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VMapTools.h
Go to the documentation of this file.
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/*
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* This file is part of Project SkyFire https://www.projectskyfire.org.
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* See LICENSE.md file for Copyright information
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*/
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#ifndef _VMAPTOOLS_H
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#define _VMAPTOOLS_H
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#include <G3D/CollisionDetection.h>
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#include <G3D/AABox.h>
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#include "NodeValueAccess.h"
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namespace
VMAP
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{
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template
<
class
TValue>
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class
IntersectionCallBack
{
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public
:
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TValue*
closestEntity
;
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G3D::Vector3
hitLocation
;
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G3D::Vector3
hitNormal
;
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void
operator()
(
const
G3D::Ray& ray,
const
TValue* entity,
bool
pStopAtFirstHit,
float
& distance) {
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entity->intersect(ray, distance, pStopAtFirstHit,
hitLocation
,
hitNormal
);
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}
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};
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//==============================================================
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//==============================================================
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//==============================================================
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class
MyCollisionDetection
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{
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public
:
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static
bool
collisionLocationForMovingPointFixedAABox
(
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const
G3D::Vector3& origin,
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const
G3D::Vector3& dir,
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const
G3D::AABox& box,
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G3D::Vector3& location,
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bool
& Inside)
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{
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// Integer representation of a floating-point value.
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#define IR(x) (reinterpret_cast<G3D::uint32 const&>(x))
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Inside =
true
;
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const
G3D::Vector3& MinB = box.low();
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const
G3D::Vector3& MaxB = box.high();
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G3D::Vector3 MaxT(-1.0f, -1.0f, -1.0f);
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// Find candidate planes.
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for
(
int
i = 0; i < 3; ++i)
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{
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if
(origin[i] < MinB[i])
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{
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location[i] = MinB[i];
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Inside =
false
;
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// Calculate T distances to candidate planes
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if
(
IR
(dir[i]))
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{
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MaxT[i] = (MinB[i] - origin[i]) / dir[i];
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}
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}
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else
if
(origin[i] > MaxB[i])
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{
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location[i] = MaxB[i];
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Inside =
false
;
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// Calculate T distances to candidate planes
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if
(
IR
(dir[i]))
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{
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MaxT[i] = (MaxB[i] - origin[i]) / dir[i];
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}
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}
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}
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if
(Inside)
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{
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// definite hit
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location = origin;
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return
true
;
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}
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// Get largest of the maxT's for final choice of intersection
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int
WhichPlane = 0;
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if
(MaxT[1] > MaxT[WhichPlane])
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{
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WhichPlane = 1;
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}
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if
(MaxT[2] > MaxT[WhichPlane])
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{
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WhichPlane = 2;
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}
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// Check final candidate actually inside box
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if
(
IR
(MaxT[WhichPlane]) & 0x80000000)
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{
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// Miss the box
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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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if
(i != WhichPlane)
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{
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location[i] = origin[i] + MaxT[WhichPlane] * dir[i];
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if
((location[i] < MinB[i]) ||
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(location[i] > MaxB[i]))
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{
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// On this plane we're outside the box extents, so
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// we miss the box
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return
false
;
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}
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}
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}
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/*
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// Choose the normal to be the plane normal facing into the ray
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normal = G3D::Vector3::zero();
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normal[WhichPlane] = (dir[WhichPlane] > 0) ? -1.0 : 1.0;
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*/
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return
true
;
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#undef IR
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}
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};
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}
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#endif
IR
#define IR(x)
VMAP::IntersectionCallBack
Definition
VMapTools.h:23
VMAP::IntersectionCallBack::hitLocation
G3D::Vector3 hitLocation
Definition
VMapTools.h:26
VMAP::IntersectionCallBack::operator()
void operator()(const G3D::Ray &ray, const TValue *entity, bool pStopAtFirstHit, float &distance)
Definition
VMapTools.h:29
VMAP::IntersectionCallBack::hitNormal
G3D::Vector3 hitNormal
Definition
VMapTools.h:27
VMAP::IntersectionCallBack::closestEntity
TValue * closestEntity
Definition
VMapTools.h:25
VMAP::MyCollisionDetection
Definition
VMapTools.h:39
VMAP::MyCollisionDetection::collisionLocationForMovingPointFixedAABox
static bool collisionLocationForMovingPointFixedAABox(const G3D::Vector3 &origin, const G3D::Vector3 &dir, const G3D::AABox &box, G3D::Vector3 &location, bool &Inside)
Definition
VMapTools.h:41
VMAP
Definition
IVMapManager.h:19
src
server
collision
VMapTools.h
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