-x.org
|
||||||
|
|
||||||
|
Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||||
|
of this software and associated documentation files (the "Software"), to deal
|
||||||
|
in the Software without restriction, including without limitation the rights
|
||||||
|
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||||
|
copies of the Software, and to permit persons to whom the Software is
|
||||||
|
furnished to do so, subject to the following conditions:
|
||||||
|
|
||||||
|
The above copyright notice and this permission notice shall be included in
|
||||||
|
all copies or substantial portions of the Software.
|
||||||
|
|
||||||
|
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||||
|
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||||
|
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||||
|
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||||
|
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||||
|
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
|
||||||
|
THE SOFTWARE.
|
||||||
|
****************************************************************************/
|
||||||
|
|
||||||
|
#ifndef __CC_AABB_H__
|
||||||
|
#define __CC_AABB_H__
|
||||||
|
|
||||||
|
#include "base/ccMacros.h"
|
||||||
|
#include "math/CCMath.h"
|
||||||
|
|
||||||
|
NS_CC_BEGIN
|
||||||
|
|
||||||
|
class CC_DLL AABB
|
||||||
|
{
|
||||||
|
|
||||||
|
public:
|
||||||
|
/**
|
||||||
|
* Constructor.
|
||||||
|
*/
|
||||||
|
AABB();
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Constructor.
|
||||||
|
*/
|
||||||
|
AABB(const Vec3& min, const Vec3& max);
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Constructor.
|
||||||
|
*/
|
||||||
|
AABB(const AABB& box);
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Gets the center point of the bounding box.
|
||||||
|
*/
|
||||||
|
Vec3 getCenter();
|
||||||
|
|
||||||
|
/* Near face, specified counter-clockwise looking towards the origin from the positive z-axis.
|
||||||
|
* verts[0] : left top front
|
||||||
|
* verts[1] : left bottom front
|
||||||
|
* verts[2] : right bottom front
|
||||||
|
* verts[3] : right top front
|
||||||
|
*
|
||||||
|
* Far face, specified counter-clockwise looking towards the origin from the negative z-axis.
|
||||||
|
* verts[4] : right top back
|
||||||
|
* verts[5] : right bottom back
|
||||||
|
* verts[6] : left bottom back
|
||||||
|
* verts[7] : left top back
|
||||||
|
*/
|
||||||
|
void getCorners(Vec3 *dst) const;
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Tests whether this bounding box intersects the specified bounding object.
|
||||||
|
*/
|
||||||
|
bool intersects(const AABB& aabb) const;
|
||||||
|
|
||||||
|
/**
|
||||||
|
* check whether the point is in.
|
||||||
|
*/
|
||||||
|
bool containPoint(const Vec3& point) const;
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Sets this bounding box to the smallest bounding box
|
||||||
|
* that contains both this bounding object and the specified bounding box.
|
||||||
|
*/
|
||||||
|
void merge(const AABB& box);
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Sets this bounding box to the specified values.
|
||||||
|
*/
|
||||||
|
void set(const Vec3& min, const Vec3& max);
|
||||||
|
|
||||||
|
/**
|
||||||
|
* reset min and max value.
|
||||||
|
*/
|
||||||
|
void reset();
|
||||||
|
|
||||||
|
/**
|
||||||
|
* update the _min and _max from the given point.
|
||||||
|
*/
|
||||||
|
void updateMinMax(const Vec3* point, ssize_t num);
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Transforms the bounding box by the given transformation matrix.
|
||||||
|
*/
|
||||||
|
void transform(const Mat4& matrix);
|
||||||
|
|
||||||
|
public:
|
||||||
|
Vec3 _min;
|
||||||
|
Vec3 _max;
|
||||||
|
};
|
||||||
|
|
||||||
|
NS_CC_END
|
||||||
|
|
||||||
|
#endif
|
|
@ -0,0 +1,439 @@
|
||||||
|
/****************************************************************************
|
||||||
|
Copyright (c) 2014 Chukong Technologies Inc.
|
||||||
|
|
||||||
|
http://www.cocos2d-x.org
|
||||||
|
|
||||||
|
Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||||
|
of this software and associated documentation files (the "Software"), to deal
|
||||||
|
in the Software without restriction, including without limitation the rights
|
||||||
|
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||||
|
copies of the Software, and to permit persons to whom the Software is
|
||||||
|
furnished to do so, subject to the following conditions:
|
||||||
|
|
||||||
|
The above copyright notice and this permission notice shall be included in
|
||||||
|
all copies or substantial portions of the Software.
|
||||||
|
|
||||||
|
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||||
|
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||||
|
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||||
|
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||||
|
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||||
|
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
|
||||||
|
THE SOFTWARE.
|
||||||
|
****************************************************************************/
|
||||||
|
|
||||||
|
#include "3d/CCOBB.h"
|
||||||
|
|
||||||
|
NS_CC_BEGIN
|
||||||
|
|
||||||
|
#define ROTATE(a,i,j,k,l) g=a.m[i + 4 * j]; h=a.m[k + 4 * l]; a.m[i + 4 * j]=(float)(g-s*(h+g*tau)); a.m[k + 4 * l]=(float)(h+s*(g-h*tau));
|
||||||
|
|
||||||
|
static Mat4 _convarianceMatrix(const Vec3* aVertPos, int nVertCount)
|
||||||
|
{
|
||||||
|
int i;
|
||||||
|
Mat4 Cov;
|
||||||
|
|
||||||
|
double S1[3];
|
||||||
|
double S2[3][3];
|
||||||
|
|
||||||
|
S1[0] = S1[1] = S1[2] = 0.0;
|
||||||
|
S2[0][0] = S2[1][0] = S2[2][0] = 0.0;
|
||||||
|
S2[0][1] = S2[1][1] = S2[2][1] = 0.0;
|
||||||
|
S2[0][2] = S2[1][2] = S2[2][2] = 0.0;
|
||||||
|
|
||||||
|
// get center of mass
|
||||||
|
for(i=0; i<nVertCount; i++)
|
||||||
|
{
|
||||||
|
S1[0] += aVertPos[i].x;
|
||||||
|
S1[1] += aVertPos[i].y;
|
||||||
|
S1[2] += aVertPos[i].z;
|
||||||
|
|
||||||
|
S2[0][0] += aVertPos[i].x * aVertPos[i].x;
|
||||||
|
S2[1][1] += aVertPos[i].y * aVertPos[i].y;
|
||||||
|
S2[2][2] += aVertPos[i].z * aVertPos[i].z;
|
||||||
|
S2[0][1] += aVertPos[i].x * aVertPos[i].y;
|
||||||
|
S2[0][2] += aVertPos[i].x * aVertPos[i].z;
|
||||||
|
S2[1][2] += aVertPos[i].y * aVertPos[i].z;
|
||||||
|
}
|
||||||
|
|
||||||
|
float n = (float)nVertCount;
|
||||||
|
// now get covariances
|
||||||
|
Cov.m[0] = (float)(S2[0][0] - S1[0]*S1[0] / n) / n;
|
||||||
|
Cov.m[5] = (float)(S2[1][1] - S1[1]*S1[1] / n) / n;
|
||||||
|
Cov.m[10] = (float)(S2[2][2] - S1[2]*S1[2] / n) / n;
|
||||||
|
Cov.m[4] = (float)(S2[0][1] - S1[0]*S1[1] / n) / n;
|
||||||
|
Cov.m[9] = (float)(S2[1][2] - S1[1]*S1[2] / n) / n;
|
||||||
|
Cov.m[8] = (float)(S2[0][2] - S1[0]*S1[2] / n) / n;
|
||||||
|
Cov.m[1] = Cov.m[4];
|
||||||
|
Cov.m[2] = Cov.m[8];
|
||||||
|
Cov.m[6] = Cov.m[9];
|
||||||
|
|
||||||
|
return Cov;
|
||||||
|
}
|
||||||
|
|
||||||
|
static float& _getElement( Vec3& point, int index)
|
||||||
|
{
|
||||||
|
if (index == 0)
|
||||||
|
return point.x;
|
||||||
|
if (index == 1)
|
||||||
|
return point.y;
|
||||||
|
if (index == 2)
|
||||||
|
return point.z;
|
||||||
|
|
||||||
|
CC_ASSERT(0);
|
||||||
|
return point.x;
|
||||||
|
}
|
||||||
|
|
||||||
|
static void _eigenVectors(Mat4* vout, Vec3* dout, Mat4 a)
|
||||||
|
{
|
||||||
|
int n = 3;
|
||||||
|
int j,iq,ip,i;
|
||||||
|
double tresh,theta,tau,t,sm,s,h,g,c;
|
||||||
|
int nrot;
|
||||||
|
Vec3 b;
|
||||||
|
Vec3 z;
|
||||||
|
Mat4 v;
|
||||||
|
Vec3 d;
|
||||||
|
|
||||||
|
v = Mat4::IDENTITY;
|
||||||
|
for(ip=0; ip<n; ip++)
|
||||||
|
{
|
||||||
|
_getElement(b, ip) = a.m[ip + 4 * ip];
|
||||||
|
_getElement(d, ip) = a.m[ip + 4 * ip];
|
||||||
|
_getElement(z, ip) = 0.0;
|
||||||
|
}
|
||||||
|
|
||||||
|
nrot = 0;
|
||||||
|
|
||||||
|
for(i=0; i<50; i++)
|
||||||
|
{
|
||||||
|
sm=0.0;
|
||||||
|
for(ip=0; ip<n; ip++) for(iq=ip+1;iq<n;iq++) sm+=fabs(a.m[ip + 4 * iq]);
|
||||||
|
if( sm == 0.0 )
|
||||||
|
{
|
||||||
|
v.transpose();
|
||||||
|
*vout = v;
|
||||||
|
*dout = d;
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (i < 3) tresh = 0.2 * sm / (n*n);
|
||||||
|
else tresh=0.0;
|
||||||
|
|
||||||
|
for(ip=0; ip<n; ip++)
|
||||||
|
{
|
||||||
|
for(iq=ip+1; iq<n; iq++)
|
||||||
|
{
|
||||||
|
g = 100.0*fabs(a.m[ip + iq * 4]);
|
||||||
|
|
||||||
|
float dmip = _getElement(d, ip);
|
||||||
|
float dmiq = _getElement(d, iq);
|
||||||
|
if( i>3 && fabs(dmip)+g==fabs(dmip) && fabs(dmiq)+g==fabs(dmiq) )
|
||||||
|
a.m[ip + 4 * iq]=0.0;
|
||||||
|
else if (fabs(a.m[ip + 4 * iq])>tresh)
|
||||||
|
{
|
||||||
|
h = dmiq-dmip;
|
||||||
|
if (fabs(h)+g == fabs(h))
|
||||||
|
t=(a.m[ip + 4 * iq])/h;
|
||||||
|
else
|
||||||
|
{
|
||||||
|
theta=0.5*h/(a.m[ip + 4 * iq]);
|
||||||
|
t=1.0/(fabs(theta)+sqrt(1.0+theta*theta));
|
||||||
|
if (theta < 0.0) t = -t;
|
||||||
|
}
|
||||||
|
c=1.0/sqrt(1+t*t);
|
||||||
|
s=t*c;
|
||||||
|
tau=s/(1.0+c);
|
||||||
|
h=t*a.m[ip + 4 * iq];
|
||||||
|
_getElement(z, ip) -= (float)h;
|
||||||
|
_getElement(z, iq) += (float)h;
|
||||||
|
_getElement(d, ip) -= (float)h;
|
||||||
|
_getElement(d, iq) += (float)h;
|
||||||
|
a.m[ip + 4 * iq]=0.0;
|
||||||
|
for(j=0;j<ip;j++) { ROTATE(a,j,ip,j,iq); }
|
||||||
|
for(j=ip+1;j<iq;j++) { ROTATE(a,ip,j,j,iq); }
|
||||||
|
for(j=iq+1;j<n;j++) { ROTATE(a,ip,j,iq,j); }
|
||||||
|
for(j=0;j<n;j++) { ROTATE(v,j,ip,j,iq); }
|
||||||
|
nrot++;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
for(ip=0;ip<n;ip++)
|
||||||
|
{
|
||||||
|
_getElement(b, ip) += _getElement(z, ip);
|
||||||
|
_getElement(d, ip) = _getElement(b, ip);
|
||||||
|
_getElement(z, ip) = 0.0f;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
v.transpose();
|
||||||
|
*vout = v;
|
||||||
|
*dout = d;
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
static Mat4 _GetOBBOrientation(const Vec3* aVertPos, int nVertCount)
|
||||||
|
{
|
||||||
|
Mat4 Cov;
|
||||||
|
|
||||||
|
if (nVertCount <= 0)
|
||||||
|
return Mat4::IDENTITY;
|
||||||
|
|
||||||
|
Cov = _convarianceMatrix(aVertPos, nVertCount);
|
||||||
|
|
||||||
|
// now get eigenvectors
|
||||||
|
Mat4 Evecs;
|
||||||
|
Vec3 Evals;
|
||||||
|
_eigenVectors(&Evecs, &Evals, Cov);
|
||||||
|
|
||||||
|
Evecs.transpose();
|
||||||
|
|
||||||
|
return Evecs;
|
||||||
|
}
|
||||||
|
|
||||||
|
OBB::OBB()
|
||||||
|
{
|
||||||
|
reset();
|
||||||
|
}
|
||||||
|
|
||||||
|
OBB::OBB(const AABB& aabb)
|
||||||
|
{
|
||||||
|
reset();
|
||||||
|
|
||||||
|
_center = (aabb._min + aabb._max);
|
||||||
|
_center.scale(0.5f);
|
||||||
|
_xAxis = Vec3(1.0f, 0.0f, 0.0f);
|
||||||
|
_yAxis = Vec3(0.0f, 1.0f, 0.0f);
|
||||||
|
_zAxis = Vec3(0.0f, 0.0f, 1.0f);
|
||||||
|
|
||||||
|
_extents = aabb._max - aabb._min;
|
||||||
|
_extents.scale(0.5f);
|
||||||
|
}
|
||||||
|
|
||||||
|
OBB::OBB(const Vec3* verts, int nVerts)
|
||||||
|
{
|
||||||
|
if (!nVerts) return;
|
||||||
|
|
||||||
|
reset();
|
||||||
|
|
||||||
|
Mat4 matTransform = _GetOBBOrientation(verts, nVerts);
|
||||||
|
|
||||||
|
// For matTransform is orthogonal, so the inverse matrix is just rotate it;
|
||||||
|
matTransform.transpose();
|
||||||
|
|
||||||
|
Vec3 vecMax = matTransform * Vec3(verts[0].x, verts[0].y, verts[0].z);
|
||||||
|
|
||||||
|
Vec3 vecMin = vecMax;
|
||||||
|
|
||||||
|
for (int i=1; i < nVerts; i++)
|
||||||
|
{
|
||||||
|
Vec3 vect = matTransform * Vec3(verts[i].x, verts[i].y, verts[i].z);
|
||||||
|
|
||||||
|
vecMax.x = vecMax.x > vect.x ? vecMax.x : vect.x;
|
||||||
|
vecMax.y = vecMax.y > vect.y ? vecMax.y : vect.y;
|
||||||
|
vecMax.z = vecMax.z > vect.z ? vecMax.z : vect.z;
|
||||||
|
|
||||||
|
vecMin.x = vecMin.x < vect.x ? vecMin.x : vect.x;
|
||||||
|
vecMin.y = vecMin.y < vect.y ? vecMin.y : vect.y;
|
||||||
|
vecMin.z = vecMin.z < vect.z ? vecMin.z : vect.z;
|
||||||
|
}
|
||||||
|
|
||||||
|
matTransform.transpose();
|
||||||
|
|
||||||
|
_xAxis = Vec3(matTransform.m[0], matTransform.m[1], matTransform.m[2]);
|
||||||
|
_yAxis = Vec3(matTransform.m[4], matTransform.m[5], matTransform.m[6]);
|
||||||
|
_zAxis = Vec3(matTransform.m[8], matTransform.m[9], matTransform.m[10]);
|
||||||
|
|
||||||
|
_center = 0.5f * (vecMax + vecMin);
|
||||||
|
_center *= matTransform;
|
||||||
|
|
||||||
|
_xAxis.normalize();
|
||||||
|
_yAxis.normalize();
|
||||||
|
_zAxis.normalize();
|
||||||
|
|
||||||
|
_extents = 0.5f * (vecMax - vecMin);
|
||||||
|
}
|
||||||
|
|
||||||
|
bool OBB::containPoint(const Vec3& point) const
|
||||||
|
{
|
||||||
|
Vec3 vd = point - _center;
|
||||||
|
|
||||||
|
float d = vd.dot(_xAxis);
|
||||||
|
if (d > _extents.x || d < -_extents.x)
|
||||||
|
return false;
|
||||||
|
|
||||||
|
d = vd.dot(_yAxis);
|
||||||
|
if (d > _extents.y || d < -_extents.y)
|
||||||
|
return false;
|
||||||
|
|
||||||
|
d = vd.dot(_zAxis);
|
||||||
|
if (d > _extents.z || d < -_extents.z)
|
||||||
|
return false;
|
||||||
|
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
void OBB::set(const Vec3& center, const Vec3& xAxis, const Vec3& yAxis, const Vec3& zAxis, const Vec3& extents)
|
||||||
|
{
|
||||||
|
_center = center;
|
||||||
|
_xAxis = xAxis;
|
||||||
|
_yAxis = yAxis;
|
||||||
|
_zAxis = zAxis;
|
||||||
|
_extents = extents;
|
||||||
|
}
|
||||||
|
|
||||||
|
void OBB::reset()
|
||||||
|
{
|
||||||
|
memset(this, 0, sizeof(OBB));
|
||||||
|
}
|
||||||
|
|
||||||
|
void OBB::getCorners(Vec3* verts) const
|
||||||
|
{
|
||||||
|
Vec3 extX = _xAxis * _extents.x;
|
||||||
|
Vec3 extY = _yAxis * _extents.y;
|
||||||
|
Vec3 extZ = _zAxis * _extents.z;
|
||||||
|
|
||||||
|
verts[0] = _center - extX + extY + extZ; // left top front
|
||||||
|
verts[1] = _center - extX - extY + extZ; // left bottom front
|
||||||
|
verts[2] = _center + extX - extY + extZ; // right bottom front
|
||||||
|
verts[3] = _center + extX + extY + extZ; // right top front
|
||||||
|
|
||||||
|
verts[4] = _center + extX + extY - extZ; // right top back
|
||||||
|
verts[5] = _center + extX - extY - extZ; // right bottom back
|
||||||
|
verts[6] = _center - extX - extY - extZ; // left bottom back
|
||||||
|
verts[7] = _center - extX + extY - extZ; // left top back
|
||||||
|
}
|
||||||
|
|
||||||
|
float OBB::projectPoint(const Vec3& point, const Vec3& axis)const
|
||||||
|
{
|
||||||
|
float dot = axis.dot(point);
|
||||||
|
float ret = dot * point.length();
|
||||||
|
return ret;
|
||||||
|
}
|
||||||
|
|
||||||
|
void OBB::getInterval(const OBB& box, const Vec3& axis, float &min, float &max)const
|
||||||
|
{
|
||||||
|
Vec3 corners[8];
|
||||||
|
box.getCorners(corners);
|
||||||
|
float value;
|
||||||
|
min = max = projectPoint(axis, corners[0]);
|
||||||
|
for(int i = 1; i < 8; i++)
|
||||||
|
{
|
||||||
|
value = projectPoint(axis, corners[i]);
|
||||||
|
min = MIN(min, value);
|
||||||
|
max = MAX(max, value);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
Vec3 OBB::getEdgeDir(int index)const
|
||||||
|
{
|
||||||
|
Vec3 corners[8];
|
||||||
|
getCorners(corners);
|
||||||
|
|
||||||
|
Vec3 tmpLine;
|
||||||
|
switch(index)
|
||||||
|
{
|
||||||
|
case 0:// edge with x axis
|
||||||
|
tmpLine = corners[5] - corners[6];
|
||||||
|
tmpLine.normalize();
|
||||||
|
break;
|
||||||
|
case 1:// edge with y axis
|
||||||
|
tmpLine = corners[7] - corners[6];
|
||||||
|
tmpLine.normalize();
|
||||||
|
break;
|
||||||
|
case 2:// edge with z axis
|
||||||
|
tmpLine = corners[1] - corners[6];
|
||||||
|
tmpLine.normalize();
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
return tmpLine;
|
||||||
|
}
|
||||||
|
|
||||||
|
Vec3 OBB::getFaceDir(int index) const
|
||||||
|
{
|
||||||
|
Vec3 corners[8];
|
||||||
|
getCorners(corners);
|
||||||
|
|
||||||
|
Vec3 faceDir, v0, v1;
|
||||||
|
switch(index)
|
||||||
|
{
|
||||||
|
case 0:// front and back
|
||||||
|
v0 = corners[2] - corners[1];
|
||||||
|
v1 = corners[0] - corners[1];
|
||||||
|
Vec3::cross(v0, v1, &faceDir);
|
||||||
|
faceDir.normalize();
|
||||||
|
break;
|
||||||
|
case 1:// left and right
|
||||||
|
v0 = corners[5] - corners[2];
|
||||||
|
v1 = corners[3] - corners[2];
|
||||||
|
Vec3::cross(v0, v1, &faceDir);
|
||||||
|
faceDir.normalize();
|
||||||
|
break;
|
||||||
|
case 2:// top and bottom
|
||||||
|
v0 = corners[1] - corners[2];
|
||||||
|
v1 = corners[5] - corners[2];
|
||||||
|
Vec3::cross(v0, v1, &faceDir);
|
||||||
|
faceDir.normalize();
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
return faceDir;
|
||||||
|
}
|
||||||
|
|
||||||
|
bool OBB::intersects(const OBB& box) const
|
||||||
|
{
|
||||||
|
float min1, max1, min2, max2;
|
||||||
|
for (int i = 0; i < 3; i++)
|
||||||
|
{
|
||||||
|
getInterval(*this, getFaceDir(i), min1, max1);
|
||||||
|
getInterval(box, getFaceDir(i), min2, max2);
|
||||||
|
if (max1 < min2 || max2 < min1) return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
for (int i = 0; i < 3; i++)
|
||||||
|
{
|
||||||
|
getInterval(*this, box.getFaceDir(i), min1, max1);
|
||||||
|
getInterval(box, box.getFaceDir(i), min2, max2);
|
||||||
|
if (max1 < min2 || max2 < min1) return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
for (int i = 0; i < 3; i++)
|
||||||
|
{
|
||||||
|
for (int j = 0; j < 3; j++)
|
||||||
|
{
|
||||||
|
Vec3 axis;
|
||||||
|
Vec3::cross(getEdgeDir(i), box.getEdgeDir(j), &axis);
|
||||||
|
getInterval(*this, axis, min1, max1);
|
||||||
|
getInterval(box, axis, min2, max2);
|
||||||
|
if (max1 < min2 || max2 < min1) return false;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
void OBB::transform(const Mat4& mat)
|
||||||
|
{
|
||||||
|
Vec4 newcenter = mat * Vec4(_center.x, _center.y, _center.z, 1.0f);// center;
|
||||||
|
_center.x = newcenter.x;
|
||||||
|
_center.y = newcenter.y;
|
||||||
|
_center.z = newcenter.z;
|
||||||
|
|
||||||
|
_xAxis = mat * _xAxis;
|
||||||
|
_yAxis = mat * _yAxis;
|
||||||
|
_zAxis = mat * _zAxis;
|
||||||
|
|
||||||
|
_xAxis.normalize();
|
||||||
|
_yAxis.normalize();
|
||||||
|
_zAxis.normalize();
|
||||||
|
|
||||||
|
Vec3 scale, trans;
|
||||||
|
Quaternion quat;
|
||||||
|
mat.decompose(&scale, &quat, &trans);
|
||||||
|
|
||||||
|
_extents.x *= scale.x;
|
||||||
|
_extents.y *= scale.y;
|
||||||
|
_extents.z *= scale.z;
|
||||||
|
}
|
||||||
|
|
||||||
|
NS_CC_END
|
|
@ -0,0 +1,117 @@
|
||||||
|
/****************************************************************************
|
||||||
|
Copyright (c) 2014 Chukong Technologies Inc.
|
||||||
|
|
||||||
|
http://www.cocos2d-x.org
|
||||||
|
|
||||||
|
Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||||
|
of this software and associated documentation files (the "Software"), to deal
|
||||||
|
in the Software without restriction, including without limitation the rights
|
||||||
|
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||||
|
copies of the Software, and to permit persons to whom the Software is
|
||||||
|
furnished to do so, subject to the following conditions:
|
||||||
|
|
||||||
|
The above copyright notice and this permission notice shall be included in
|
||||||
|
all copies or substantial portions of the Software.
|
||||||
|
|
||||||
|
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||||
|
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||||
|
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||||
|
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||||
|
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||||
|
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
|
||||||
|
THE SOFTWARE.
|
||||||
|
****************************************************************************/
|
||||||
|
|
||||||
|
#ifndef __CC_OBB_H__
|
||||||
|
#define __CC_OBB_H__
|
||||||
|
|
||||||
|
#include "CCAABB.h"
|
||||||
|
|
||||||
|
NS_CC_BEGIN
|
||||||
|
|
||||||
|
class CC_DLL OBB
|
||||||
|
{
|
||||||
|
public:
|
||||||
|
OBB();
|
||||||
|
|
||||||
|
/*
|
||||||
|
* Construct obb from oriented bounding box
|
||||||
|
*/
|
||||||
|
OBB(const AABB& aabb);
|
||||||
|
|
||||||
|
/*
|
||||||
|
* Construct obb from points
|
||||||
|
*/
|
||||||
|
OBB(const Vec3* verts, int nVerts);
|
||||||
|
|
||||||
|
/*
|
||||||
|
* Check point in
|
||||||
|
*/
|
||||||
|
bool containPoint(const Vec3& point) const;
|
||||||
|
|
||||||
|
/*
|
||||||
|
* Specify obb values
|
||||||
|
*/
|
||||||
|
void set(const Vec3& center, const Vec3& _xAxis, const Vec3& _yAxis, const Vec3& _zAxis, const Vec3& _extents);
|
||||||
|
|
||||||
|
/*
|
||||||
|
* Clear obb
|
||||||
|
*/
|
||||||
|
void reset();
|
||||||
|
|
||||||
|
/* face to the obb's -z direction
|
||||||
|
* verts[0] : left top front
|
||||||
|
* verts[1] : left bottom front
|
||||||
|
* verts[2] : right bottom front
|
||||||
|
* verts[3] : right top front
|
||||||
|
*
|
||||||
|
* face to the obb's z direction
|
||||||
|
* verts[4] : right top back
|
||||||
|
* verts[5] : right bottom back
|
||||||
|
* verts[6] : left bottom back
|
||||||
|
* verts[7] : left top back
|
||||||
|
*/
|
||||||
|
void getCorners(Vec3* verts) const;
|
||||||
|
|
||||||
|
/*
|
||||||
|
* Check intersect with other
|
||||||
|
*/
|
||||||
|
bool intersects(const OBB& box) const;
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Transforms the obb by the given transformation matrix.
|
||||||
|
*/
|
||||||
|
void transform(const Mat4& mat);
|
||||||
|
|
||||||
|
protected:
|
||||||
|
/*
|
||||||
|
* Project point to the target axis
|
||||||
|
*/
|
||||||
|
float projectPoint(const Vec3& point, const Vec3& axis) const;
|
||||||
|
|
||||||
|
/*
|
||||||
|
* Calculate the min and max project value of through the box's corners
|
||||||
|
*/
|
||||||
|
void getInterval(const OBB& box, const Vec3& axis, float &min, float &max) const;
|
||||||
|
|
||||||
|
/*
|
||||||
|
* Get the edege of x y z axis direction
|
||||||
|
*/
|
||||||
|
Vec3 getEdgeDir(int index) const;
|
||||||
|
|
||||||
|
/*
|
||||||
|
* Get the face of x y z axis direction
|
||||||
|
*/
|
||||||
|
Vec3 getFaceDir(int index) const;
|
||||||
|
|
||||||
|
public:
|
||||||
|
Vec3 _center; // obb center
|
||||||
|
Vec3 _xAxis; // x axis of obb, unit vector
|
||||||
|
Vec3 _yAxis; // y axis of obb, unit vecotr
|
||||||
|
Vec3 _zAxis; // z axis of obb, unit vector
|
||||||
|
Vec3 _extents; // obb length along each axis
|
||||||
|
};
|
||||||
|
|
||||||
|
NS_CC_END
|
||||||
|
|
||||||
|
#endif
|
|
@ -1,4 +1,6 @@
|
||||||
set(COCOS_3D_SRC
|
set(COCOS_3D_SRC
|
||||||
|
3d/CCAABB.cpp
|
||||||
|
3d/CCOBB.cpp
|
||||||
3d/CCDrawNode3D.cpp
|
3d/CCDrawNode3D.cpp
|
||||||
3d/CCSkeleton3D.cpp
|
3d/CCSkeleton3D.cpp
|
||||||
3d/CCAttachNode.cpp
|
3d/CCAttachNode.cpp
|
||||||
|
|
|
@ -74,6 +74,8 @@ cocos2d.cpp \
|
||||||
2d/CCTransitionPageTurn.cpp \
|
2d/CCTransitionPageTurn.cpp \
|
||||||
2d/CCTransitionProgress.cpp \
|
2d/CCTransitionProgress.cpp \
|
||||||
2d/CCTweenFunction.cpp \
|
2d/CCTweenFunction.cpp \
|
||||||
|
3d/CCAABB.cpp \
|
||||||
|
3d/CCOBB.cpp \
|
||||||
3d/CCAnimate3D.cpp \
|
3d/CCAnimate3D.cpp \
|
||||||
3d/CCAnimation3D.cpp \
|
3d/CCAnimation3D.cpp \
|
||||||
3d/CCAttachNode.cpp \
|
3d/CCAttachNode.cpp \
|
||||||
|
|
|
@ -192,6 +192,10 @@
|
||||||
"cocos/2d/cocos2dx.props",
|
"cocos/2d/cocos2dx.props",
|
||||||
"cocos/2d/libcocos2d.vcxproj",
|
"cocos/2d/libcocos2d.vcxproj",
|
||||||
"cocos/2d/libcocos2d.vcxproj.filters",
|
"cocos/2d/libcocos2d.vcxproj.filters",
|
||||||
|
"cocos/3d/CCAABB.cpp",
|
||||||
|
"cocos/3d/CCAABB.h”,
|
||||||
|
"cocos/3d/CCOBB.cpp",
|
||||||
|
"cocos/3d/CCOBB.h”,
|
||||||
"cocos/3d/CCAnimate3D.cpp",
|
"cocos/3d/CCAnimate3D.cpp",
|
||||||
"cocos/3d/CCAnimate3D.h",
|
"cocos/3d/CCAnimate3D.h",
|
||||||
"cocos/3d/CCAnimation3D.cpp",
|
"cocos/3d/CCAnimation3D.cpp",
|
||||||
|
|
Loading…
Reference in New Issue