multiple-cube collision demo
This commit is contained in:
parent
ce2260e078
commit
0044c3352f
@ -174,7 +174,7 @@ namespace collision {
|
||||
return true;
|
||||
}
|
||||
|
||||
static const float interval_epsilon = 0.02f;
|
||||
static const float interval_epsilon = 0.01f;
|
||||
|
||||
static inline bool intersect_moving_sphere_aabb(Sphere const & sphere, XMVECTOR const & direction,
|
||||
float t0, float t1, AABB const & aabb,
|
||||
@ -197,4 +197,14 @@ namespace collision {
|
||||
|
||||
return intersect_moving_sphere_aabb(sphere, direction, mid, t1, aabb, t, point);
|
||||
}
|
||||
|
||||
static inline AABB moving_sphere_aabb(Sphere const & sphere, XMVECTOR const & direction)
|
||||
{
|
||||
XMVECTOR min = sphere.center + XMVectorReplicate(-sphere.radius);
|
||||
XMVECTOR max = sphere.center + XMVectorReplicate( sphere.radius);
|
||||
|
||||
min = XMVectorMin(min, min + direction);
|
||||
max = XMVectorMax(max, max + direction);
|
||||
return AABB(min, max);
|
||||
}
|
||||
}
|
||||
|
||||
@ -265,6 +265,38 @@ namespace collision_scene {
|
||||
glDrawElementsBaseVertex(GL_LINE_STRIP, 5, GL_UNSIGNED_SHORT, (void*)(cube_base_index), cube_base_vertex);
|
||||
}
|
||||
|
||||
static const XMVECTOR cubes[] = {
|
||||
XMVectorSet(1, 1, 0, 1),
|
||||
XMVectorSet(-1, 1, 0, 1),
|
||||
XMVectorSet(-2, 1, 0, 1),
|
||||
XMVectorSet(-2, -2, 0, 1),
|
||||
XMVectorSet(-2, -3, 0, 1),
|
||||
};
|
||||
static const int cubes_length = (sizeof (cubes)) / (sizeof (cubes[0]));
|
||||
|
||||
static XMVECTOR min_intersection_point;
|
||||
static XMVECTOR min_intersection_position;
|
||||
static float min_t;
|
||||
static bool min_intersected;
|
||||
|
||||
void check_collision(collision::Sphere const & sphere, XMVECTOR const & direction,
|
||||
XMVECTOR const & cube_center)
|
||||
{
|
||||
collision::AABB aabb = collision::cube_aabb(cube_center, 0.5);
|
||||
float t;
|
||||
XMVECTOR intersection_point;
|
||||
bool intersected = collision::intersect_moving_sphere_aabb(sphere, direction,
|
||||
0, 1, aabb,
|
||||
t, intersection_point);
|
||||
XMVECTOR intersection_position = sphere.center + direction * t;
|
||||
if (intersected && t < min_t) {
|
||||
min_t = t;
|
||||
min_intersected = true;
|
||||
min_intersection_point = intersection_point;
|
||||
min_intersection_position = intersection_position;
|
||||
}
|
||||
}
|
||||
|
||||
void draw()
|
||||
{
|
||||
glUseProgram(program);
|
||||
@ -288,11 +320,32 @@ namespace collision_scene {
|
||||
|
||||
glUniform1i(location.uniform.use_grid_transform, 0);
|
||||
|
||||
collision::Sphere sphere(point_position[0], 0.5);
|
||||
XMVECTOR direction = point_position[1] - point_position[0];
|
||||
collision::AABB sphere_aabb = collision::moving_sphere_aabb(sphere, direction);
|
||||
XMVECTOR min_floor = XMVectorFloor(sphere_aabb.min);
|
||||
XMVECTOR max_ceiling = XMVectorCeiling(sphere_aabb.max);
|
||||
|
||||
//////////////////////////////////////////////////////////////////////
|
||||
// reset intersections
|
||||
//////////////////////////////////////////////////////////////////////
|
||||
min_t = FLT_MAX;
|
||||
min_intersected = false;
|
||||
|
||||
glLineWidth(3.0f);
|
||||
glUniform3f(location.uniform.base_color, 0.5, 1.0, 0.0);
|
||||
XMVECTOR cube_center = XMVectorSet(1, 1, 0, 1);
|
||||
draw_cube(transform, cube_center);
|
||||
for (int i = 0; i < cubes_length; i++) {
|
||||
XMVECTOR center = cubes[i];
|
||||
XMVECTOR le = XMVectorLessOrEqual(min_floor, center);
|
||||
XMVECTOR ge = XMVectorGreaterOrEqual(max_ceiling, center);
|
||||
if (XMVectorGetX(le) == 0 || XMVectorGetY(le) == 0 || XMVectorGetZ(le) == 0 ||
|
||||
XMVectorGetX(ge) == 0 || XMVectorGetY(ge) == 0 || XMVectorGetZ(ge) == 0) {
|
||||
glUniform3f(location.uniform.base_color, 0.5, 1.0, 0.0);
|
||||
} else {
|
||||
check_collision(sphere, direction, center);
|
||||
glUniform3f(location.uniform.base_color, 0.5, 0.5, 0.5);
|
||||
}
|
||||
draw_cube(transform, center);
|
||||
}
|
||||
|
||||
glUniform3f(location.uniform.base_color, 0, 0.0, 1.0);
|
||||
draw_sphere(transform, point_position[0], 0.5);
|
||||
@ -300,23 +353,21 @@ namespace collision_scene {
|
||||
draw_sphere(transform, point_position[1], point_radius);
|
||||
draw_line(transform, point_position[0], point_position[1]);
|
||||
|
||||
collision::Sphere sphere(point_position[0], 0.5);
|
||||
XMVECTOR direction = point_position[1] - point_position[0];
|
||||
collision::AABB aabb = collision::cube_aabb(cube_center, 0.5);
|
||||
float t;
|
||||
XMVECTOR intersection_point;
|
||||
bool intersected = collision::intersect_moving_sphere_aabb(sphere, direction,
|
||||
0, 1, aabb,
|
||||
t, intersection_point);
|
||||
|
||||
if (intersected){
|
||||
if (min_intersected){
|
||||
glUniform3f(location.uniform.base_color, 1.0, 0.5, 0.0);
|
||||
XMVECTOR intersection_position = point_position[0] + direction * t;
|
||||
draw_sphere(transform, intersection_position, 0.5);
|
||||
draw_sphere(transform, min_intersection_position, 0.5);
|
||||
glUniform3f(location.uniform.base_color, 1.0, 0.0, 0.0);
|
||||
draw_sphere(transform, intersection_point, point_radius);
|
||||
draw_sphere(transform, min_intersection_point, point_radius);
|
||||
}
|
||||
|
||||
XMVECTOR pa = XMVectorSelect(sphere_aabb.min, sphere_aabb.max, g_XMSelect1000);
|
||||
XMVECTOR pb = XMVectorSelect(sphere_aabb.min, sphere_aabb.max, g_XMSelect0101);
|
||||
draw_line(transform, sphere_aabb.min, pa);
|
||||
draw_line(transform, pa, sphere_aabb.max);
|
||||
draw_line(transform, sphere_aabb.max, pb);
|
||||
draw_line(transform, pb, sphere_aabb.min);
|
||||
//sphere_aabb.max,
|
||||
|
||||
/*
|
||||
// segments
|
||||
glUniform3f(location.uniform.base_color, 0, 0.5, 1.0);
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user