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/*
 * Copyright (c) 2009-2012 jMonkeyEngine
 * All rights reserved.
 *
 * Redistribution and use in source and binary forms, with or without
 * modification, are permitted provided that the following conditions are
 * met:
 *
 * * Redistributions of source code must retain the above copyright
 *   notice, this list of conditions and the following disclaimer.
 *
 * * Redistributions in binary form must reproduce the above copyright
 *   notice, this list of conditions and the following disclaimer in the
 *   documentation and/or other materials provided with the distribution.
 *
 * * Neither the name of 'jMonkeyEngine' nor the names of its contributors
 *   may be used to endorse or promote products derived from this software
 *   without specific prior written permission.
 *
 * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
 * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
 * TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
 * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
 * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
 * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
 * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
 * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
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 * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 */
package com.jme3.bounding;

import com.jme3.collision.Collidable;
import com.jme3.collision.CollisionResult;
import com.jme3.collision.CollisionResults;
import com.jme3.collision.UnsupportedCollisionException;
import com.jme3.export.JmeExporter;
import com.jme3.export.JmeImporter;
import com.jme3.math.*;
import com.jme3.scene.Spatial;
import com.jme3.util.BufferUtils;
import com.jme3.util.TempVars;
import java.io.IOException;
import java.nio.FloatBuffer;
import java.util.logging.Level;
import java.util.logging.Logger;

/**
 * BoundingSphere defines a sphere that defines a container for a
 * group of vertices of a particular piece of geometry. This sphere defines a
 * radius and a center. 
*
* A typical usage is to allow the class define the center and radius by calling * either containAABB or averagePoints. A call to * computeFramePoint in turn calls containAABB. * * @author Mark Powell * @version $Id: BoundingSphere.java,v 1.59 2007/08/17 10:34:26 rherlitz Exp $ */ public class BoundingSphere extends BoundingVolume { private static final Logger logger = Logger.getLogger(BoundingSphere.class.getName()); float radius; private static final float RADIUS_EPSILON = 1f + 0.00001f; /** * Default contstructor instantiates a new BoundingSphere * object. */ public BoundingSphere() { } /** * Constructor instantiates a new BoundingSphere object. * * @param r * the radius of the sphere. * @param c * the center of the sphere. */ public BoundingSphere(float r, Vector3f c) { this.center.set(c); this.radius = r; } public Type getType() { return Type.Sphere; } /** * getRadius returns the radius of the bounding sphere. * * @return the radius of the bounding sphere. */ public float getRadius() { return radius; } /** * setRadius sets the radius of this bounding sphere. * * @param radius * the new radius of the bounding sphere. */ public void setRadius(float radius) { this.radius = radius; } /** * computeFromPoints creates a new Bounding Sphere from a * given set of points. It uses the calcWelzl method as * default. * * @param points * the points to contain. */ public void computeFromPoints(FloatBuffer points) { calcWelzl(points); } /** * computeFromTris creates a new Bounding Box from a given * set of triangles. It is used in OBBTree calculations. * * @param tris * @param start * @param end */ public void computeFromTris(Triangle[] tris, int start, int end) { if (end - start <= 0) { return; } Vector3f[] vertList = new Vector3f[(end - start) * 3]; int count = 0; for (int i = start; i < end; i++) { vertList[count++] = tris[i].get(0); vertList[count++] = tris[i].get(1); vertList[count++] = tris[i].get(2); } averagePoints(vertList); } // // /** // * computeFromTris creates a new Bounding Box from a given // * set of triangles. It is used in OBBTree calculations. // * // * @param indices // * @param mesh // * @param start // * @param end // */ // public void computeFromTris(int[] indices, Mesh mesh, int start, int end) { // if (end - start <= 0) { // return; // } // // Vector3f[] vertList = new Vector3f[(end - start) * 3]; // // int count = 0; // for (int i = start; i < end; i++) { // mesh.getTriangle(indices[i], verts); // vertList[count++] = new Vector3f(verts[0]); // vertList[count++] = new Vector3f(verts[1]); // vertList[count++] = new Vector3f(verts[2]); // } // // averagePoints(vertList); // } /** * Calculates a minimum bounding sphere for the set of points. The algorithm * was originally found in C++ at *

* http://www.flipcode.com/cgi-bin/msg.cgi?showThread=COTD-SmallestEnclosingSpheres&forum=cotd&id=-1
broken link

*

and translated to java by Cep21

* * @param points * The points to calculate the minimum bounds from. */ public void calcWelzl(FloatBuffer points) { if (center == null) { center = new Vector3f(); } FloatBuffer buf = BufferUtils.createFloatBuffer(points.limit()); points.rewind(); buf.put(points); buf.flip(); recurseMini(buf, buf.limit() / 3, 0, 0); } /** * Used from calcWelzl. This function recurses to calculate a minimum * bounding sphere a few points at a time. * * @param points * The array of points to look through. * @param p * The size of the list to be used. * @param b * The number of points currently considering to include with the * sphere. * @param ap * A variable simulating pointer arithmatic from C++, and offset * in points. */ private void recurseMini(FloatBuffer points, int p, int b, int ap) { //TempVars vars = TempVars.get(); Vector3f tempA = new Vector3f(); //vars.vect1; Vector3f tempB = new Vector3f(); //vars.vect2; Vector3f tempC = new Vector3f(); //vars.vect3; Vector3f tempD = new Vector3f(); //vars.vect4; switch (b) { case 0: this.radius = 0; this.center.set(0, 0, 0); break; case 1: this.radius = 1f - RADIUS_EPSILON; BufferUtils.populateFromBuffer(center, points, ap - 1); break; case 2: BufferUtils.populateFromBuffer(tempA, points, ap - 1); BufferUtils.populateFromBuffer(tempB, points, ap - 2); setSphere(tempA, tempB); break; case 3: BufferUtils.populateFromBuffer(tempA, points, ap - 1); BufferUtils.populateFromBuffer(tempB, points, ap - 2); BufferUtils.populateFromBuffer(tempC, points, ap - 3); setSphere(tempA, tempB, tempC); break; case 4: BufferUtils.populateFromBuffer(tempA, points, ap - 1); BufferUtils.populateFromBuffer(tempB, points, ap - 2); BufferUtils.populateFromBuffer(tempC, points, ap - 3); BufferUtils.populateFromBuffer(tempD, points, ap - 4); setSphere(tempA, tempB, tempC, tempD); //vars.release(); return; } for (int i = 0; i < p; i++) { BufferUtils.populateFromBuffer(tempA, points, i + ap); if (tempA.distanceSquared(center) - (radius * radius) > RADIUS_EPSILON - 1f) { for (int j = i; j > 0; j--) { BufferUtils.populateFromBuffer(tempB, points, j + ap); BufferUtils.populateFromBuffer(tempC, points, j - 1 + ap); BufferUtils.setInBuffer(tempC, points, j + ap); BufferUtils.setInBuffer(tempB, points, j - 1 + ap); } recurseMini(points, i, b + 1, ap + 1); } } //vars.release(); } /** * Calculates the minimum bounding sphere of 4 points. Used in welzl's * algorithm. * * @param O * The 1st point inside the sphere. * @param A * The 2nd point inside the sphere. * @param B * The 3rd point inside the sphere. * @param C * The 4th point inside the sphere. * @see #calcWelzl(java.nio.FloatBuffer) */ private void setSphere(Vector3f O, Vector3f A, Vector3f B, Vector3f C) { Vector3f a = A.subtract(O); Vector3f b = B.subtract(O); Vector3f c = C.subtract(O); float Denominator = 2.0f * (a.x * (b.y * c.z - c.y * b.z) - b.x * (a.y * c.z - c.y * a.z) + c.x * (a.y * b.z - b.y * a.z)); if (Denominator == 0) { center.set(0, 0, 0); radius = 0; } else { Vector3f o = a.cross(b).multLocal(c.lengthSquared()).addLocal( c.cross(a).multLocal(b.lengthSquared())).addLocal( b.cross(c).multLocal(a.lengthSquared())).divideLocal( Denominator); radius = o.length() * RADIUS_EPSILON; O.add(o, center); } } /** * Calculates the minimum bounding sphere of 3 points. Used in welzl's * algorithm. * * @param O * The 1st point inside the sphere. * @param A * The 2nd point inside the sphere. * @param B * The 3rd point inside the sphere. * @see #calcWelzl(java.nio.FloatBuffer) */ private void setSphere(Vector3f O, Vector3f A, Vector3f B) { Vector3f a = A.subtract(O); Vector3f b = B.subtract(O); Vector3f acrossB = a.cross(b); float Denominator = 2.0f * acrossB.dot(acrossB); if (Denominator == 0) { center.set(0, 0, 0); radius = 0; } else { Vector3f o = acrossB.cross(a).multLocal(b.lengthSquared()).addLocal(b.cross(acrossB).multLocal(a.lengthSquared())).divideLocal(Denominator); radius = o.length() * RADIUS_EPSILON; O.add(o, center); } } /** * 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.interpolateLocal(O, A, .5f); } /** * averagePoints selects the sphere center to be the average * of the points and the sphere radius to be the smallest value to enclose * all points. * * @param points * the list of points to contain. */ public void averagePoints(Vector3f[] points) { logger.fine("Bounding Sphere calculated using average points."); center = points[0]; for (int i = 1; i < points.length; i++) { center.addLocal(points[i]); } float quantity = 1.0f / points.length; center.multLocal(quantity); float maxRadiusSqr = 0; for (int i = 0; i < points.length; i++) { Vector3f diff = points[i].subtract(center); float radiusSqr = diff.lengthSquared(); if (radiusSqr > maxRadiusSqr) { maxRadiusSqr = radiusSqr; } } radius = (float) Math.sqrt(maxRadiusSqr) + RADIUS_EPSILON - 1f; } /** * transform modifies the center of the sphere to reflect the * change made via a rotation, translation and scale. * * @param trans * the transform to apply * @param store * sphere to store result in * @return BoundingVolume * @return ref */ public BoundingVolume transform(Transform 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; } center.mult(trans.getScale(), sphere.center); trans.getRotation().mult(sphere.center, sphere.center); sphere.center.addLocal(trans.getTranslation()); sphere.radius = FastMath.abs(getMaxAxis(trans.getScale()) * radius) + RADIUS_EPSILON - 1f; return sphere; } 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; } 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; } /** * whichSide takes a plane (typically provided by a view * frustum) to determine which side this bound is on. * * @param plane * the plane to check against. * @return side */ public Plane.Side whichSide(Plane plane) { float distance = plane.pseudoDistance(center); if (distance <= -radius) { return Plane.Side.Negative; } else if (distance >= radius) { return Plane.Side.Positive; } else { return Plane.Side.None; } } /** * merge combines this sphere with a second bounding sphere. * This new sphere contains both bounding spheres and is returned. * * @param volume * the sphere to combine with this sphere. * @return a new sphere */ public BoundingVolume merge(BoundingVolume volume) { if (volume == null) { return this; } switch (volume.getType()) { case Sphere: { BoundingSphere sphere = (BoundingSphere) volume; float temp_radius = sphere.getRadius(); Vector3f temp_center = sphere.center; BoundingSphere rVal = new BoundingSphere(); return merge(temp_radius, temp_center, rVal); } case AABB: { BoundingBox box = (BoundingBox) volume; Vector3f radVect = new Vector3f(box.xExtent, box.yExtent, box.zExtent); Vector3f temp_center = box.center; BoundingSphere rVal = new BoundingSphere(); return merge(radVect.length(), temp_center, rVal); } // case OBB: { // OrientedBoundingBox box = (OrientedBoundingBox) volume; // BoundingSphere rVal = (BoundingSphere) this.clone(null); // return rVal.mergeOBB(box); // } default: return null; } } /** * mergeLocal combines this sphere with a second bounding * sphere locally. Altering this sphere to contain both the original and the * additional sphere volumes; * * @param volume * the sphere to combine with this sphere. * @return this */ public BoundingVolume mergeLocal(BoundingVolume volume) { if (volume == null) { return this; } switch (volume.getType()) { case Sphere: { BoundingSphere sphere = (BoundingSphere) volume; float temp_radius = sphere.getRadius(); Vector3f temp_center = sphere.center; return merge(temp_radius, temp_center, this); } case AABB: { BoundingBox box = (BoundingBox) volume; TempVars vars = TempVars.get(); Vector3f radVect = vars.vect1; radVect.set(box.xExtent, box.yExtent, box.zExtent); Vector3f temp_center = box.center; float len = radVect.length(); vars.release(); return merge(len, temp_center, this); } // case OBB: { // return mergeOBB((OrientedBoundingBox) volume); // } default: return null; } } // /** // * Merges this sphere with the given OBB. // * // * @param volume // * The OBB to merge. // * @return This sphere, after merging. // */ // private BoundingSphere mergeOBB(OrientedBoundingBox volume) { // // compute edge points from the obb // if (!volume.correctCorners) // volume.computeCorners(); // _mergeBuf.rewind(); // for (int i = 0; i < 8; i++) { // _mergeBuf.put(volume.vectorStore[i].x); // _mergeBuf.put(volume.vectorStore[i].y); // _mergeBuf.put(volume.vectorStore[i].z); // } // // // remember old radius and center // float oldRadius = radius; // Vector3f oldCenter = _compVect2.set( center ); // // // compute new radius and center from obb points // computeFromPoints(_mergeBuf); // Vector3f newCenter = _compVect3.set( center ); // float newRadius = radius; // // // restore old center and radius // center.set( oldCenter ); // radius = oldRadius; // // //merge obb points result // merge( newRadius, newCenter, this ); // // return this; // } private BoundingVolume merge(float temp_radius, Vector3f temp_center, BoundingSphere rVal) { TempVars vars = TempVars.get(); Vector3f diff = temp_center.subtract(center, vars.vect1); float lengthSquared = diff.lengthSquared(); float radiusDiff = temp_radius - radius; float fRDiffSqr = radiusDiff * radiusDiff; if (fRDiffSqr >= lengthSquared) { if (radiusDiff <= 0.0f) { vars.release(); return this; } Vector3f rCenter = rVal.center; if (rCenter == null) { rVal.setCenter(rCenter = new Vector3f()); } rCenter.set(temp_center); rVal.setRadius(temp_radius); vars.release(); return rVal; } float length = (float) Math.sqrt(lengthSquared); Vector3f rCenter = rVal.center; if (rCenter == null) { rVal.setCenter(rCenter = new Vector3f()); } if (length > RADIUS_EPSILON) { float coeff = (length + radiusDiff) / (2.0f * length); rCenter.set(center.addLocal(diff.multLocal(coeff))); } else { rCenter.set(center); } rVal.setRadius(0.5f * (length + radius + temp_radius)); vars.release(); return rVal; } /** * clone creates a new BoundingSphere object containing the * same data as this one. * * @param store * where to store the cloned information. if null or wrong class, * a new store is created. * @return the new BoundingSphere */ public BoundingVolume clone(BoundingVolume store) { if (store != null && store.getType() == Type.Sphere) { BoundingSphere rVal = (BoundingSphere) store; if (null == rVal.center) { rVal.center = new Vector3f(); } rVal.center.set(center); rVal.radius = radius; rVal.checkPlane = checkPlane; return rVal; } return new BoundingSphere(radius, center.clone()); } /** * toString returns the string representation of this object. * The form is: "Radius: RRR.SSSS Center: ". * * @return the string representation of this. */ @Override public String toString() { return getClass().getSimpleName() + " [Radius: " + radius + " Center: " + center + "]"; } /* * (non-Javadoc) * * @see com.jme.bounding.BoundingVolume#intersects(com.jme.bounding.BoundingVolume) */ public boolean intersects(BoundingVolume bv) { return bv.intersectsSphere(this); } /* * (non-Javadoc) * * @see com.jme.bounding.BoundingVolume#intersectsSphere(com.jme.bounding.BoundingSphere) */ public boolean intersectsSphere(BoundingSphere bs) { return Intersection.intersect(bs, center, radius); } /* * (non-Javadoc) * * @see com.jme.bounding.BoundingVolume#intersectsBoundingBox(com.jme.bounding.BoundingBox) */ public boolean intersectsBoundingBox(BoundingBox bb) { return Intersection.intersect(bb, center, radius); } /* * (non-Javadoc) * * @see com.jme.bounding.BoundingVolume#intersectsOrientedBoundingBox(com.jme.bounding.OrientedBoundingBox) */ // public boolean intersectsOrientedBoundingBox(OrientedBoundingBox obb) { // return obb.intersectsSphere(this); // } /* * (non-Javadoc) * * @see com.jme.bounding.BoundingVolume#intersects(com.jme.math.Ray) */ public boolean intersects(Ray ray) { assert Vector3f.isValidVector(center); TempVars vars = TempVars.get(); Vector3f diff = vars.vect1.set(ray.getOrigin()).subtractLocal(center); float radiusSquared = getRadius() * getRadius(); float a = diff.dot(diff) - radiusSquared; if (a <= 0.0) { vars.release(); // in sphere return true; } // outside sphere float b = ray.getDirection().dot(diff); vars.release(); if (b >= 0.0) { return false; } return b * b >= a; } /* * (non-Javadoc) * * @see com.jme.bounding.BoundingVolume#intersectsWhere(com.jme.math.Ray) */ private int collideWithRay(Ray ray, CollisionResults results) { TempVars vars = TempVars.get(); Vector3f diff = vars.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); vars.release(); return 1; } a1 = ray.direction.dot(diff); vars.release(); if (a1 >= 0.0) { return 0; } discr = a1 * a1 - a; if (discr < 0.0) { 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)); return 2; } else { float dist = -a1; Vector3f point = new Vector3f(ray.direction).multLocal(dist).addLocal(ray.origin); results.addCollision(new CollisionResult(point, dist)); return 1; } } private int collideWithRay(Ray ray) { TempVars vars = TempVars.get(); Vector3f diff = vars.vect1.set(ray.getOrigin()).subtractLocal( center); float a = diff.dot(diff) - (getRadius() * getRadius()); float a1, discr; if (a <= 0.0) { // inside sphere vars.release(); return 1; } a1 = ray.direction.dot(diff); vars.release(); if (a1 >= 0.0) { return 0; } discr = a1 * a1 - a; if (discr < 0.0) { return 0; } else if (discr >= FastMath.ZERO_TOLERANCE) { return 2; } return 1; } private int collideWithTri(Triangle tri, CollisionResults results) { TempVars tvars = TempVars.get(); try { // Much of this is based on adaptation from this algorithm: // http://realtimecollisiondetection.net/blog/?p=103 // ...mostly the stuff about eliminating sqrts wherever // possible. // Math is done in center-relative space. Vector3f a = tri.get1().subtract(center, tvars.vect1); Vector3f b = tri.get2().subtract(center, tvars.vect2); Vector3f c = tri.get3().subtract(center, tvars.vect3); Vector3f ab = b.subtract(a, tvars.vect4); Vector3f ac = c.subtract(a, tvars.vect5); // Check the plane... if it doesn't intersect the plane // then it doesn't intersect the triangle. Vector3f n = ab.cross(ac, tvars.vect6); float d = a.dot(n); float e = n.dot(n); if( d * d > radius * radius * e ) { // Can't possibly intersect return 0; } // We intersect the verts, or the edges, or the face... // First check against the face since it's the most // specific. // Calculate the barycentric coordinates of the // sphere center Vector3f v0 = ac; Vector3f v1 = ab; // a was P relative, so p.subtract(a) is just -a // instead of wasting a vector we'll just negate the // dot products below... it's all v2 is used for. Vector3f v2 = a; float dot00 = v0.dot(v0); float dot01 = v0.dot(v1); float dot02 = -v0.dot(v2); float dot11 = v1.dot(v1); float dot12 = -v1.dot(v2); float invDenom = 1 / (dot00 * dot11 - dot01 * dot01); float u = (dot11 * dot02 - dot01 * dot12) * invDenom; float v = (dot00 * dot12 - dot01 * dot02) * invDenom; if( u >= 0 && v >= 0 && (u + v) <= 1 ) { // We intersect... and we even know where Vector3f part1 = ac; Vector3f part2 = ab; Vector3f p = center.add(a.add(part1.mult(u)).addLocal(part2.mult(v))); CollisionResult r = new CollisionResult(); Vector3f normal = n.normalize(); float dist = -normal.dot(a); // a is center relative, so -a points to center dist = dist - radius; r.setDistance(dist); r.setContactNormal(normal); r.setContactPoint(p); results.addCollision(r); return 1; } // Check the edges looking for the nearest point // that is also less than the radius. We don't care // about points that are farther away than that. Vector3f nearestPt = null; float nearestDist = radius * radius; Vector3f base; Vector3f edge; float t; // Edge AB base = a; edge = ab; t = -edge.dot(base) / edge.dot(edge); if( t >= 0 && t <= 1 ) { Vector3f Q = base.add(edge.mult(t, tvars.vect7), tvars.vect8); float distSq = Q.dot(Q); // distance squared to origin if( distSq < nearestDist ) { nearestPt = Q; nearestDist = distSq; } } // Edge AC base = a; edge = ac; t = -edge.dot(base) / edge.dot(edge); if( t >= 0 && t <= 1 ) { Vector3f Q = base.add(edge.mult(t, tvars.vect7), tvars.vect9); float distSq = Q.dot(Q); // distance squared to origin if( distSq < nearestDist ) { nearestPt = Q; nearestDist = distSq; } } // Edge BC base = b; Vector3f bc = c.subtract(b); edge = bc; t = -edge.dot(base) / edge.dot(edge); if( t >= 0 && t <= 1 ) { Vector3f Q = base.add(edge.mult(t, tvars.vect7), tvars.vect10); float distSq = Q.dot(Q); // distance squared to origin if( distSq < nearestDist ) { nearestPt = Q; nearestDist = distSq; } } // If we have a point at all then it is going to be // closer than any vertex to center distance... so we're // done. if( nearestPt != null ) { // We have a hit float dist = FastMath.sqrt(nearestDist); Vector3f cn = nearestPt.divide(-dist); CollisionResult r = new CollisionResult(); r.setDistance(dist - radius); r.setContactNormal(cn); r.setContactPoint(nearestPt.add(center)); results.addCollision(r); return 1; } // Finally check each of the triangle corners // Vert A base = a; t = base.dot(base); // distance squared to origin if( t < nearestDist ) { nearestDist = t; nearestPt = base; } // Vert B base = b; t = base.dot(base); // distance squared to origin if( t < nearestDist ) { nearestDist = t; nearestPt = base; } // Vert C base = c; t = base.dot(base); // distance squared to origin if( t < nearestDist ) { nearestDist = t; nearestPt = base; } if( nearestPt != null ) { // We have a hit float dist = FastMath.sqrt(nearestDist); Vector3f cn = nearestPt.divide(-dist); CollisionResult r = new CollisionResult(); r.setDistance(dist - radius); r.setContactNormal(cn); r.setContactPoint(nearestPt.add(center)); results.addCollision(r); return 1; } // Nothing hit... oh, well return 0; } finally { tvars.release(); } } public int collideWith(Collidable other, CollisionResults results) { if (other instanceof Ray) { Ray ray = (Ray) other; return collideWithRay(ray, results); } else if (other instanceof Triangle){ Triangle t = (Triangle) other; return collideWithTri(t, results); } else if (other instanceof BoundingVolume) { if (intersects((BoundingVolume)other)) { CollisionResult result = new CollisionResult(); results.addCollision(result); return 1; } return 0; } else if (other instanceof Spatial) { return ((Spatial)other).collideWith(this, results); } else { throw new UnsupportedCollisionException(); } } @Override public int collideWith(Collidable other) { if (other instanceof Ray) { Ray ray = (Ray) other; return collideWithRay(ray); } else if (other instanceof Triangle){ return super.collideWith(other); } else if (other instanceof BoundingVolume) { return intersects((BoundingVolume)other) ? 1 : 0; } else { throw new UnsupportedCollisionException(); } } @Override public boolean contains(Vector3f point) { return center.distanceSquared(point) < (getRadius() * getRadius()); } @Override public boolean intersects(Vector3f point) { return center.distanceSquared(point) <= (getRadius() * getRadius()); } public float distanceToEdge(Vector3f point) { return center.distance(point) - radius; } @Override public void write(JmeExporter e) throws IOException { super.write(e); try { e.getCapsule(this).write(radius, "radius", 0); } catch (IOException ex) { logger.logp(Level.SEVERE, this.getClass().toString(), "write(JMEExporter)", "Exception", ex); } } @Override public void read(JmeImporter e) throws IOException { super.read(e); try { radius = e.getCapsule(this).readFloat("radius", 0); } catch (IOException ex) { logger.logp(Level.SEVERE, this.getClass().toString(), "read(JMEImporter)", "Exception", ex); } } @Override public float getVolume() { return 4 * FastMath.ONE_THIRD * FastMath.PI * radius * radius * radius; } }




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