From 16dca7381bb37a7304fa29d553a73a068e2fe431 Mon Sep 17 00:00:00 2001 From: neoraider Date: Fri, 22 Apr 2005 19:51:02 +0000 Subject: Libneofx von Libzoom abgespalten --- collision.c | 116 ------------------------------------------------------------ 1 file changed, 116 deletions(-) delete mode 100644 collision.c (limited to 'collision.c') diff --git a/collision.c b/collision.c deleted file mode 100644 index 8417df6..0000000 --- a/collision.c +++ /dev/null @@ -1,116 +0,0 @@ -#include -#include - -static VERTEX TriangleCollisionPoint(TRIANGLE, VERTEX); -static VERTEX LineCollisionPoint(VERTEX, VERTEX, VERTEX); - -int CollisionPointTriangle(VERTEX p, TRIANGLE t) { - VECTOR v1, v2; - TRIANGLE triangle = t; - - if(VectorDot(VectorSub(p, triangle.vertices[0]), triangle.normal) > 0.0) return 0; - - v1 = VectorCross(VectorSub(triangle.vertices[2], triangle.vertices[1]), VectorSub(p, triangle.vertices[1])); - v2 = VectorCross(VectorSub(triangle.vertices[2], triangle.vertices[1]), VectorSub(triangle.vertices[0], triangle.vertices[1])); - if(VectorDot(v1, v2) < 0.0) return 0; - - v1 = VectorCross(VectorSub(triangle.vertices[2], triangle.vertices[0]), VectorSub(p, triangle.vertices[0])); - v2 = VectorCross(VectorSub(triangle.vertices[2], triangle.vertices[0]), VectorSub(triangle.vertices[1], triangle.vertices[0])); - if(VectorDot(v1, v2) < 0.0) return 0; - - v1 = VectorCross(VectorSub(triangle.vertices[1], triangle.vertices[0]), VectorSub(p, triangle.vertices[0])); - v2 = VectorCross(VectorSub(triangle.vertices[1], triangle.vertices[0]), VectorSub(triangle.vertices[2], triangle.vertices[0])); - if(VectorDot(v1, v2) < 0.0) return 0; - - return 1; -} - -int CollisionRayTriangle(VERTEX p, VECTOR vec, TRIANGLE t, float* f) { - VECTOR pvec, tvec, qvec, edge1, edge2; - float det, u, v, invDet; - - edge1 = VectorSub(t.vertices[1], t.vertices[0]); - edge2 = VectorSub(t.vertices[2], t.vertices[0]); - - pvec = VectorCross(vec, edge2); - - det = VectorDot(edge1, pvec); - - if(det < 0.0001) return 0; - - tvec = VectorSub(p, t.vertices[0]); - u = VectorDot(tvec, pvec); - if(u < 0.0 || u > det) return 0; - - qvec = VectorCross(tvec, edge1); - v = VectorDot(vec, qvec); - if(v < 0.0 || u+v > det) return 0; - - if(f) { - *f = VectorDot(edge2, qvec); - invDet = 1.0 / det; - *f *= invDet; - } - - return 1; -} - -static VERTEX LineCollisionPoint(VERTEX v1, VERTEX v2, VERTEX p) { - VECTOR c; - VECTOR V; - float d; - float t; - - c = VectorSub(p, v1); - V = VectorSub(v2, v1); - d = VectorLengthSq(V); - t = VectorDot(V, c); - - if(t < 0) return v1; - if(t > d) return v2; - - return VectorAdd(v1, VectorMul(V, t/d)); -} - -static VERTEX TriangleCollisionPoint(TRIANGLE t, VERTEX p) { - VERTEX v1, v2, v3; - - v1 = LineCollisionPoint(t.vertices[0], t.vertices[1], p); - v2 = LineCollisionPoint(t.vertices[1], t.vertices[2], p); - v3 = LineCollisionPoint(t.vertices[2], t.vertices[0], p); - - if(VectorLengthSq(VectorSub(v1, p)) < VectorLengthSq(VectorSub(v2, p)) && - VectorLengthSq(VectorSub(v1, p)) < VectorLengthSq(VectorSub(v3, p))) return v1; - if(VectorLengthSq(VectorSub(v2, p)) < VectorLengthSq(VectorSub(v3, p))) return v2; - return v3; -} - -int CollisionSphereTriangle(VERTEX p, float r, TRIANGLE t) { - float f; - VERTEX v; - - /*if(CollisionRayTriangle(VectorAdd(p, VectorMul(VectorNeg(t.normal), r)), m, t, &f)) {*/ - if(CollisionRayTriangle(p, VectorNeg(t.normal), t, &f)) { - if(f < r) return 1; - return 0; - } - - v = TriangleCollisionPoint(t, p); - if(VectorLengthSq(VectorSub(p, v)) < r*r) return 1; - return 0; -} - -int CollisionMovingSphereTriangle(VERTEX p, float r, VECTOR m, float l, TRIANGLE t) { - float f; - VERTEX v; - - if(CollisionRayTriangle(VectorAdd(p, VectorMul(VectorNeg(t.normal), r)), m, t, &f)) { - if(f < l) return 1; - return 0; - } - - v = TriangleCollisionPoint(t, p); - v = LineCollisionPoint(v, VectorSub(v, VectorMul(m, l)), p); - if(VectorLengthSq(VectorSub(p, v)) < r*r) return 1; - return 0; -} -- cgit v1.2.3