ClassiCube/ClassicalSharp/Math/Physics/IntersectionUtils.cs
2017-01-25 21:16:11 +11:00

72 lines
2.6 KiB
C#

// Copyright 2014-2017 ClassicalSharp | Licensed under BSD-3
using System;
using ClassicalSharp.Entities;
using OpenTK;
namespace ClassicalSharp.Physics {
/// <summary> Contains various methods for intersecting geometry. </summary>
public static class Intersection {
/// <summary> Calculates the intersection points of a ray and a rotated bounding box. </summary>
public static bool RayIntersectsRotatedBox(Vector3 origin, Vector3 dir, Entity target, out float tMin, out float tMax) {
// This is the rotated AABB of the model we want to test for intersection
// *
// / \ we then perform a counter *---* and we can then do
// ====>* x * rotation to the rotated AABB | x | a standard AABB test
// \ / and ray origin and direction *---* with the rotated ray
// * /
// /
Vector3 rotatedOrigin = target.Position + Utils.RotateY(origin - target.Position, -target.HeadYRadians);
Vector3 rotatedDir = Utils.RotateY(dir, -target.HeadYRadians);
AABB bb = target.PickingBounds;
return RayIntersectsBox(rotatedOrigin, rotatedDir, bb.Min, bb.Max, out tMin, out tMax);
}
//http://www.cs.utah.edu/~awilliam/box/box.pdf
/// <summary> Calculates the intersection points of a ray and a bounding box. </summary>
public static bool RayIntersectsBox(Vector3 origin, Vector3 dir, Vector3 min, Vector3 max,
out float t0, out float t1) {
t0 = t1 = 0;
float tmin, tmax, tymin, tymax, tzmin, tzmax;
float invDirX = 1 / dir.X;
if (invDirX >= 0) {
tmin = (min.X - origin.X) * invDirX;
tmax = (max.X - origin.X) * invDirX;
} else {
tmin = (max.X - origin.X) * invDirX;
tmax = (min.X - origin.X) * invDirX;
}
float invDirY = 1 / dir.Y;
if (invDirY >= 0) {
tymin = (min.Y - origin.Y) * invDirY;
tymax = (max.Y - origin.Y) * invDirY;
} else {
tymin = (max.Y - origin.Y) * invDirY;
tymax = (min.Y - origin.Y) * invDirY;
}
if (tmin > tymax || tymin > tmax) return false;
if (tymin > tmin) tmin = tymin;
if (tymax < tmax) tmax = tymax;
float invDirZ = 1 / dir.Z;
if (invDirZ >= 0) {
tzmin = (min.Z - origin.Z) * invDirZ;
tzmax = (max.Z - origin.Z) * invDirZ;
} else {
tzmin = (max.Z - origin.Z) * invDirZ;
tzmax = (min.Z - origin.Z) * invDirZ;
}
if (tmin > tzmax || tzmin > tmax) return false;
if (tzmin > tmin) tmin = tzmin;
if (tzmax < tmax) tmax = tzmax;
t0 = tmin;
t1 = tmax;
return t0 >= 0;
}
}
}