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Cyd
2026-06-24 21:28:16 -05:00
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//=======================================================================//
// File: line.cpp //
// Project: Architecture //
// Author: J.M. Albertson //
//-----------------------------------------------------------------------//
// Copyright (C) 1994, Virtual World Entertainments, All Rights reserved //
// PROPRIETARY AND CONFIDENTIAL //
//=======================================================================//
#include "StuffHeaders.hpp"
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
Line3D&
Line3D::SetDirection(const Vector3D &vector)
{
Check_Pointer(this);
Check_Object(&vector);
//
//---------------------------------------
// Make sure m_length of vector is non-zero
//---------------------------------------
//
m_length = vector.GetLength();
Verify(!Small_Enough(m_length));
m_length = 1.0f / m_length;
//
//----------------------------------------------
// Normalize the vector and put it into the line
//----------------------------------------------
//
m_direction.x = vector.x*m_length;
m_direction.y = vector.y*m_length;
m_direction.z = vector.z*m_length;
return *this;
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
Scalar
Line3D::GetDistanceTo(
const Plane &plane,
Scalar *product
) const
{
Check_Object(this);
Check_Object(&plane);
Check_Pointer(product);
*product = m_direction * plane.normal;
if (Small_Enough(*product))
return -1.0f;
Scalar result = -plane.GetDistanceTo(m_origin) / *product;
return result;
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
Scalar
Line3D::GetDistanceTo(
const Sphere &sphere,
Scalar *penetration
) const
{
Check_Object(this);
Check_Object(&sphere);
Check_Pointer(penetration);
//
//-------------------------------------------------------------------
// Determine if ray intersects bounding sphere of object. If sphere
// is (X-C)*(X-C) = R^2 and ray is X = t*D+L for t >= 0, then
// intersection is obtained by plugging X into sphere equation to
// get quadratic: (D*D)t^2 + 2*(D*(L-C))t + (L-C)*(L-C) = 0
// Define a = D*D = 1.0f, b = 2*(D*(L-C)), and c = (L-C)*(L-C).
//-------------------------------------------------------------------
//
Vector3D diff;
diff.Subtract(m_origin, sphere.center);
Scalar b = (m_direction*diff) * 2.0f;
Scalar c = (diff*diff) - sphere.radius*sphere.radius;
//
//-------------------------------------------------------------------------
// If penetration is negative, we couldn't hit the sphere at all. If it is
// really small, it touches at only one place
//-------------------------------------------------------------------------
//
*penetration = b*b - 4.0f*c;
if (*penetration < -SMALL)
return -1.0f;
b *= -0.5f;
if (*penetration<SMALL)
{
*penetration = 0.0f;
Min_Clamp(b, 0.0f);
return (b > m_length) ? -1.0f : b;
}
//
//-------------------------------------------------------------
// We know we hit the sphere, so figure out where it first hits
//-------------------------------------------------------------
//
*penetration = 0.5f * Sqrt(*penetration);
if (b + *penetration < -SMALL)
return -1.0f;
b -= *penetration;
if (b > m_length)
return -1.0f;
Min_Clamp(b, 0.0f);
return b;
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
Scalar
Line3D::GetDistanceTo(const OBB& box)
{
Check_Object(this);
Check_Object(&box);
//
//------------------------------------------------------------------------
// Get the vector from the line to the centerpoint of the OBB. All planes
// will be generated relative to this
//------------------------------------------------------------------------
//
Point3D center;
center = box.localToParent;
Vector3D delta;
delta.Subtract(center, m_origin);
//
//--------------------------------------------------
// Set up the loop to examine each of the three axes
//--------------------------------------------------
//
Scalar enters = -100.0f - m_length;
Scalar leaves = m_length + 100.0f;
for (int axis=X_Axis; axis <= Z_Axis; ++axis)
{
UnitVector3D
normal(
box.localToParent(axis, X_Axis),
box.localToParent(axis, Y_Axis),
box.localToParent(axis, Z_Axis)
);
//
//----------------------------------------------------------------------
// Now, we have to calculate how far the line moves along the normal per
// unit traveled down the line. If it is perpendicular to the normal,
// then it will hit or miss based solely upon the m_origin location
//----------------------------------------------------------------------
//
Scalar drift = m_direction * normal;
Scalar distance;
if (Small_Enough(drift))
{
distance = delta * normal;
if (Fabs(distance) > box.axisExtents[axis])
return -1.0f;
else
continue;
}
//
//--------------------------------------------------------------------
// We know the line is not parallel, so we will now calculate how long
// the line will stay inside the box. We also will calculate how far
// from the m_origin to the centerplane of the OBB
//--------------------------------------------------------------------
//
drift = 1.0f / drift;
Scalar span = box.axisExtents[axis] * Fabs(drift);
distance = (delta * normal) * drift;
//
//--------------------------------------------------------------------
// Now adjust where the line can enter and leave the OBB, and if it is
// no longer possible to hit, stop checking
//--------------------------------------------------------------------
//
Scalar enter = distance - span;
Scalar leave = distance + span;
if (enter > enters)
enters = enter;
if (leave < leaves)
leaves = leave;
if (enters > leaves)
return -1.0f;
}
//
//-------------------------------------------------------------------------
// If we got here, then the line in theory can hit the OBB, so now we check
// to make sure it hits it within the allowed span of the line
//-------------------------------------------------------------------------
//
if (leaves < 0.0f || enters > m_length)
return -1.0f;
Min_Clamp(enters, 0.0f);
return enters;
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
Scalar
Line3D::GetDistanceTo(
const OBB& box,
int *first_axis
)
{
Check_Object(this);
Check_Object(&box);
Check_Pointer(first_axis);
//
//------------------------------------------------------------------------
// Get the vector from the line to the centerpoint of the OBB. All planes
// will be generated relative to this
//------------------------------------------------------------------------
//
Point3D center;
center = box.localToParent;
Vector3D delta;
delta.Subtract(center, m_origin);
//
//--------------------------------------------------
// Set up the loop to examine each of the three axes
//--------------------------------------------------
//
Scalar enters = -100.0f - m_length;
Scalar leaves = m_length + 100.0f;
for (int axis=X_Axis; axis <= Z_Axis; ++axis)
{
UnitVector3D
normal(
box.localToParent(axis, X_Axis),
box.localToParent(axis, Y_Axis),
box.localToParent(axis, Z_Axis)
);
//
//----------------------------------------------------------------------
// Now, we have to calculate how far the line moves along the normal per
// unit traveled down the line. If it is perpendicular to the normal,
// then it will hit or miss based solely upon the m_origin location
//----------------------------------------------------------------------
//
Scalar drift = m_direction * normal;
Scalar distance;
if (Small_Enough(drift))
{
distance = delta * normal;
if (Fabs(distance) > box.axisExtents[axis])
return -1.0f;
else
continue;
}
//
//--------------------------------------------------------------------
// We know the line is not parallel, so we will now calculate how long
// the line will stay inside the box. We also will calculate how far
// from the m_origin to the centerplane of the OBB
//--------------------------------------------------------------------
//
drift = 1.0f / drift;
Scalar span = box.axisExtents[axis] * Fabs(drift);
distance = (delta * normal) * drift;
//
//--------------------------------------------------------------------
// Now adjust where the line can enter and leave the OBB, and if it is
// no longer possible to hit, stop checking
//--------------------------------------------------------------------
//
Scalar enter = distance - span;
Scalar leave = distance + span;
if (enter > enters)
{
*first_axis = axis;
enters = enter;
}
if (leave < leaves)
leaves = leave;
if (enters > leaves)
return -1.0f;
}
//
//-------------------------------------------------------------------------
// If we got here, then the line in theory can hit the OBB, so now we check
// to make sure it hits it within the allowed span of the line
//-------------------------------------------------------------------------
//
if (leaves < 0.0f || enters > m_length)
return -1.0f;
Min_Clamp(enters, 0.0f);
return enters;
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
Scalar
Stuff::Find_Time_Till_Closest_Approach(
const Point3D& origin1,
const Vector3D& velocity1,
const Point3D& origin2,
const Vector3D& velocity2
)
{
Vector3D a,b;
a.Subtract(origin1, origin2);
b.Subtract(velocity1, velocity2);
//
//--------------------------------------------------------------------
// If the velocities are identical, any point will do for the test, so
// return time zero
//--------------------------------------------------------------------
//
Scalar d = b.GetLengthSquared();
if (Small_Enough(d))
return 0.0f;
//
//-------------------------------------------------------------------------
// The equation representing the difference in the lines is a+bt. If we dot
// this equation with itself, we get a function representing the squared
// distances between the lines = aa + 2tab + ttbb. The derivative of this
// function with respect to t is 2ab + 2tbb. The closest approach is when
// the derivative is zero, or when t = -a*b / b*b
//-------------------------------------------------------------------------
//
return (a * b) / -d;
}