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/************************************************************************************
AstroMenace (Hardcore 3D space shooter with spaceship upgrade possibilities)
Copyright © 2006-2013 Michael Kurinnoy, Viewizard
AstroMenace is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
AstroMenace is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with AstroMenace. If not, see <http://www.gnu.org/licenses/>.
Web Site: http://www.viewizard.com/
Project: http://sourceforge.net/projects/openastromenace/
E-mail: viewizard@viewizard.com
*************************************************************************************/
#ifndef COLLISIONDETECTION_H
#define COLLISIONDETECTION_H
#include "../Base.h"
#include "../Math/Math.h"
#include "../Model3D/Model3D.h"
// Важно! Расположение точек в OBB и AABB в момент инициализации
//
// VECTOR3D OBB[8], AABB[8];
//
// OBB[0] = AABB[0] = VECTOR3D(MaxX, MaxY, MaxZ);
// OBB[1] = AABB[1] = VECTOR3D(MinX, MaxY, MaxZ);
// OBB[2] = AABB[2] = VECTOR3D(MinX, MaxY, MinZ);
// OBB[3] = AABB[3] = VECTOR3D(MaxX, MaxY, MinZ);
// OBB[4] = AABB[4] = VECTOR3D(MaxX, MinY, MaxZ);
// OBB[5] = AABB[5] = VECTOR3D(MinX, MinY, MaxZ);
// OBB[6] = AABB[6] = VECTOR3D(MinX, MinY, MinZ);
// OBB[7] = AABB[7] = VECTOR3D(MaxX, MinY, MinZ);
// проверка на попадание точки в треугольник
bool vw_PointInTriangle(VECTOR3D point, VECTOR3D pa, VECTOR3D pb, VECTOR3D pc);
// Проверка столкновения Sphere-Sphere
bool vw_SphereSphereCollision(float Object1Radius, VECTOR3D Object1Location,
float Object2Radius, VECTOR3D Object2Location, VECTOR3D Object2PrevLocation);
// Проверка столкновений Sphere-AABB
bool vw_SphereAABBCollision(VECTOR3D Object1AABB[8], VECTOR3D Object1Location,
float Object2Radius, VECTOR3D Object2Location, VECTOR3D Object2PrevLocation);
// Проверка столкновений Sphere-OBB
bool vw_SphereOBBCollision(VECTOR3D Object1OBB[8], VECTOR3D Object1OBBLocation, VECTOR3D Object1Location, float Object1RotationMatrix[9],
float Object2Radius, VECTOR3D Object2Location, VECTOR3D Object2PrevLocation);
// Проверка столкновений Sphere-Mesh
bool vw_SphereMeshCollision(VECTOR3D Object1Location, eObjectBlock *Object1DrawObjectList, float Object1RotationMatrix[9],
float Object2Radius, VECTOR3D Object2Location, VECTOR3D Object2PrevLocation,
VECTOR3D *CollisionLocation);
// Проверка столкновений AABB-AABB
bool vw_AABBAABBCollision(VECTOR3D Object1AABB[8], VECTOR3D Object1Location, VECTOR3D Object2AABB[8], VECTOR3D Object2Location);
// Проверка столкновений OBB-OBB
bool vw_OBBOBBCollision(VECTOR3D Object1OBB[8], VECTOR3D Object1OBBLocation, VECTOR3D Object1Location, float Object1RotationMatrix[9],
VECTOR3D Object2OBB[8], VECTOR3D Object2OBBLocation, VECTOR3D Object2Location, float Object2RotationMatrix[9]);
#endif // COLLISIONDETECTION_H
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