示例#1
0
//----------------------------------------------------------------------------
bool Bound::TestIntersection (const Bound& bound, float tmax,
							  const AVector& velocity0, const AVector& velocity1) const
{
	if (bound.GetRadius() == 0.0f || GetRadius() == 0.0f)
	{
		return false;
	}

	AVector relVelocity = velocity1 - velocity0; // 相对速度
	AVector cenDiff = bound.mCenter - mCenter; // 相对位移
	float a = relVelocity.SquaredLength();
	float c = cenDiff.SquaredLength();
	float rSum = bound.mRadius + mRadius;
	float rSumSqr = rSum*rSum;

	if (a > 0.0f)
	{
		float b = cenDiff.Dot(relVelocity);
		if (b <= 0.0f)
		{
			if (-tmax*a <= b)
			{
				return a*c - b*b <= a*rSumSqr;
			}
			else
			{
				return tmax*(tmax*a + 2.0f*b) + c <= rSumSqr;
			}
		}
	}

	return c <= rSumSqr;
}
示例#2
0
//----------------------------------------------------------------------------
bool Bound::TestIntersection (const Bound& bound) const
{
	if (bound.GetRadius() == 0.0f || GetRadius() == 0.0f)
	{
		return false;
	}

	// 静态相交检测
	AVector diff = mCenter - bound.mCenter;
	float rSum = mRadius + bound.mRadius;
	return diff.SquaredLength() <= rSum*rSum;
}
示例#3
0
//----------------------------------------------------------------------------
void Bound::GrowToContain (const Bound& bound)
{
	if (bound.GetRadius() == 0.0f)
	{
		// The node is a dummy node and cannot affect growth.
		return;
	}

	if (GetRadius() == 0.0f)
	{
		mCenter = bound.GetCenter();
		mRadius = bound.GetRadius();
		
		return;
	}

	AVector centerDiff = bound.mCenter - mCenter;
	float lengthSqr = centerDiff.SquaredLength();
	float radiusDiff = bound.mRadius - mRadius;
	float radiusDiffSqr = radiusDiff*radiusDiff;

	if (radiusDiffSqr >= lengthSqr)
	{
		if (radiusDiff >= 0.0f)
		{
			mCenter = bound.mCenter;
			mRadius = bound.mRadius;
		}
		return;
	}

	float length = Mathf::Sqrt(lengthSqr);
	if (length > Mathf::ZERO_TOLERANCE)
	{
		float coeff = (length + radiusDiff)/(2.0f*length);
		mCenter += coeff*centerDiff;
	}

	mRadius = 0.5f*(length + mRadius + bound.mRadius);
}
示例#4
0
//----------------------------------------------------------------------------
void Selection::_UpdateSelect()
{
	mCenter = APoint::ORIGIN;
	mBoundRadius = 0.0f;

	APoint pos;
	Bound bound;
	int firstBound = true;

	int numObjects = (int)mObjects.size();
	for (int i = 0; i < numObjects; i++)
	{
		Object *obj = mObjects[i];
		Movable *mov = DynamicCast<Movable>(obj);	
		if (mov)
		{
			pos += mov->WorldTransform.GetTranslate();

			if (0.0f != mov->WorldBound.GetRadius())
			{
				if (firstBound)
				{
					bound = mov->WorldBound;
					firstBound = false;
				}
				else
				{
					bound.GrowToContain(mov->WorldBound);
				}
			}
		}
	}

	if (numObjects > 0)
	{
		mCenter = pos / (float)numObjects;
		mBoundRadius = bound.GetRadius();
	}
}
示例#5
0
//----------------------------------------------------------------------------
bool Culler::IsVisible (const Bound& bound)
{
    if (bound.GetRadius() == 0.0f)
    {
        // The node is a dummy node and cannot be visible.
        return false;
    }

    // Start with the last pushed plane, which is potentially the most
    // restrictive plane.
    int index = mPlaneQuantity - 1;
    unsigned int mask = (1 << index);

    for (int i = 0; i < mPlaneQuantity; ++i, --index, mask >>= 1)
    {
        if (mPlaneState & mask)
        {
            int side = bound.WhichSide(mPlane[index]);

            if (side < 0)
            {
                // The object is on the negative side of the plane, so
                // cull it.
                return false;
            }

            if (side > 0)
            {
                // The object is on the positive side of plane.  There is
                // no need to compare subobjects against this plane, so
                // mark it as inactive.
                mPlaneState &= ~mask;
            }
        }
    }

    return true;
}
示例#6
0
bool OutStream::WriteAggregate (const Bound& datum)
{
    APoint center = datum.GetCenter();
    float radius = datum.GetRadius();
    return WriteAggregate(center) && Write(radius);
}
//----------------------------------------------------------------------------
void BoundCtrl::UpdateCtrl()
{
	mCtrlsGroup->SetActiveChild(1);

	int numObjscts = PX2_SELECTION.GetNumObjects();

	if (numObjscts > 0)
	{
		Bound bound;
		int firstBound = true;

		APoint pos;

		for (int i = 0; i < numObjscts; i++)
		{
			Object *obj = PX2_SELECTION.GetObjectAt(i);
			Actor *actor = DynamicCast<Actor>(obj);
			Movable *movable = DynamicCast<Movable>(obj);

			if (movable)
			{
				mCtrlsGroup->SetActiveChild(0);
				pos += movable->WorldTransform.GetTranslate();

				if (0.0f != movable->WorldBound.GetRadius())
				{
					if (firstBound)
					{
						bound = movable->WorldBound;
						firstBound = false;
					}
					else
					{
						bound.GrowToContain(movable->WorldBound);
					}
				}
			}
		}

		pos = pos / (float)numObjscts;

		float radius = bound.GetRadius();
		if (0.0f == radius)
		{
			radius = 1.0f;

			mCtrlsGroup->WorldTransform.SetUniformScale(radius);
			mCtrlsGroup->WorldTransform.SetTranslate(pos);
		}
		else
		{
			mCtrlsGroup->WorldTransform.SetUniformScale(radius);
			mCtrlsGroup->WorldTransform.SetTranslate(bound.GetCenter());
		}
	}
	else
	{
		mCtrlsGroup->SetActiveChild(1);
	}

	mCtrlsGroup->Update(Time::GetTimeInSeconds(), false);
}