engine/collision/gjk.h
2024-01-07 04:36:33 +00:00

73 lines
2 KiB
C++

//-----------------------------------------------------------------------------
// V12 Engine
//
// Copyright (c) 2001 GarageGames.Com
// Portions Copyright (c) 2001 by Sierra Online, Inc.
//-----------------------------------------------------------------------------
#ifndef _GJK_H_
#define _GJK_H_
#ifndef _MMATH_H_
#include "Math/mMath.h"
#endif
#ifndef _TVECTOR_H_
#include "Core/tVector.h"
#endif
class Convex;
struct CollisionStateList;
struct Collision;
//----------------------------------------------------------------------------
struct CollisionState
{
CollisionStateList* mLista;
CollisionStateList* mListb;
Convex* a;
Convex* b;
VectorF v; // Vector between closest points
F32 dist; // v.len()
// Temporary values
Point3F p[4]; // support points of object A in local coordinates
Point3F q[4]; // support points of object B in local coordinates
VectorF y[4]; // support points of A - B in world coordinates
S32 bits; // identifies current simplex
S32 all_bits; // all_bits = bits | last_bit
F32 det[16][4]; // cached sub-determinants
F32 dp[4][4]; // cached dot products
S32 last; // identifies last found support point
S32 last_bit; // last_bit = 1<<last
//
void compute_det();
bool valid(int s);
void compute_vector(int bits, VectorF& v);
bool closest(VectorF& v);
bool degenerate(const VectorF& w);
void nextBit();
void swap();
void reset(const MatrixF& a2w, const MatrixF& b2w);
CollisionState();
~CollisionState();
void set(Convex* a,Convex* b,const MatrixF& a2w, const MatrixF& b2w);
void getCollisionInfo(const MatrixF& mat, Collision* info);
void getClosestPoints(Point3F& p1, Point3F& p2);
bool intersect(const MatrixF& a2w, const MatrixF& b2w);
F32 distance(const MatrixF& a2w, const MatrixF& b2w);
F32 distanceBounded(const MatrixF& a2w, const MatrixF& b2w, const F32 dontCareDist,
const MatrixF* w2a = NULL, const MatrixF* _w2b = NULL);
void render();
};
#endif