コード例 #1
0
  public boolean intersectsBoundingBox(BoundingBox bb) {
    assert Vector3f.isValidVector(center) && Vector3f.isValidVector(bb.center);

    if (FastMath.abs(bb.center.x - center.x) < getRadius() + bb.xExtent
        && FastMath.abs(bb.center.y - center.y) < getRadius() + bb.yExtent
        && FastMath.abs(bb.center.z - center.z) < getRadius() + bb.zExtent) {
      return true;
    }

    return false;
  }
コード例 #2
0
  /*
   * (non-Javadoc)
   * @see com.jme.bounding.BoundingVolume#intersectsWhere(com.jme.math.Ray)
   */
  public int collideWithRay(Ray ray, CollisionResults results) {
    Vector3f vect1 = Vector3f.newInstance();
    Vector3f diff = vect1.set(ray.getOrigin()).subtractLocal(center);
    float a = diff.dot(diff) - (getRadius() * getRadius());
    float a1, discr, root;
    if (a <= 0.0) {
      // inside sphere
      a1 = ray.direction.dot(diff);
      discr = (a1 * a1) - a;
      root = FastMath.sqrt(discr);

      float distance = root - a1;
      Vector3f point = new Vector3f(ray.direction).multLocal(distance).addLocal(ray.origin);

      CollisionResult result = new CollisionResult(point, distance);
      results.addCollision(result);
      Vector3f.recycle(vect1);
      return 1;
    }

    a1 = ray.direction.dot(diff);
    if (a1 >= 0.0) {
      Vector3f.recycle(vect1);
      return 0;
    }

    discr = a1 * a1 - a;
    if (discr < 0.0) {
      Vector3f.recycle(vect1);
      return 0;
    } else if (discr >= FastMath.ZERO_TOLERANCE) {
      root = FastMath.sqrt(discr);
      float dist = -a1 - root;
      Vector3f point = new Vector3f(ray.direction).multLocal(dist).addLocal(ray.origin);
      results.addCollision(new CollisionResult(point, dist));

      dist = -a1 + root;
      point = new Vector3f(ray.direction).multLocal(dist).addLocal(ray.origin);
      results.addCollision(new CollisionResult(point, dist));
      Vector3f.recycle(vect1);
      return 2;
    } else {
      float dist = -a1;
      Vector3f point = new Vector3f(ray.direction).multLocal(dist).addLocal(ray.origin);
      results.addCollision(new CollisionResult(point, dist));
      Vector3f.recycle(vect1);
      return 1;
    }
  }
コード例 #3
0
  private float getMaxAxis(Vector3f scale) {
    float x = FastMath.abs(scale.x);
    float y = FastMath.abs(scale.y);
    float z = FastMath.abs(scale.z);

    if (x >= y) {
      if (x >= z) {
        return x;
      }
      return z;
    }

    if (y >= z) {
      return y;
    }

    return z;
  }
コード例 #4
0
 /**
  * Calculates the minimum bounding sphere of 2 points. Used in welzl's algorithm.
  *
  * @param O The 1st point inside the sphere.
  * @param A The 2nd point inside the sphere.
  * @see #calcWelzl(java.nio.FloatBuffer)
  */
 private void setSphere(Vector3f O, Vector3f A) {
   radius =
       FastMath.sqrt(
               ((A.x - O.x) * (A.x - O.x) + (A.y - O.y) * (A.y - O.y) + (A.z - O.z) * (A.z - O.z))
                   / 4f)
           + RADIUS_EPSILON
           - 1f;
   center.interpolate(O, A, .5f);
 }
コード例 #5
0
  public BoundingVolume transform(Matrix4f trans, BoundingVolume store) {
    BoundingSphere sphere;
    if (store == null || store.getType() != BoundingVolume.Type.Sphere) {
      sphere = new BoundingSphere(1, new Vector3f(0, 0, 0));
    } else {
      sphere = (BoundingSphere) store;
    }

    trans.mult(center, sphere.center);
    Vector3f axes = new Vector3f(1, 1, 1);
    trans.mult(axes, axes);
    float ax = getMaxAxis(axes);
    sphere.radius = FastMath.abs(ax * radius) + RADIUS_EPSILON - 1f;
    return sphere;
  }