Changed argument names in collision methods for improved readability.

This commit is contained in:
Andrew Meadows 2014-01-02 16:09:41 -08:00
parent f78b7cda6f
commit 930d9957f3
2 changed files with 69 additions and 69 deletions

View file

@ -31,105 +31,105 @@ glm::vec3 computeVectorFromPointToSegment(const glm::vec3& point, const glm::vec
}
}
bool findSpherePenetration(const glm::vec3& penetratorToPenetratee, const glm::vec3& direction,
bool findSpherePenetration(const glm::vec3& localPoint, const glm::vec3& direction,
float combinedRadius, glm::vec3& penetration) {
float vectorLength = glm::length(penetratorToPenetratee);
float vectorLength = glm::length(localPoint);
if (vectorLength < EPSILON) {
penetration = direction * combinedRadius;
return true;
}
float distance = vectorLength - combinedRadius;
if (distance < 0.0f) {
penetration = penetratorToPenetratee * (-distance / vectorLength);
penetration = localPoint * (-distance / vectorLength);
return true;
}
return false;
}
bool findSpherePointPenetration(const glm::vec3& penetratorCenter, float penetratorRadius,
const glm::vec3& penetrateeLocation, glm::vec3& penetration) {
return findSpherePenetration(penetrateeLocation - penetratorCenter, glm::vec3(0.0f, -1.0f, 0.0f),
penetratorRadius, penetration);
bool findSpherePointPenetration(const glm::vec3& sphereCenter, float sphereRadius,
const glm::vec3& point, glm::vec3& penetration) {
return findSpherePenetration(point - sphereCenter, glm::vec3(0.0f, -1.0f, 0.0f),
sphereRadius, penetration);
}
bool findPointSpherePenetration(const glm::vec3& penetratorLocation, const glm::vec3& penetrateeCenter,
float penetrateeRadius, glm::vec3& penetration) {
return findSpherePenetration(penetrateeCenter - penetratorLocation, glm::vec3(0.0f, -1.0f, 0.0f),
penetrateeRadius, penetration);
bool findPointSpherePenetration(const glm::vec3& point, const glm::vec3& sphereCenter,
float sphereRadius, glm::vec3& penetration) {
return findSpherePenetration(sphereCenter - point, glm::vec3(0.0f, -1.0f, 0.0f),
sphereRadius, penetration);
}
bool findSphereSpherePenetration(const glm::vec3& penetratorCenter, float penetratorRadius,
const glm::vec3& penetrateeCenter, float penetrateeRadius, glm::vec3& penetration) {
return findSpherePointPenetration(penetratorCenter, penetratorRadius + penetrateeRadius, penetrateeCenter, penetration);
bool findSphereSpherePenetration(const glm::vec3& firstCenter, float firstRadius,
const glm::vec3& secondCenter, float secondRadius, glm::vec3& penetration) {
return findSpherePointPenetration(firstCenter, firstRadius + secondRadius, secondCenter, penetration);
}
bool findSphereSegmentPenetration(const glm::vec3& penetratorCenter, float penetratorRadius,
const glm::vec3& penetrateeStart, const glm::vec3& penetrateeEnd, glm::vec3& penetration) {
return findSpherePenetration(computeVectorFromPointToSegment(penetratorCenter, penetrateeStart, penetrateeEnd),
glm::vec3(0.0f, -1.0f, 0.0f), penetratorRadius, penetration);
bool findSphereSegmentPenetration(const glm::vec3& sphereCenter, float sphereRadius,
const glm::vec3& segmentStart, const glm::vec3& segmentEnd, glm::vec3& penetration) {
return findSpherePenetration(computeVectorFromPointToSegment(sphereCenter, segmentStart, segmentEnd),
glm::vec3(0.0f, -1.0f, 0.0f), sphereRadius, penetration);
}
bool findSphereCapsulePenetration(const glm::vec3& penetratorCenter, float penetratorRadius, const glm::vec3& penetrateeStart,
const glm::vec3& penetrateeEnd, float penetrateeRadius, glm::vec3& penetration) {
return findSphereSegmentPenetration(penetratorCenter, penetratorRadius + penetrateeRadius,
penetrateeStart, penetrateeEnd, penetration);
bool findSphereCapsulePenetration(const glm::vec3& sphereCenter, float sphereRadius, const glm::vec3& capsuleStart,
const glm::vec3& capsuleEnd, float capsuleRadius, glm::vec3& penetration) {
return findSphereSegmentPenetration(sphereCenter, sphereRadius + capsuleRadius,
capsuleStart, capsuleEnd, penetration);
}
bool findPointCapsuleConePenetration(const glm::vec3& penetratorLocation, const glm::vec3& penetrateeStart,
const glm::vec3& penetrateeEnd, float penetrateeStartRadius, float penetrateeEndRadius, glm::vec3& penetration) {
bool findPointCapsuleConePenetration(const glm::vec3& point, const glm::vec3& segmentStart,
const glm::vec3& segmentEnd, float startRadius, float endRadius, glm::vec3& penetration) {
// compute the projection of the point vector onto the segment vector
glm::vec3 segmentVector = penetrateeEnd - penetrateeStart;
glm::vec3 segmentVector = segmentEnd - segmentStart;
float lengthSquared = glm::dot(segmentVector, segmentVector);
if (lengthSquared < EPSILON) { // start and end the same
return findPointSpherePenetration(penetratorLocation, penetrateeStart,
glm::max(penetrateeStartRadius, penetrateeEndRadius), penetration);
return findPointSpherePenetration(point, segmentStart,
glm::max(startRadius, endRadius), penetration);
}
float proj = glm::dot(penetratorLocation - penetrateeStart, segmentVector) / lengthSquared;
float proj = glm::dot(point - segmentStart, segmentVector) / lengthSquared;
if (proj <= 0.0f) { // closest to the start
return findPointSpherePenetration(penetratorLocation, penetrateeStart, penetrateeStartRadius, penetration);
return findPointSpherePenetration(point, segmentStart, startRadius, penetration);
} else if (proj >= 1.0f) { // closest to the end
return findPointSpherePenetration(penetratorLocation, penetrateeEnd, penetrateeEndRadius, penetration);
return findPointSpherePenetration(point, segmentEnd, endRadius, penetration);
} else { // closest to the middle
return findPointSpherePenetration(penetratorLocation, penetrateeStart + segmentVector * proj,
glm::mix(penetrateeStartRadius, penetrateeEndRadius, proj), penetration);
return findPointSpherePenetration(point, segmentStart + segmentVector * proj,
glm::mix(startRadius, endRadius, proj), penetration);
}
}
bool findSphereCapsuleConePenetration(const glm::vec3& penetratorCenter,
float penetratorRadius, const glm::vec3& penetrateeStart, const glm::vec3& penetrateeEnd,
float penetrateeStartRadius, float penetrateeEndRadius, glm::vec3& penetration) {
return findPointCapsuleConePenetration(penetratorCenter, penetrateeStart, penetrateeEnd,
penetrateeStartRadius + penetratorRadius, penetrateeEndRadius + penetratorRadius, penetration);
bool findSphereCapsuleConePenetration(const glm::vec3& sphereCenter,
float sphereRadius, const glm::vec3& segmentStart, const glm::vec3& segmentEnd,
float startRadius, float endRadius, glm::vec3& penetration) {
return findPointCapsuleConePenetration(sphereCenter, segmentStart, segmentEnd,
startRadius + sphereRadius, endRadius + sphereRadius, penetration);
}
bool findSpherePlanePenetration(const glm::vec3& penetratorCenter, float penetratorRadius,
const glm::vec4& penetrateePlane, glm::vec3& penetration) {
float distance = glm::dot(penetrateePlane, glm::vec4(penetratorCenter, 1.0f)) - penetratorRadius;
bool findSpherePlanePenetration(const glm::vec3& sphereCenter, float sphereRadius,
const glm::vec4& plane, glm::vec3& penetration) {
float distance = glm::dot(plane, glm::vec4(sphereCenter, 1.0f)) - sphereRadius;
if (distance < 0.0f) {
penetration = glm::vec3(penetrateePlane) * distance;
penetration = glm::vec3(plane) * distance;
return true;
}
return false;
}
bool findCapsuleSpherePenetration(const glm::vec3& penetratorStart, const glm::vec3& penetratorEnd, float penetratorRadius,
const glm::vec3& penetrateeCenter, float penetrateeRadius, glm::vec3& penetration) {
if (findSphereCapsulePenetration(penetrateeCenter, penetrateeRadius,
penetratorStart, penetratorEnd, penetratorRadius, penetration)) {
bool findCapsuleSpherePenetration(const glm::vec3& capsuleStart, const glm::vec3& capsuleEnd, float capsuleRadius,
const glm::vec3& sphereCenter, float sphereRadius, glm::vec3& penetration) {
if (findSphereCapsulePenetration(sphereCenter, sphereRadius,
capsuleStart, capsuleEnd, capsuleRadius, penetration)) {
penetration = -penetration;
return true;
}
return false;
}
bool findCapsulePlanePenetration(const glm::vec3& penetratorStart, const glm::vec3& penetratorEnd, float penetratorRadius,
const glm::vec4& penetrateePlane, glm::vec3& penetration) {
float distance = glm::min(glm::dot(penetrateePlane, glm::vec4(penetratorStart, 1.0f)),
glm::dot(penetrateePlane, glm::vec4(penetratorEnd, 1.0f))) - penetratorRadius;
bool findCapsulePlanePenetration(const glm::vec3& capsuleStart, const glm::vec3& capsuleEnd, float capsuleRadius,
const glm::vec4& plane, glm::vec3& penetration) {
float distance = glm::min(glm::dot(plane, glm::vec4(capsuleStart, 1.0f)),
glm::dot(plane, glm::vec4(capsuleEnd, 1.0f))) - capsuleRadius;
if (distance < 0.0f) {
penetration = glm::vec3(penetrateePlane) * distance;
penetration = glm::vec3(plane) * distance;
return true;
}
return false;

View file

@ -13,39 +13,39 @@
glm::vec3 computeVectorFromPointToSegment(const glm::vec3& point, const glm::vec3& start, const glm::vec3& end);
bool findSpherePenetration(const glm::vec3& penetratorToPenetratee, const glm::vec3& direction,
bool findSpherePenetration(const glm::vec3& localPoint, const glm::vec3& direction,
float combinedRadius, glm::vec3& penetration);
bool findSpherePointPenetration(const glm::vec3& penetratorCenter, float penetratorRadius,
bool findSpherePointPenetration(const glm::vec3& sphereCenter, float sphereRadius,
const glm::vec3& penetrateeLocation, glm::vec3& penetration);
bool findPointSpherePenetration(const glm::vec3& penetratorLocation, const glm::vec3& penetrateeCenter,
float penetrateeRadius, glm::vec3& penetration);
bool findPointSpherePenetration(const glm::vec3& point, const glm::vec3& sphereCenter,
float sphereRadius, glm::vec3& penetration);
bool findSphereSpherePenetration(const glm::vec3& penetratorCenter, float penetratorRadius,
const glm::vec3& penetrateeCenter, float penetrateeRadius, glm::vec3& penetration);
bool findSphereSpherePenetration(const glm::vec3& firstCenter, float firstRadius,
const glm::vec3& secondCenter, float secondRadius, glm::vec3& penetration);
bool findSphereSegmentPenetration(const glm::vec3& penetratorCenter, float penetratorRadius,
bool findSphereSegmentPenetration(const glm::vec3& sphereCenter, float sphereRadius,
const glm::vec3& penetrateeStart, const glm::vec3& penetrateeEnd, glm::vec3& penetration);
bool findSphereCapsulePenetration(const glm::vec3& penetratorCenter, float penetratorRadius, const glm::vec3& penetrateeStart,
const glm::vec3& penetrateeEnd, float penetrateeRadius, glm::vec3& penetration);
bool findSphereCapsulePenetration(const glm::vec3& sphereCenter, float sphereRadius, const glm::vec3& penetrateeStart,
const glm::vec3& penetrateeEnd, float capsuleRadius, glm::vec3& penetration);
bool findPointCapsuleConePenetration(const glm::vec3& penetratorLocation, const glm::vec3& penetrateeStart,
const glm::vec3& penetrateeEnd, float penetrateeStartRadius, float penetrateeEndRadius, glm::vec3& penetration);
bool findPointCapsuleConePenetration(const glm::vec3& point, const glm::vec3& segmentStart,
const glm::vec3& segmentEnd, float startRadius, float endRadius, glm::vec3& penetration);
bool findSphereCapsuleConePenetration(const glm::vec3& penetratorCenter,
float penetratorRadius, const glm::vec3& penetrateeStart, const glm::vec3& penetrateeEnd,
bool findSphereCapsuleConePenetration(const glm::vec3& sphereCenter, float sphereRadius,
const glm::vec3& penetrateeStart, const glm::vec3& penetrateeEnd,
float penetrateeStartRadius, float penetrateeEndRadius, glm::vec3& penetration);
bool findSpherePlanePenetration(const glm::vec3& penetratorCenter, float penetratorRadius,
const glm::vec4& penetrateePlane, glm::vec3& penetration);
bool findSpherePlanePenetration(const glm::vec3& sphereCenter, float sphereRadius,
const glm::vec4& plane, glm::vec3& penetration);
bool findCapsuleSpherePenetration(const glm::vec3& penetratorStart, const glm::vec3& penetratorEnd, float penetratorRadius,
const glm::vec3& penetrateeCenter, float penetrateeRadius, glm::vec3& penetration);
bool findCapsuleSpherePenetration(const glm::vec3& capsuleStart, const glm::vec3& capsuleEnd, float capsuleRadius,
const glm::vec3& sphereCenter, float sphereRadius, glm::vec3& penetration);
bool findCapsulePlanePenetration(const glm::vec3& penetratorStart, const glm::vec3& penetratorEnd, float penetratorRadius,
const glm::vec4& penetrateePlane, glm::vec3& penetration);
bool findCapsulePlanePenetration(const glm::vec3& capsuleStart, const glm::vec3& capsuleEnd, float capsuleRadius,
const glm::vec4& plane, glm::vec3& penetration);
glm::vec3 addPenetrations(const glm::vec3& currentPenetration, const glm::vec3& newPenetration);