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- #pragma once
- #include <Mathematics/FIQuery.h>
- #include <Mathematics/TIQuery.h>
- #include <Mathematics/OrientedBox.h>
- #include <Mathematics/Vector2.h>
- #include <vector>
- namespace WwiseGTE
- {
- template <typename Real>
- class TIQuery<Real, OrientedBox2<Real>, OrientedBox2<Real>>
- {
- public:
- struct Result
- {
- bool intersect;
- int separating;
- };
- Result operator()(OrientedBox2<Real> const& box0, OrientedBox2<Real> const& box1)
- {
- Result result;
-
- Vector2<Real> const* A0 = &box0.axis[0];
- Vector2<Real> const* A1 = &box1.axis[0];
- Vector2<Real> const& E0 = box0.extent;
- Vector2<Real> const& E1 = box1.extent;
-
- Vector2<Real> D = box1.center - box0.center;
- Real absA0dA1[2][2], rSum;
-
- absA0dA1[0][0] = std::fabs(Dot(A0[0], A1[0]));
- absA0dA1[0][1] = std::fabs(Dot(A0[0], A1[1]));
- rSum = E0[0] + E1[0] * absA0dA1[0][0] + E1[1] * absA0dA1[0][1];
- if (std::fabs(Dot(A0[0], D)) > rSum)
- {
- result.intersect = false;
- result.separating = 0;
- return result;
- }
-
- absA0dA1[1][0] = std::fabs(Dot(A0[1], A1[0]));
- absA0dA1[1][1] = std::fabs(Dot(A0[1], A1[1]));
- rSum = E0[1] + E1[0] * absA0dA1[1][0] + E1[1] * absA0dA1[1][1];
- if (std::fabs(Dot(A0[1], D)) > rSum)
- {
- result.intersect = false;
- result.separating = 1;
- return result;
- }
-
- rSum = E1[0] + E0[0] * absA0dA1[0][0] + E0[1] * absA0dA1[1][0];
- if (std::fabs(Dot(A1[0], D)) > rSum)
- {
- result.intersect = false;
- result.separating = 2;
- return result;
- }
-
- rSum = E1[1] + E0[0] * absA0dA1[0][1] + E0[1] * absA0dA1[1][1];
- if (std::fabs(Dot(A1[1], D)) > rSum)
- {
- result.intersect = false;
- result.separating = 3;
- return result;
- }
- result.intersect = true;
- return result;
- }
- };
- template <typename Real>
- class FIQuery<Real, OrientedBox2<Real>, OrientedBox2<Real>>
- {
- public:
- struct Result
- {
- bool intersect;
-
-
- std::vector<Vector2<Real>> polygon;
- };
- Result operator()(OrientedBox2<Real> const& box0, OrientedBox2<Real> const& box1)
- {
- Result result;
- result.intersect = true;
-
-
- std::array<Vector2<Real>, 4> vertex;
- box0.GetVertices(vertex);
- result.polygon.push_back(vertex[0]);
- result.polygon.push_back(vertex[1]);
- result.polygon.push_back(vertex[3]);
- result.polygon.push_back(vertex[2]);
-
-
-
- box1.GetVertices(vertex);
- std::array<Vector2<Real>, 4> normal =
- {
- box1.axis[1], -box1.axis[0], box1.axis[0], -box1.axis[1]
- };
- for (int i = 0; i < 4; ++i)
- {
- if (Outside(vertex[i], normal[i], result.polygon))
- {
-
- result.intersect = false;
- result.polygon.clear();
- break;
- }
- }
- return result;
- }
- private:
-
-
-
-
-
- bool Outside(Vector2<Real> const& origin, Vector2<Real> const& normal,
- std::vector<Vector2<Real>>& polygon)
- {
-
-
- int const numVertices = static_cast<int>(polygon.size());
- std::vector<Real> distance(numVertices);
- int positive = 0, negative = 0, positiveIndex = -1;
- for (int i = 0; i < numVertices; ++i)
- {
- distance[i] = Dot(normal, polygon[i] - origin);
- if (distance[i] > (Real)0)
- {
- ++positive;
- if (positiveIndex == -1)
- {
- positiveIndex = i;
- }
- }
- else if (distance[i] < (Real)0)
- {
- ++negative;
- }
- }
- if (positive == 0)
- {
-
- return true;
- }
- if (negative == 0)
- {
-
-
-
- return false;
- }
-
- std::vector<Vector2<Real>> clipPolygon;
- Vector2<Real> vertex;
- int curr, prev;
- Real t;
- if (positiveIndex > 0)
- {
-
- curr = positiveIndex;
- prev = curr - 1;
- t = distance[curr] / (distance[curr] - distance[prev]);
- vertex = polygon[curr] + t * (polygon[prev] - polygon[curr]);
- clipPolygon.push_back(vertex);
-
- while (curr < numVertices && distance[curr] >(Real)0)
- {
- clipPolygon.push_back(polygon[curr++]);
- }
-
- if (curr < numVertices)
- {
- prev = curr - 1;
- }
- else
- {
- curr = 0;
- prev = numVertices - 1;
- }
- t = distance[curr] / (distance[curr] - distance[prev]);
- vertex = polygon[curr] + t * (polygon[prev] - polygon[curr]);
- clipPolygon.push_back(vertex);
- }
- else
- {
-
- curr = 0;
- while (curr < numVertices && distance[curr] >(Real)0)
- {
- clipPolygon.push_back(polygon[curr++]);
- }
-
- prev = curr - 1;
- t = distance[curr] / (distance[curr] - distance[prev]);
- vertex = polygon[curr] + t * (polygon[prev] - polygon[curr]);
- clipPolygon.push_back(vertex);
-
- while (curr < numVertices && distance[curr] <= (Real)0)
- {
- curr++;
- }
-
- if (curr < numVertices)
- {
- prev = curr - 1;
- t = distance[curr] / (distance[curr] - distance[prev]);
- vertex = polygon[curr] + t * (polygon[prev] - polygon[curr]);
- clipPolygon.push_back(vertex);
-
- while (curr < numVertices && distance[curr] >(Real)0)
- {
- clipPolygon.push_back(polygon[curr++]);
- }
- }
- else
- {
- curr = 0;
- prev = numVertices - 1;
- t = distance[curr] / (distance[curr] - distance[prev]);
- vertex = polygon[curr] + t * (polygon[prev] - polygon[curr]);
- clipPolygon.push_back(vertex);
- }
- }
- polygon = clipPolygon;
- return false;
- }
- };
- }
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