mirror of https://github.com/axmolengine/axmol.git
440 lines
12 KiB
C++
Executable File
440 lines
12 KiB
C++
Executable File
/****************************************************************************
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Copyright (c) 2014 Chukong Technologies Inc.
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http://www.cocos2d-x.org
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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.
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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/CCOBB.h"
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NS_CC_BEGIN
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#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));
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static Mat4 _convarianceMatrix(const Vec3* aVertPos, int nVertCount)
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{
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int i;
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Mat4 Cov;
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double S1[3];
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double S2[3][3];
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S1[0] = S1[1] = S1[2] = 0.0;
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S2[0][0] = S2[1][0] = S2[2][0] = 0.0;
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S2[0][1] = S2[1][1] = S2[2][1] = 0.0;
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S2[0][2] = S2[1][2] = S2[2][2] = 0.0;
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// get center of mass
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for(i=0; i<nVertCount; i++)
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{
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S1[0] += aVertPos[i].x;
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S1[1] += aVertPos[i].y;
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S1[2] += aVertPos[i].z;
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S2[0][0] += aVertPos[i].x * aVertPos[i].x;
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S2[1][1] += aVertPos[i].y * aVertPos[i].y;
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S2[2][2] += aVertPos[i].z * aVertPos[i].z;
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S2[0][1] += aVertPos[i].x * aVertPos[i].y;
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S2[0][2] += aVertPos[i].x * aVertPos[i].z;
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S2[1][2] += aVertPos[i].y * aVertPos[i].z;
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}
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float n = (float)nVertCount;
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// now get covariances
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Cov.m[0] = (float)(S2[0][0] - S1[0]*S1[0] / n) / n;
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Cov.m[5] = (float)(S2[1][1] - S1[1]*S1[1] / n) / n;
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Cov.m[10] = (float)(S2[2][2] - S1[2]*S1[2] / n) / n;
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Cov.m[4] = (float)(S2[0][1] - S1[0]*S1[1] / n) / n;
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Cov.m[9] = (float)(S2[1][2] - S1[1]*S1[2] / n) / n;
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Cov.m[8] = (float)(S2[0][2] - S1[0]*S1[2] / n) / n;
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Cov.m[1] = Cov.m[4];
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Cov.m[2] = Cov.m[8];
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Cov.m[6] = Cov.m[9];
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return Cov;
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}
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static float& _getElement( Vec3& point, int index)
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{
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if (index == 0)
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return point.x;
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if (index == 1)
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return point.y;
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if (index == 2)
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return point.z;
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CC_ASSERT(0);
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return point.x;
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}
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static void _eigenVectors(Mat4* vout, Vec3* dout, Mat4 a)
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{
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int n = 3;
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int j,iq,ip,i;
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double tresh,theta,tau,t,sm,s,h,g,c;
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int nrot;
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Vec3 b;
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Vec3 z;
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Mat4 v;
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Vec3 d;
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v = Mat4::IDENTITY;
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for(ip=0; ip<n; ip++)
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{
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_getElement(b, ip) = a.m[ip + 4 * ip];
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_getElement(d, ip) = a.m[ip + 4 * ip];
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_getElement(z, ip) = 0.0;
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}
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nrot = 0;
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for(i=0; i<50; i++)
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{
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sm=0.0;
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for(ip=0; ip<n; ip++) for(iq=ip+1;iq<n;iq++) sm+=fabs(a.m[ip + 4 * iq]);
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if( sm == 0.0 )
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{
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v.transpose();
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*vout = v;
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*dout = d;
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return;
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}
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if (i < 3) tresh = 0.2 * sm / (n*n);
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else tresh=0.0;
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for(ip=0; ip<n; ip++)
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{
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for(iq=ip+1; iq<n; iq++)
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{
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g = 100.0*fabs(a.m[ip + iq * 4]);
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float dmip = _getElement(d, ip);
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float dmiq = _getElement(d, iq);
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if( i>3 && fabs(dmip)+g==fabs(dmip) && fabs(dmiq)+g==fabs(dmiq) )
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a.m[ip + 4 * iq]=0.0;
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else if (fabs(a.m[ip + 4 * iq])>tresh)
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{
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h = dmiq-dmip;
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if (fabs(h)+g == fabs(h))
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t=(a.m[ip + 4 * iq])/h;
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else
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{
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theta=0.5*h/(a.m[ip + 4 * iq]);
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t=1.0/(fabs(theta)+sqrt(1.0+theta*theta));
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if (theta < 0.0) t = -t;
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}
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c=1.0/sqrt(1+t*t);
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s=t*c;
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tau=s/(1.0+c);
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h=t*a.m[ip + 4 * iq];
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_getElement(z, ip) -= (float)h;
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_getElement(z, iq) += (float)h;
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_getElement(d, ip) -= (float)h;
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_getElement(d, iq) += (float)h;
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a.m[ip + 4 * iq]=0.0;
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for(j=0;j<ip;j++) { ROTATE(a,j,ip,j,iq); }
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for(j=ip+1;j<iq;j++) { ROTATE(a,ip,j,j,iq); }
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for(j=iq+1;j<n;j++) { ROTATE(a,ip,j,iq,j); }
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for(j=0;j<n;j++) { ROTATE(v,j,ip,j,iq); }
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nrot++;
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}
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}
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}
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for(ip=0;ip<n;ip++)
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{
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_getElement(b, ip) += _getElement(z, ip);
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_getElement(d, ip) = _getElement(b, ip);
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_getElement(z, ip) = 0.0f;
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}
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}
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v.transpose();
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*vout = v;
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*dout = d;
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return;
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}
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static Mat4 _GetOBBOrientation(const Vec3* aVertPos, int nVertCount)
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{
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Mat4 Cov;
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if (nVertCount <= 0)
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return Mat4::IDENTITY;
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Cov = _convarianceMatrix(aVertPos, nVertCount);
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// now get eigenvectors
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Mat4 Evecs;
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Vec3 Evals;
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_eigenVectors(&Evecs, &Evals, Cov);
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Evecs.transpose();
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return Evecs;
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}
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OBB::OBB()
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{
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reset();
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}
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OBB::OBB(const AABB& aabb)
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{
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reset();
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_center = (aabb._min + aabb._max);
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_center.scale(0.5f);
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_xAxis = Vec3(1.0f, 0.0f, 0.0f);
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_yAxis = Vec3(0.0f, 1.0f, 0.0f);
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_zAxis = Vec3(0.0f, 0.0f, 1.0f);
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_extents = aabb._max - aabb._min;
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_extents.scale(0.5f);
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}
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OBB::OBB(const Vec3* verts, int nVerts)
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{
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if (!nVerts) return;
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reset();
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Mat4 matTransform = _GetOBBOrientation(verts, nVerts);
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// For matTransform is orthogonal, so the inverse matrix is just rotate it;
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matTransform.transpose();
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Vec3 vecMax = matTransform * Vec3(verts[0].x, verts[0].y, verts[0].z);
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Vec3 vecMin = vecMax;
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for (int i=1; i < nVerts; i++)
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{
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Vec3 vect = matTransform * Vec3(verts[i].x, verts[i].y, verts[i].z);
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vecMax.x = vecMax.x > vect.x ? vecMax.x : vect.x;
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vecMax.y = vecMax.y > vect.y ? vecMax.y : vect.y;
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vecMax.z = vecMax.z > vect.z ? vecMax.z : vect.z;
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vecMin.x = vecMin.x < vect.x ? vecMin.x : vect.x;
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vecMin.y = vecMin.y < vect.y ? vecMin.y : vect.y;
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vecMin.z = vecMin.z < vect.z ? vecMin.z : vect.z;
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}
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matTransform.transpose();
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_xAxis = Vec3(matTransform.m[0], matTransform.m[1], matTransform.m[2]);
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_yAxis = Vec3(matTransform.m[4], matTransform.m[5], matTransform.m[6]);
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_zAxis = Vec3(matTransform.m[8], matTransform.m[9], matTransform.m[10]);
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_center = 0.5f * (vecMax + vecMin);
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_center *= matTransform;
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_xAxis.normalize();
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_yAxis.normalize();
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_zAxis.normalize();
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_extents = 0.5f * (vecMax - vecMin);
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}
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bool OBB::containPoint(const Vec3& point) const
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{
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Vec3 vd = point - _center;
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float d = vd.dot(_xAxis);
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if (d > _extents.x || d < -_extents.x)
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return false;
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d = vd.dot(_yAxis);
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if (d > _extents.y || d < -_extents.y)
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return false;
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d = vd.dot(_zAxis);
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if (d > _extents.z || d < -_extents.z)
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return false;
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return true;
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}
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void OBB::set(const Vec3& center, const Vec3& xAxis, const Vec3& yAxis, const Vec3& zAxis, const Vec3& extents)
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{
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_center = center;
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_xAxis = xAxis;
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_yAxis = yAxis;
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_zAxis = zAxis;
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_extents = extents;
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}
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void OBB::reset()
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{
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memset(this, 0, sizeof(OBB));
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}
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void OBB::getCorners(Vec3* verts) const
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{
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Vec3 extX = _xAxis * _extents.x;
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Vec3 extY = _yAxis * _extents.y;
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Vec3 extZ = _zAxis * _extents.z;
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verts[0] = _center - extX + extY + extZ; // left top front
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verts[1] = _center - extX - extY + extZ; // left bottom front
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verts[2] = _center + extX - extY + extZ; // right bottom front
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verts[3] = _center + extX + extY + extZ; // right top front
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verts[4] = _center + extX + extY - extZ; // right top back
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verts[5] = _center + extX - extY - extZ; // right bottom back
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verts[6] = _center - extX - extY - extZ; // left bottom back
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verts[7] = _center - extX + extY - extZ; // left top back
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}
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float OBB::projectPoint(const Vec3& point, const Vec3& axis)const
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{
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float dot = axis.dot(point);
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float ret = dot * point.length();
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return ret;
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}
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void OBB::getInterval(const OBB& box, const Vec3& axis, float &min, float &max)const
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{
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Vec3 corners[8];
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box.getCorners(corners);
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float value;
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min = max = projectPoint(axis, corners[0]);
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for(int i = 1; i < 8; i++)
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{
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value = projectPoint(axis, corners[i]);
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min = MIN(min, value);
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max = MAX(max, value);
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}
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}
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Vec3 OBB::getEdgeDir(int index)const
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{
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Vec3 corners[8];
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getCorners(corners);
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Vec3 tmpLine;
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switch(index)
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{
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case 0:// edge with x axis
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tmpLine = corners[5] - corners[6];
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tmpLine.normalize();
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break;
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case 1:// edge with y axis
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tmpLine = corners[7] - corners[6];
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tmpLine.normalize();
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break;
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case 2:// edge with z axis
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tmpLine = corners[1] - corners[6];
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tmpLine.normalize();
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break;
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}
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return tmpLine;
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}
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Vec3 OBB::getFaceDir(int index) const
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{
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Vec3 corners[8];
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getCorners(corners);
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Vec3 faceDir, v0, v1;
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switch(index)
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{
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case 0:// front and back
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v0 = corners[2] - corners[1];
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v1 = corners[0] - corners[1];
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Vec3::cross(v0, v1, &faceDir);
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faceDir.normalize();
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break;
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case 1:// left and right
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v0 = corners[5] - corners[2];
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v1 = corners[3] - corners[2];
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Vec3::cross(v0, v1, &faceDir);
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faceDir.normalize();
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break;
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case 2:// top and bottom
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v0 = corners[1] - corners[2];
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v1 = corners[5] - corners[2];
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Vec3::cross(v0, v1, &faceDir);
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faceDir.normalize();
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break;
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}
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return faceDir;
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}
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bool OBB::intersects(const OBB& box) const
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{
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float min1, max1, min2, max2;
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for (int i = 0; i < 3; i++)
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{
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getInterval(*this, getFaceDir(i), min1, max1);
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getInterval(box, getFaceDir(i), min2, max2);
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if (max1 < min2 || max2 < min1) return false;
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}
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for (int i = 0; i < 3; i++)
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{
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getInterval(*this, box.getFaceDir(i), min1, max1);
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getInterval(box, box.getFaceDir(i), min2, max2);
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if (max1 < min2 || max2 < min1) return false;
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}
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for (int i = 0; i < 3; i++)
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{
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for (int j = 0; j < 3; j++)
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{
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Vec3 axis;
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Vec3::cross(getEdgeDir(i), box.getEdgeDir(j), &axis);
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getInterval(*this, axis, min1, max1);
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getInterval(box, axis, min2, max2);
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if (max1 < min2 || max2 < min1) return false;
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}
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}
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return true;
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}
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void OBB::transform(const Mat4& mat)
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{
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Vec4 newcenter = mat * Vec4(_center.x, _center.y, _center.z, 1.0f);// center;
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_center.x = newcenter.x;
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_center.y = newcenter.y;
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_center.z = newcenter.z;
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_xAxis = mat * _xAxis;
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_yAxis = mat * _yAxis;
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_zAxis = mat * _zAxis;
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_xAxis.normalize();
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_yAxis.normalize();
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_zAxis.normalize();
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Vec3 scale, trans;
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Quaternion quat;
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mat.decompose(&scale, &quat, &trans);
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_extents.x *= scale.x;
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_extents.y *= scale.y;
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_extents.z *= scale.z;
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}
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NS_CC_END
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