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#include "geotypes.h"
namespace segl {
Sphere::Sphere(Punkt3D _pos, float _radius) {
pos = _pos;
radius = _radius;
}
Sphere::Sphere() {
radius = 1.0f;
}
void Sphere::set(Punkt3D _pos, float _radius) {
pos = _pos;
radius = _radius;
}
bool Sphere::collision(const Sphere &s) const {
return ((pos-s.pos)*(pos-s.pos))<((radius+s.radius)*(radius+s.radius));
}
bool Sphere::collision(const Ray &r) const {
/*
// way more complex (i think), maybe usefull to calc the collpoints
const float bsum = r.dir.x + r.dir.y + r.dir.z;
float p = (2.0f*(r.pos*r.dir)-pos*r.dir) / bsum;
float q = (r.pos*r.pos-2.0f*r.pos*pos+pos*pos-radius*radius) / bsum;
return (p*p/4.0f-q >= 0.0f);
*/
return (r.dist(pos)<=radius);
}
bool Sphere::collision(const Box & b) const {
return true;
}
bool Sphere::collision(const Plane &p) const {
return (p.dist(pos)<=radius);
}
bool Sphere::inSphere(Punkt3D p) const {
return abs(pos-p)<=radius;
}
Punkt3D Sphere::getPos() const {
return pos;
}
Ray::Ray() {
dir.set(0.0f, 1.0f, 0.0f);
}
Ray::Ray(Punkt3D _pos, Punkt3D _dir) {
set(_pos, _dir);
}
void Ray::set(Punkt3D _pos, Punkt3D _dir) {
pos = _pos;
dir = _dir;
}
Punkt3D Ray::get(float x) const {
return pos + dir*x;
}
// TODO: Heavy Testing
bool Ray::onRay(Punkt3D p, int rnd) const {
float r1 = 0.0f, r2 = 0.0f, r3 = 0.0f;
short fcount = 0;
bool g1=true, g2=true, g3=true;
Punkt3D f = p-pos;
if(dir.x==0.0f) {
if(f.x!=0.0f)
return false;
g1 = false;
fcount++;
} else
r1 = f.x / dir.x;
if(dir.y==0.0f) {
if(f.y!=0.0f)
return false;
g2 = false;
fcount++;
} else
r2 = f.y / dir.y;
if(dir.z==0.0f) {
if(f.z!=0.0f)
return false;
g2 = false;
fcount++;
} else
r2 = f.z / dir.z;
if(fcount>=2)
return true;
if(rnd>=0) {
// TODO:Implement rounding
// r1 = round(r1, rnd);
// r2 = round(r2, rnd);
// r3 = round(r3, rnd);
}
if(g1)
return (r2 == r3);
else if(g2)
return (r1 == r3);
else if(g3)
return (r1 == r2);
else
return (r1 == r2 && r1 == r3);
}
float Ray::dist(Punkt3D p) const {
return abs(p - get( getParam(p) ));
}
float Ray::getParam(Punkt3D p, bool onray) const {
if(onray) {
if(!onRay(p))
return 0.0f;
}
return -((pos-p)*dir) / (dir*dir);
}
bool Ray::collision(const Sphere &s) const {
return s.collision(*this);
}
bool Ray::collision(const Ray &r) const {
return true;
}
bool Ray::collision(const Box & b) const {
return true;
}
bool Ray::collision(const Plane &p) const {
return true;
}
Box::Box() {
max.set(1.0f, 1.0f, 1.0f);
}
Box::Box(Punkt3D _min, Punkt3D _max) {
min = _min;
max = _max;
}
bool Box::collision(const Sphere &s) const {
return s.collision(*this);
}
bool Box::collision(const Ray &r) const {
return r.collision(*this);
}
bool Box::collision(const Box & b) const {
return true;
}
bool Box::collision(const Plane &p) const {
return true;
}
Plane::Plane() {
norm.set(0.0f, 1.0f, 0.0f);
}
Plane::Plane(Punkt3D _pos, Punkt3D _norm) {
pos = _pos;
norm = _norm;
}
Plane::Plane(float x, float y, float z, float a) {
// TODO: Implementation (if not too lazy)
norm.set(x, y, z);
norm.normalize();
}
bool Plane::collision(const Sphere &s) const {
return s.collision(*this);
}
bool Plane::collision(const Ray &r) const {
return r.collision(*this);
}
bool Plane::collision(const Box & b) const {
return b.collision(*this);
}
bool Plane::collision(const Plane &p) const {
return true;
}
float Plane::dist(Punkt3D p) const {
}
} // namespace segl