// Filename: collisionBox.I // Created by: amith tudur (31Jul09) // //////////////////////////////////////////////////////////////////// // // PANDA 3D SOFTWARE // Copyright (c) Carnegie Mellon University. All rights reserved. // // All use of this software is subject to the terms of the revised BSD // license. You should have received a copy of this license along // with this source code in a file named "LICENSE." // //////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////// // Function: CollisionBox::Constructor // Access: Public // Description: Create the Box by giving a Center and distances of // of each of the sides of box from the Center. //////////////////////////////////////////////////////////////////// INLINE CollisionBox:: CollisionBox(const LPoint3f ¢er, float x, float y, float z) : _center(center), _x(x), _y(y), _z(z) { _min = LPoint3f(_center.get_x() - _x, _center.get_y() - _y, _center.get_z() - _z); _max = LPoint3f(_center.get_x() + _x, _center.get_y() + _y, _center.get_z() + _z); _radius = sqrt(_x*_x + _y*_y + _z*_z); for(int v = 0; v < 8; v++) _vertex[v] = get_point_aabb(v); for(int p = 0; p < 6; p++) _planes[p] = set_plane(p); setup_box(); } //////////////////////////////////////////////////////////////////// // Function: CollisionBox::Constructor // Access: Public // Description: Create the Box by Specifying the Diagonal Points //////////////////////////////////////////////////////////////////// INLINE CollisionBox:: CollisionBox(const LPoint3f &min, const LPoint3f &max) : _min(min), _max(max) { _center = (_min + _max) / 2; _x = _center.get_x() - _min.get_x(); _y = _center.get_y() - _min.get_y(); _z = _center.get_z() - _min.get_z(); _radius = sqrt(_x*_x + _y*_y + _z*_z); for(int v = 0; v < 8; v++) _vertex[v] = get_point_aabb(v); for(int p = 0; p < 6; p++) _planes[p] = set_plane(p); setup_box(); } //////////////////////////////////////////////////////////////////// // Function: CollisionBox::Constructor // Access: Public // Description: Center as three separate co-ordinate points //////////////////////////////////////////////////////////////////// INLINE CollisionBox:: CollisionBox(float cx, float cy, float cz, float x, float y, float z) { CollisionBox(LPoint3f(cx, cy, cz), x, y, z); } //////////////////////////////////////////////////////////////////// // Function: CollisionBox::Default constructor // Access: Protected // Description: Creates an invalid Box. Only used when reading // from a bam file. //////////////////////////////////////////////////////////////////// INLINE CollisionBox:: CollisionBox() { } //////////////////////////////////////////////////////////////////// // Function: CollisionBox::Copy Constructor // Access: Public // Description: //////////////////////////////////////////////////////////////////// INLINE CollisionBox:: CollisionBox(const CollisionBox ©) : CollisionSolid(copy), _center(copy._center), _x( copy._x ), _y( copy._y ), _z( copy._z ), _min( copy._min), _max( copy._max), _radius( copy._radius ) { for(int v = 0; v < 8; v++) _vertex[v] = copy._vertex[v]; for(int p = 0; p < 6; p++) _planes[p] = copy._planes[p]; setup_box(); } //////////////////////////////////////////////////////////////////// // Function: CollisionBox::flush_level // Access: Public, Static // Description: Flushes the PStatCollectors used during traversal. //////////////////////////////////////////////////////////////////// INLINE void CollisionBox:: flush_level() { _volume_pcollector.flush_level(); _test_pcollector.flush_level(); } //////////////////////////////////////////////////////////////////// // Function: CollisionBox::set_center // Access: Published // Description: //////////////////////////////////////////////////////////////////// INLINE void CollisionBox:: set_center(const LPoint3f ¢er) { _center = center; mark_internal_bounds_stale(); mark_viz_stale(); } //////////////////////////////////////////////////////////////////// // Function: CollisionBox::set_center // Access: Published // Description: //////////////////////////////////////////////////////////////////// INLINE void CollisionBox:: set_center(float x, float y, float z) { set_center(LPoint3f(x, y, z)); } //////////////////////////////////////////////////////////////////// // Function: CollisionBox::get_center // Access: Published // Description: //////////////////////////////////////////////////////////////////// INLINE const LPoint3f &CollisionBox:: get_center() const { return _center; } //////////////////////////////////////////////////////////////////// // Function: CollisionBox::get_radius // Access: Published // Description: //////////////////////////////////////////////////////////////////// INLINE float CollisionBox:: get_radius() const { return _radius; } //////////////////////////////////////////////////////////////////// // Function: CollisionBox::get_num_points // Access: Published // Description: Returns 8: the number of vertices of a rectangular solid. //////////////////////////////////////////////////////////////////// INLINE_MATHUTIL int CollisionBox:: get_num_points() const { return 8; } //////////////////////////////////////////////////////////////////// // Function: CollisionBox::get_point // Access: Published // Description: Returns the nth vertex of the OBB. //////////////////////////////////////////////////////////////////// INLINE_MATHUTIL LPoint3f CollisionBox:: get_point(int n) const { nassertr(n >= 0 && n < 8, LPoint3f::zero()); return _vertex[n]; } //////////////////////////////////////////////////////////////////// // Function: CollisionBox::get_point_aabb // Access: Published // Description: Returns the nth vertex of the Axis Aligned Bounding Box. //////////////////////////////////////////////////////////////////// INLINE_MATHUTIL LPoint3f CollisionBox:: get_point_aabb(int n) const { nassertr(n >= 0 && n < 8, LPoint3f::zero()); // We do some trickery assuming that _min and _max are consecutive // in memory. const LPoint3f *a = &_min; return LPoint3f(a[(n>>2)&1][0], a[(n>>1)&1][1], a[(n)&1][2]); } //////////////////////////////////////////////////////////////////// // Function: CollisionBox::get_num_planes // Access: Published // Description: Returns 6: the number of faces of a rectangular solid. //////////////////////////////////////////////////////////////////// INLINE_MATHUTIL int CollisionBox:: get_num_planes() const { return 6; } //////////////////////////////////////////////////////////////////// // Function: CollisionBox::get_plane // Access: Published // Description: Returns the nth face of the rectangular solid. //////////////////////////////////////////////////////////////////// INLINE_MATHUTIL Planef CollisionBox:: get_plane(int n) const { nassertr(n >= 0 && n < 6, Planef()); return _planes[n]; } //////////////////////////////////////////////////////////////////// // Function: CollisionBox::set_plane // Access: Published // Description: Creates the nth face of the rectangular solid. //////////////////////////////////////////////////////////////////// INLINE_MATHUTIL Planef CollisionBox:: set_plane(int n) const { nassertr(n >= 0 && n < 6, Planef()); return Planef(get_point(plane_def[n][0]), get_point(plane_def[n][1]), get_point(plane_def[n][2])); } //////////////////////////////////////////////////////////////////// // Function: CollisionBox::is_right // Access: Private, Static // Description: Returns true if the 2-d v1 is to the right of v2. //////////////////////////////////////////////////////////////////// INLINE bool CollisionBox:: is_right(const LVector2f &v1, const LVector2f &v2) { return (v1[0] * v2[1] - v1[1] * v2[0]) > 1.0e-6f; } //////////////////////////////////////////////////////////////////// // Function: CollisionBox::dist_to_line // Access: Private, Static // Description: Returns the linear distance of p to the line defined // by f and f+v, where v is a normalized vector. The // result is negative if p is left of the line, positive // if it is right of the line. //////////////////////////////////////////////////////////////////// INLINE float CollisionBox:: dist_to_line(const LPoint2f &p, const LPoint2f &f, const LVector2f &v) { LVector2f v1 = (p - f); return (v1[0] * v[1] - v1[1] * v[0]); } //////////////////////////////////////////////////////////////////// // Function: CollisionBox::to_2d // Access: Private // Description: Assuming the indicated point in 3-d space lies within // the polygon's plane, returns the corresponding point // in the polygon's 2-d definition space. //////////////////////////////////////////////////////////////////// INLINE LPoint2f CollisionBox:: to_2d(const LVecBase3f &point3d, int plane) const { LPoint3f point = LPoint3f(point3d) * _to_2d_mat[plane]; return LPoint2f(point[0], point[2]); } //////////////////////////////////////////////////////////////////// // Function: CollisionBox::calc_to_3d_mat // Access: Private // Description: Fills the indicated matrix with the appropriate // rotation transform to move points from the 2-d plane // into the 3-d (X, 0, Z) plane. //////////////////////////////////////////////////////////////////// INLINE void CollisionBox:: calc_to_3d_mat(LMatrix4f &to_3d_mat,int plane) const { // We have to be explicit about the coordinate system--we // specifically mean CS_zup_right, because that points the forward // vector down the Y axis and moves the coords in (X, 0, Z). We // want this effect regardless of the user's coordinate system of // choice. // The up vector, on the other hand, is completely arbitrary. look_at(to_3d_mat, -get_plane(plane).get_normal(), LVector3f(0.0f, 0.0f, 1.0f), CS_zup_right); to_3d_mat.set_row(3, get_plane(plane).get_point()); } //////////////////////////////////////////////////////////////////// // Function: CollisionBox::rederive_to_3d_mat // Access: Private // Description: Fills the indicated matrix with the appropriate // rotation transform to move points from the 2-d plane // into the 3-d (X, 0, Z) plane. // // This is essentially similar to calc_to_3d_mat, except // that the matrix is rederived from whatever is stored // in _to_2d_mat, guaranteeing that it will match // whatever algorithm produced that one, even if it was // produced on a different machine with different // numerical precision. //////////////////////////////////////////////////////////////////// INLINE void CollisionBox:: rederive_to_3d_mat(LMatrix4f &to_3d_mat, int plane) const { to_3d_mat.invert_from(_to_2d_mat[plane]); } //////////////////////////////////////////////////////////////////// // Function: CollisionBox::to_3d // Access: Private, Static // Description: Extrude the indicated point in the polygon's 2-d // definition space back into 3-d coordinates. //////////////////////////////////////////////////////////////////// INLINE LPoint3f CollisionBox:: to_3d(const LVecBase2f &point2d, const LMatrix4f &to_3d_mat) { return LPoint3f(point2d[0], 0.0f, point2d[1]) * to_3d_mat; } //////////////////////////////////////////////////////////////////// // Function: CollisionBox::PointDef::Constructor // Access: Public // Description: //////////////////////////////////////////////////////////////////// INLINE CollisionBox::PointDef:: PointDef(const LPoint2f &p, const LVector2f &v) : _p(p), _v(v) { } //////////////////////////////////////////////////////////////////// // Function: CollisionBox::PointDef::Constructor // Access: Public // Description: //////////////////////////////////////////////////////////////////// INLINE CollisionBox::PointDef:: PointDef(float x, float y) : _p(x, y), _v(0.0f, 0.0f) { } //////////////////////////////////////////////////////////////////// // Function: CollisionBox::PointDef::Copy Constructor // Access: Public // Description: //////////////////////////////////////////////////////////////////// INLINE CollisionBox::PointDef:: PointDef(const CollisionBox::PointDef ©) : _p(copy._p), _v(copy._v) { } //////////////////////////////////////////////////////////////////// // Function: CollisionBox::PointDef::Copy Assignment Operator // Access: Public // Description: //////////////////////////////////////////////////////////////////// INLINE void CollisionBox::PointDef:: operator = (const CollisionBox::PointDef ©) { _p = copy._p; _v = copy._v; } //////////////////////////////////////////////////////////////////// // Function: CollisionBox::get_plane_points // Access: Public // Description: returns the points that form the nth plane //////////////////////////////////////////////////////////////////// INLINE CollisionBox::Points CollisionBox:: get_plane_points( int n ){ return _points[n]; }