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Name changes, formatting, and comments for readability.
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930d9957f3
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2 changed files with 40 additions and 32 deletions
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@ -31,16 +31,20 @@ glm::vec3 computeVectorFromPointToSegment(const glm::vec3& point, const glm::vec
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}
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}
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bool findSpherePenetration(const glm::vec3& localPoint, const glm::vec3& direction,
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float combinedRadius, glm::vec3& penetration) {
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float vectorLength = glm::length(localPoint);
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// Computes the penetration between a point and a sphere (centered at the origin)
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// if point is inside sphere: returns true and stores the result in 'penetration'
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// (the vector that would move the point outside the sphere)
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// otherwise returns false
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bool findSpherePenetration(const glm::vec3& point, const glm::vec3& defaultDirection, float sphereRadius,
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glm::vec3& penetration) {
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float vectorLength = glm::length(point);
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if (vectorLength < EPSILON) {
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penetration = direction * combinedRadius;
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penetration = defaultDirection * sphereRadius;
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return true;
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}
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float distance = vectorLength - combinedRadius;
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float distance = vectorLength - sphereRadius;
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if (distance < 0.0f) {
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penetration = localPoint * (-distance / vectorLength);
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penetration = point * (-distance / vectorLength);
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return true;
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}
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return false;
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@ -48,14 +52,12 @@ bool findSpherePenetration(const glm::vec3& localPoint, const glm::vec3& directi
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bool findSpherePointPenetration(const glm::vec3& sphereCenter, float sphereRadius,
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const glm::vec3& point, glm::vec3& penetration) {
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return findSpherePenetration(point - sphereCenter, glm::vec3(0.0f, -1.0f, 0.0f),
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sphereRadius, penetration);
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return findSpherePenetration(point - sphereCenter, glm::vec3(0.0f, -1.0f, 0.0f), sphereRadius, penetration);
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}
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bool findPointSpherePenetration(const glm::vec3& point, const glm::vec3& sphereCenter,
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float sphereRadius, glm::vec3& penetration) {
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return findSpherePenetration(sphereCenter - point, glm::vec3(0.0f, -1.0f, 0.0f),
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sphereRadius, penetration);
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return findSpherePenetration(sphereCenter - point, glm::vec3(0.0f, -1.0f, 0.0f), sphereRadius, penetration);
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}
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bool findSphereSpherePenetration(const glm::vec3& firstCenter, float firstRadius,
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@ -65,8 +67,8 @@ bool findSphereSpherePenetration(const glm::vec3& firstCenter, float firstRadius
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bool findSphereSegmentPenetration(const glm::vec3& sphereCenter, float sphereRadius,
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const glm::vec3& segmentStart, const glm::vec3& segmentEnd, glm::vec3& penetration) {
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return findSpherePenetration(computeVectorFromPointToSegment(sphereCenter, segmentStart, segmentEnd),
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glm::vec3(0.0f, -1.0f, 0.0f), sphereRadius, penetration);
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return findSpherePenetration(computeVectorFromPointToSegment(sphereCenter, segmentStart, segmentEnd),
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glm::vec3(0.0f, -1.0f, 0.0f), sphereRadius, penetration);
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}
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bool findSphereCapsulePenetration(const glm::vec3& sphereCenter, float sphereRadius, const glm::vec3& capsuleStart,
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@ -75,32 +77,32 @@ bool findSphereCapsulePenetration(const glm::vec3& sphereCenter, float sphereRad
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capsuleStart, capsuleEnd, penetration);
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}
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bool findPointCapsuleConePenetration(const glm::vec3& point, const glm::vec3& segmentStart,
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const glm::vec3& segmentEnd, float startRadius, float endRadius, glm::vec3& penetration) {
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bool findPointCapsuleConePenetration(const glm::vec3& point, const glm::vec3& capsuleStart,
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const glm::vec3& capsuleEnd, float startRadius, float endRadius, glm::vec3& penetration) {
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// compute the projection of the point vector onto the segment vector
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glm::vec3 segmentVector = segmentEnd - segmentStart;
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glm::vec3 segmentVector = capsuleEnd - capsuleStart;
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float lengthSquared = glm::dot(segmentVector, segmentVector);
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if (lengthSquared < EPSILON) { // start and end the same
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return findPointSpherePenetration(point, segmentStart,
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return findPointSpherePenetration(point, capsuleStart,
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glm::max(startRadius, endRadius), penetration);
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}
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float proj = glm::dot(point - segmentStart, segmentVector) / lengthSquared;
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float proj = glm::dot(point - capsuleStart, segmentVector) / lengthSquared;
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if (proj <= 0.0f) { // closest to the start
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return findPointSpherePenetration(point, segmentStart, startRadius, penetration);
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return findPointSpherePenetration(point, capsuleStart, startRadius, penetration);
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} else if (proj >= 1.0f) { // closest to the end
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return findPointSpherePenetration(point, segmentEnd, endRadius, penetration);
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return findPointSpherePenetration(point, capsuleEnd, endRadius, penetration);
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} else { // closest to the middle
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return findPointSpherePenetration(point, segmentStart + segmentVector * proj,
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return findPointSpherePenetration(point, capsuleStart + segmentVector * proj,
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glm::mix(startRadius, endRadius, proj), penetration);
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}
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}
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bool findSphereCapsuleConePenetration(const glm::vec3& sphereCenter,
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float sphereRadius, const glm::vec3& segmentStart, const glm::vec3& segmentEnd,
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float sphereRadius, const glm::vec3& capsuleStart, const glm::vec3& capsuleEnd,
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float startRadius, float endRadius, glm::vec3& penetration) {
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return findPointCapsuleConePenetration(sphereCenter, segmentStart, segmentEnd,
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return findPointCapsuleConePenetration(sphereCenter, capsuleStart, capsuleEnd,
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startRadius + sphereRadius, endRadius + sphereRadius, penetration);
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}
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@ -13,11 +13,17 @@
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glm::vec3 computeVectorFromPointToSegment(const glm::vec3& point, const glm::vec3& start, const glm::vec3& end);
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bool findSpherePenetration(const glm::vec3& localPoint, const glm::vec3& direction,
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float combinedRadius, glm::vec3& penetration);
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/// Computes the penetration between a point and a sphere (centered at the origin)
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/// \param point the point location relative to sphere center (origin)
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/// \param defaultDirection the direction of the pentration when the point is near the origin
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/// \param sphereRadius the radius of the sphere
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/// \param penetration the displacement that would move the point out of penetration with the sphere
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/// \return true if point is inside sphere, otherwise false
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bool findSpherePenetration(const glm::vec3& point, const glm::vec3& defaultDirection,
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float sphereRadius, glm::vec3& penetration);
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bool findSpherePointPenetration(const glm::vec3& sphereCenter, float sphereRadius,
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const glm::vec3& penetrateeLocation, glm::vec3& penetration);
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const glm::vec3& point, glm::vec3& penetration);
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bool findPointSpherePenetration(const glm::vec3& point, const glm::vec3& sphereCenter,
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float sphereRadius, glm::vec3& penetration);
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@ -26,17 +32,17 @@ bool findSphereSpherePenetration(const glm::vec3& firstCenter, float firstRadius
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const glm::vec3& secondCenter, float secondRadius, glm::vec3& penetration);
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bool findSphereSegmentPenetration(const glm::vec3& sphereCenter, float sphereRadius,
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const glm::vec3& penetrateeStart, const glm::vec3& penetrateeEnd, glm::vec3& penetration);
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const glm::vec3& segmentStart, const glm::vec3& segmentEnd, glm::vec3& penetration);
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bool findSphereCapsulePenetration(const glm::vec3& sphereCenter, float sphereRadius, const glm::vec3& penetrateeStart,
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const glm::vec3& penetrateeEnd, float capsuleRadius, glm::vec3& penetration);
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bool findSphereCapsulePenetration(const glm::vec3& sphereCenter, float sphereRadius, const glm::vec3& capsuleStart,
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const glm::vec3& capsuleEnd, float capsuleRadius, glm::vec3& penetration);
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bool findPointCapsuleConePenetration(const glm::vec3& point, const glm::vec3& segmentStart,
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const glm::vec3& segmentEnd, float startRadius, float endRadius, glm::vec3& penetration);
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bool findPointCapsuleConePenetration(const glm::vec3& point, const glm::vec3& capsuleStart,
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const glm::vec3& capsuleEnd, float startRadius, float endRadius, glm::vec3& penetration);
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bool findSphereCapsuleConePenetration(const glm::vec3& sphereCenter, float sphereRadius,
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const glm::vec3& penetrateeStart, const glm::vec3& penetrateeEnd,
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float penetrateeStartRadius, float penetrateeEndRadius, glm::vec3& penetration);
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const glm::vec3& capsuleStart, const glm::vec3& capsuleEnd,
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float startRadius, float endRadius, glm::vec3& penetration);
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bool findSpherePlanePenetration(const glm::vec3& sphereCenter, float sphereRadius,
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const glm::vec4& plane, glm::vec3& penetration);
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