From 2aa2097b6cffd6ed58e127b0ed4f76d6255ac495 Mon Sep 17 00:00:00 2001 From: Matthias Schiffer Date: Tue, 5 Jan 2010 22:29:21 +0100 Subject: New and improved edge collision handling! Get it while it's hot! --- src/Collision.cpp | 33 +++++++++++++++++++++++++++++++-- 1 file changed, 31 insertions(+), 2 deletions(-) (limited to 'src/Collision.cpp') diff --git a/src/Collision.cpp b/src/Collision.cpp index 0161d5d..21ef083 100644 --- a/src/Collision.cpp +++ b/src/Collision.cpp @@ -50,6 +50,20 @@ bool Collision::test(const Triangle &t, const MathUtil::Ray &ray, float *distanc return true; } +vmml::vec3f Collision::projectToEdge(const vmml::vec3f& p, const vmml::vec3f& v1, const vmml::vec3f& v2) { + vmml::vec3f pVec = p - v1; + vmml::vec3f edge = v2 - v1; + + float lengthSq = edge.squared_length(); + float edgeProj = vmml::dot(edge, pVec); + + if(edgeProj < 0) return v1; + if(edgeProj > lengthSq) return v2; + + return v1 + (edgeProj/lengthSq)*edge; +} + + bool Collision::testEdge(const vmml::vec3f &v1, const vmml::vec3f &v2, const vmml::vec3f &m, float r, const vmml::vec3f &move, float *distance) { vmml::vec3f edge = v2 - v1; @@ -116,16 +130,19 @@ bool Collision::testVertex(const vmml::vec3f &v, const vmml::vec3f &m, float r, return true; } -bool Collision::test(const Triangle &t, const vmml::vec3f &m, float r, const vmml::vec3f &move, float *distance) { +bool Collision::test(const Triangle &t, const vmml::vec3f &m, float r, const vmml::vec3f &move, float *distance, vmml::vec3f *normal) { if(move.squared_length() == 0) return false; float d; - if(test(t, MathUtil::Ray(m - r*t.computeNormal(), move), &d) && d > -MathUtil::EPSILON) { + vmml::vec3f triangleNormal = t.computeNormal(); + if(test(t, MathUtil::Ray(m - r*triangleNormal, move), &d) && d > -MathUtil::EPSILON) { if(d < 1) { if(distance) *distance = d; + if(normal) + *normal = triangleNormal; return true; } @@ -142,6 +159,12 @@ bool Collision::test(const Triangle &t, const vmml::vec3f &m, float r, const vmm if(!collision || d < minDistance) { collision = true; minDistance = d; + + if(normal) { + vmml::vec3f p = m + move*d; + + *normal = (p - projectToEdge(p, t.getVertex(i), t.getVertex((i+1)%3)))/r; + } } } } @@ -160,6 +183,12 @@ bool Collision::test(const Triangle &t, const vmml::vec3f &m, float r, const vmm collision = true; minDistance = d; } + + if(normal) { + vmml::vec3f p = m + move*d; + + *normal = (p - t.getVertex(i))/r; + } } } -- cgit v1.2.3