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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Common collision utility methods
//
// $Header: $
// $NoKeywords: $
//=============================================================================//
#ifndef COLLISIONUTILS_H
#define COLLISIONUTILS_H
#include "tier0/platform.h"
#ifdef _WIN32
#pragma once
#endif
#include "mathlib/ssemath.h"
//-----------------------------------------------------------------------------
// forward declarations
//-----------------------------------------------------------------------------
struct Ray_t;
class Vector;
class Vector2D;
class Vector4D;
struct cplane_t;
class QAngle;
class CBaseTrace;
struct matrix3x4_t;
//-----------------------------------------------------------------------------
//
// IntersectRayWithTriangle
//
// Intersects a ray with a triangle, returns distance t along ray.
// t will be less than zero if no intersection occurred
// oneSided will cull collisions which approach the triangle from the back
// side, assuming the vertices are specified in counter-clockwise order
// The vertices need not be specified in that order if oneSided is not used
//
//-----------------------------------------------------------------------------
float IntersectRayWithTriangle(const Ray_t &ray, const Vector &v1,
const Vector &v2, const Vector &v3,
bool oneSided);
//-----------------------------------------------------------------------------
//
// ComputeIntersectionBarycentricCoordinates
//
// Figures out the barycentric coordinates (u,v) where a ray hits a
// triangle. Note that this will ignore the ray extents, and it also ignores
// the ray length. Note that the edge from v1->v2 represents u (v2: u = 1),
// and the edge from v1->v3 represents v (v3: v = 1). It returns false
// if the ray is parallel to the triangle (or when t is specified if t is less
// than zero).
//
//-----------------------------------------------------------------------------
bool ComputeIntersectionBarycentricCoordinates(const Ray_t &ray,
const Vector &v1,
const Vector &v2,
const Vector &v3, float &u,
float &v, float *t = 0);
//-----------------------------------------------------------------------------
//
// IntersectRayWithRay
//
// Returns whether or not there was an intersection. The "t" paramter is the
// distance along ray0 and the "s" parameter is the distance along ray1. If
// the two lines to not intersect the "t" and "s" represent the closest
// approach. "t" and "s" will not change if the rays are parallel.
//
//-----------------------------------------------------------------------------
bool IntersectRayWithRay(const Ray_t &ray0, const Ray_t &ray1, float &t,
float &s);
//-----------------------------------------------------------------------------
//
// IntersectRayWithSphere
//
// Returns whether or not there was an intersection. Returns the two
// intersection points. NOTE: The point of closest approach can be found at the
// average t value.
//
//-----------------------------------------------------------------------------
bool IntersectRayWithSphere(const Vector &vecRayOrigin,
const Vector &vecRayDelta,
const Vector &vecSphereCenter, float flRadius,
float *pT1, float *pT2);
//-----------------------------------------------------------------------------
//
// IntersectInfiniteRayWithSphere
//
// Returns whether or not there was an intersection of a sphere against an
// infinitely extending ray. Returns the two intersection points
//
//-----------------------------------------------------------------------------
bool IntersectInfiniteRayWithSphere(const Vector &vecRayOrigin,
const Vector &vecRayDelta,
const Vector &vecSphereCenter,
float flRadius, float *pT1, float *pT2);
// returns true if the sphere and cone intersect
// NOTE: cone sine/cosine are the half angle of the cone
bool IsSphereIntersectingCone(const Vector &sphereCenter, float sphereRadius,
const Vector &coneOrigin,
const Vector &coneNormal, float coneSine,
float coneCosine);
//-----------------------------------------------------------------------------
//
// IntersectRayWithPlane
//
// Intersects a ray with a plane, returns distance t along ray.
// t will be less than zero the intersection occurs in the opposite direction of
// the ray.
//
//-----------------------------------------------------------------------------
float IntersectRayWithPlane(const Ray_t &ray, const cplane_t &plane);
float IntersectRayWithPlane(const Vector &org, const Vector &dir,
const cplane_t &plane);
float IntersectRayWithPlane(const Vector &org, const Vector &dir,
const Vector &normal, float dist);
// This version intersects a ray with an axis-aligned plane
float IntersectRayWithAAPlane(const Vector &vecStart, const Vector &vecEnd,
int nAxis, float flSign, float flDist);
//-----------------------------------------------------------------------------
// IntersectRayWithBox
//
// Purpose: Computes the intersection of a ray with a box (AABB)
// Output : Returns true if there is an intersection + trace information
//-----------------------------------------------------------------------------
bool IntersectRayWithBox(const Vector &rayStart, const Vector &rayDelta,
const Vector &boxMins, const Vector &boxMaxs,
float epsilon, CBaseTrace *pTrace,
float *pFractionLeftSolid = NULL);
bool IntersectRayWithBox(const Ray_t &ray, const Vector &boxMins,
const Vector &boxMaxs, float epsilon,
CBaseTrace *pTrace, float *pFractionLeftSolid = NULL);
//-----------------------------------------------------------------------------
// Intersects a ray against a box
//-----------------------------------------------------------------------------
struct BoxTraceInfo_t {
float t1;
float t2;
int hitside;
bool startsolid;
};
bool IntersectRayWithBox(const Vector &vecRayStart, const Vector &vecRayDelta,
const Vector &boxMins, const Vector &boxMaxs,
float flTolerance, BoxTraceInfo_t *pTrace);
//-----------------------------------------------------------------------------
// IntersectRayWithOBB
//
// Purpose: Computes the intersection of a ray with a oriented box (OBB)
// Output : Returns true if there is an intersection + trace information
//-----------------------------------------------------------------------------
bool IntersectRayWithOBB(const Vector &vecRayStart, const Vector &vecRayDelta,
const matrix3x4_t &matOBBToWorld,
const Vector &vecOBBMins, const Vector &vecOBBMaxs,
float flTolerance, CBaseTrace *pTrace);
bool IntersectRayWithOBB(const Vector &vecRayOrigin, const Vector &vecRayDelta,
const Vector &vecBoxOrigin,
const QAngle &angBoxRotation, const Vector &vecOBBMins,
const Vector &vecOBBMaxs, float flTolerance,
CBaseTrace *pTrace);
bool IntersectRayWithOBB(const Ray_t &ray, const Vector &vecBoxOrigin,
const QAngle &angBoxRotation, const Vector &vecOBBMins,
const Vector &vecOBBMaxs, float flTolerance,
CBaseTrace *pTrace);
bool IntersectRayWithOBB(const Ray_t &ray, const matrix3x4_t &matOBBToWorld,
const Vector &vecOBBMins, const Vector &vecOBBMaxs,
float flTolerance, CBaseTrace *pTrace);
bool IntersectRayWithOBB(const Vector &vecRayStart, const Vector &vecRayDelta,
const matrix3x4_t &matOBBToWorld,
const Vector &vecOBBMins, const Vector &vecOBBMaxs,
float flTolerance, BoxTraceInfo_t *pTrace);
//-----------------------------------------------------------------------------
//
// IsSphereIntersectingSphere
//
// returns true if there's an intersection between sphere and sphere
//
//-----------------------------------------------------------------------------
bool IsSphereIntersectingSphere(const Vector &center1, float radius1,
const Vector &center2, float radius2);
//-----------------------------------------------------------------------------
//
// IsBoxIntersectingSphere
//
// returns true if there's an intersection between box and sphere
//
//-----------------------------------------------------------------------------
bool IsBoxIntersectingSphere(const Vector &boxMin, const Vector &boxMax,
const Vector &center, float radius);
bool IsBoxIntersectingSphereExtents(const Vector &boxCenter,
const Vector &boxHalfDiag,
const Vector &center, float radius);
//-----------------------------------------------------------------------------
// returns true if there's an intersection between ray and sphere
//-----------------------------------------------------------------------------
bool IsRayIntersectingSphere(const Vector &vecRayOrigin,
const Vector &vecRayDelta,
const Vector &vecSphereCenter, float flRadius,
float flTolerance = 0.0f);
//-----------------------------------------------------------------------------
//
// IsCircleIntersectingRectangle
//
// returns true if there's an intersection between rectangle and circle
//
//-----------------------------------------------------------------------------
bool IsCircleIntersectingRectangle(const Vector2D &boxMin,
const Vector2D &boxMax,
const Vector2D &center, float radius);
//-----------------------------------------------------------------------------
//
// IsBoxIntersectingBox
//
// returns true if there's an intersection between two boxes
//
//-----------------------------------------------------------------------------
bool IsBoxIntersectingBox(const Vector &boxMin1, const Vector &boxMax1,
const Vector &boxMin2, const Vector &boxMax2);
bool IsBoxIntersectingBoxExtents(const Vector &boxCenter1,
const Vector &boxHalfDiagonal1,
const Vector &boxCenter2,
const Vector &boxHalfDiagonal2);
#ifdef _X360
// inline version:
#include "mathlib/ssemath.h"
inline bool IsBoxIntersectingBoxExtents(const fltx4 boxCenter1,
const fltx4 boxHalfDiagonal1,
const fltx4 boxCenter2,
const fltx4 boxHalfDiagonal2);
#endif
//-----------------------------------------------------------------------------
//
// IsOBBIntersectingOBB
//
// returns true if there's an intersection between two OBBs
//
//-----------------------------------------------------------------------------
bool IsOBBIntersectingOBB(const Vector &vecOrigin1, const QAngle &vecAngles1,
const Vector &boxMin1, const Vector &boxMax1,
const Vector &vecOrigin2, const QAngle &vecAngles2,
const Vector &boxMin2, const Vector &boxMax2,
float flTolerance = 0.0f);
//-----------------------------------------------------------------------------
//
// IsBoxIntersectingRay
//
// returns true if there's an intersection between box and ray
//
//-----------------------------------------------------------------------------
bool FASTCALL IsBoxIntersectingRay(const Vector &boxMin, const Vector &boxMax,
const Vector &origin, const Vector &delta,
float flTolerance = 0.0f);
bool FASTCALL IsBoxIntersectingRay(const Vector &boxMin, const Vector &boxMax,
const Ray_t &ray, float flTolerance = 0.0f);
bool FASTCALL IsBoxIntersectingRay(const Vector &boxMin, const Vector &boxMax,
const Vector &origin, const Vector &delta,
const Vector &invDelta,
float flTolerance = 0.0f);
// On the PC, we can't pass fltx4's in registers like this. On the x360, it is
// much better if we do.
#ifdef _X360
bool FASTCALL IsBoxIntersectingRay(
fltx4 boxMin, fltx4 boxMax, fltx4 origin, fltx4 delta,
fltx4 invDelta, // ray parameters
fltx4 vTolerance = LoadZeroSIMD() ///< eg from ReplicateX4(flTolerance)
);
#else
bool FASTCALL IsBoxIntersectingRay(
const fltx4 &boxMin, const fltx4 &boxMax, const fltx4 &origin,
const fltx4 &delta, const fltx4 &invDelta, // ray parameters
const fltx4 &vTolerance = Four_Zeros ///< eg from ReplicateX4(flTolerance)
);
#endif
bool inline FASTCALL IsBoxIntersectingRay(const fltx4 &boxMin,
const fltx4 &boxMax,
const fltx4 &origin,
const fltx4 &delta,
float flTolerance = 0.0f) {
return IsBoxIntersectingRay(boxMin, boxMax, origin, delta,
ReciprocalSIMD(delta),
ReplicateX4(flTolerance));
}
bool FASTCALL IsBoxIntersectingRay(const fltx4 &boxMin, const fltx4 &boxMax,
const Ray_t &ray, float flTolerance = 0.0f);
//-----------------------------------------------------------------------------
//
// IsPointInBox
//
// returns true if the point is in the box
//
//-----------------------------------------------------------------------------
bool IsPointInBox(const Vector &pt, const Vector &boxMin, const Vector &boxMax);
// SIMD version
FORCEINLINE bool IsPointInBox(const fltx4 &pt, const fltx4 &boxMin,
const fltx4 &boxMax) {
fltx4 greater = CmpGtSIMD(pt, boxMax);
fltx4 less = CmpLtSIMD(pt, boxMin);
return (IsAllZeros(SetWToZeroSIMD(OrSIMD(greater, less))));
}
//-----------------------------------------------------------------------------
// Purpose: returns true if pt intersects the truncated cone
// origin - cone tip, axis unit cone axis, cosAngle - cosine of cone axis to
// surface angle
//-----------------------------------------------------------------------------
bool IsPointInCone(const Vector &pt, const Vector &origin, const Vector &axis,
float cosAngle, float length);
//-----------------------------------------------------------------------------
// Intersects a plane with a triangle (using barycentric definition)
// The return value, in pIntersection, is an array of barycentric coordinates
// describing at most 2 intersection points.
// The return value is the number of intersection points
//-----------------------------------------------------------------------------
int IntersectTriangleWithPlaneBarycentric(const Vector &org,
const Vector &edgeU,
const Vector &edgeV,
const Vector4D &plane,
Vector2D *pIntersection);
//-----------------------------------------------------------------------------
//
// PointInQuadBarycentric
//
// Given a point and a quad in a plane return the u and v (barycentric)
//positions
// of the point relative to the quad. The points (v1,v2,v3,v4) should be given
// in a counter-clockwise order with v1 acting as the primary corner (u=0,
// v=0). Thus, u0 = v2 - v1, and v0 = v4 - v1.
//
//-----------------------------------------------------------------------------
enum QuadBarycentricRetval_t {
BARY_QUADRATIC_FALSE = 0,
BARY_QUADRATIC_TRUE = 1,
BARY_QUADRATIC_NEGATIVE_DISCRIMINANT = 2
};
QuadBarycentricRetval_t PointInQuadToBarycentric(
const Vector &v1, const Vector &v2, const Vector &v3, const Vector &v4,
const Vector &point, Vector2D &uv);
void PointInQuadFromBarycentric(const Vector &v1, const Vector &v2,
const Vector &v3, const Vector &v4,
const Vector2D &uv, Vector &point);
void TexCoordInQuadFromBarycentric(const Vector2D &v1, const Vector2D &v2,
const Vector2D &v3, const Vector2D &v4,
const Vector2D &uv, Vector2D &texCoord);
//-----------------------------------------------------------------------------
// Compute point from barycentric specification
// Edge u goes from v0 to v1, edge v goes from v0 to v2
//-----------------------------------------------------------------------------
void ComputePointFromBarycentric(const Vector &v0, const Vector &v1,
const Vector &v2, float u, float v,
Vector &pt);
void ComputePointFromBarycentric(const Vector2D &v0, const Vector2D &v1,
const Vector2D &v2, float u, float v,
Vector2D &pt);
//-----------------------------------------------------------------------------
// Swept OBB test
//-----------------------------------------------------------------------------
bool IsRayIntersectingOBB(const Ray_t &ray, const Vector &org,
const QAngle &angles, const Vector &mins,
const Vector &maxs);
//-----------------------------------------------------------------------------
// Compute a separating plane between two boxes (expensive!)
// Returns false if no separating plane exists
//-----------------------------------------------------------------------------
bool ComputeSeparatingPlane(const Vector &org1, const QAngle &angles1,
const Vector &min1, const Vector &max1,
const Vector &org2, const QAngle &angles2,
const Vector &min2, const Vector &max2,
float tolerance, cplane_t *pPlane);
//-----------------------------------------------------------------------------
// IsBoxIntersectingTriangle
//
// Test for an intersection (overlap) between an axial-aligned bounding
// box (AABB) and a triangle.
//
// Triangle points are in counter-clockwise order with the normal facing "out."
//
// Using the "Separating-Axis Theorem" to test for intersections between
// a triangle and an axial-aligned bounding box (AABB).
// 1. 3 Axis Plane Tests - x, y, z
// 2. 9 Edge Planes Tests - the 3 edges of the triangle crossed with all 3 axial
// planes (x, y, z)
// 3. 1 Face Plane Test - the plane the triangle resides in (cplane_t plane)
//-----------------------------------------------------------------------------
bool IsBoxIntersectingTriangle(const Vector &vecBoxCenter,
const Vector &vecBoxExtents, const Vector &v1,
const Vector &v2, const Vector &v3,
const cplane_t &plane, float flTolerance);
Vector CalcClosestPointOnTriangle(const Vector &P, const Vector &v0,
const Vector &v1, const Vector &v2);
//-----------------------------------------------------------------------------
// Compute if the OBB intersects the quad plane, and whether the entire
// OBB/Quad intersection is contained within the quad itself
//
// False if no intersection exists, or if part of the intersection is
// outside the quad's extents
//-----------------------------------------------------------------------------
bool OBBHasFullyContainedIntersectionWithQuad(
const Vector &vOBBExtent1_Scaled, const Vector &vOBBExtent2_Scaled,
const Vector &vOBBExtent3_Scaled, const Vector &ptOBBCenter,
const Vector &vQuadNormal, float fQuadPlaneDist, const Vector &ptQuadCenter,
const Vector &vQuadExtent1_Normalized, float fQuadExtent1Length,
const Vector &vQuadExtent2_Normalized, float fQuadExtent2Length);
//-----------------------------------------------------------------------------
// Compute if the Ray intersects the quad plane, and whether the entire
// Ray/Quad intersection is contained within the quad itself
//
// False if no intersection exists, or if part of the intersection is
// outside the quad's extents
//-----------------------------------------------------------------------------
bool RayHasFullyContainedIntersectionWithQuad(
const Ray_t &ray, const Vector &vQuadNormal, float fQuadPlaneDist,
const Vector &ptQuadCenter, const Vector &vQuadExtent1_Normalized,
float fQuadExtent1Length, const Vector &vQuadExtent2_Normalized,
float fQuadExtent2Length);
//-----------------------------------------------------------------------------
// INLINES
//-----------------------------------------------------------------------------
#ifdef _X360
inline bool IsBoxIntersectingBoxExtents(const fltx4 boxCenter1,
const fltx4 boxHalfDiagonal1,
const fltx4 boxCenter2,
const fltx4 boxHalfDiagonal2) {
fltx4 vecDelta, vecSize;
vecDelta = SubSIMD(boxCenter1, boxCenter2);
vecSize = AddSIMD(boxHalfDiagonal1, boxHalfDiagonal2);
uint condition;
XMVectorInBoundsR(&condition, vecDelta, vecSize);
// we want the top three words to be all 1's ; that means in bounds
return XMComparisonAllInBounds(condition);
}
#endif
#endif // COLLISIONUTILS_H