A 3d fps game made in OpenGL
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Symmetry/src/bounding_volumes.c

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2.6 KiB

#include "bounding_volumes.h"
#include "entity.h"
#include "transform.h"
#include <math.h>
int bv_intersect_frustum_box(vec4* frustum, struct Bounding_Box* box, struct Entity* entity)
{
struct Transform* transform = &entity->transform;
vec3 min, max, size, center, half_ext, half_size;
vec3_fill(&min, 0.f, 0.f, 0.f);
vec3_fill(&max, 0.f, 0.f, 0.f);
vec3_fill(&size, 0.f, 0.f, 0.f);
vec3_fill(&center, 0.f, 0.f, 0.f);
vec3_fill(&half_ext, 0.f, 0.f, 0.f);
vec3_fill(&half_size, 0.f, 0.f, 0.f);
vec3_add(&min, &box->min, &transform->position);
vec3_mul(&min, &min, &transform->scale);
vec3_add(&max, &box->max, &transform->position);
vec3_mul(&min, &min, &transform->scale);
vec3_sub(&size, &max, &min);
vec3_add(&center, &max, &min);
vec3_scale(&center, &center, 0.5f);
vec3_assign(&half_ext, &size);
vec3_scale(&half_size, &size, 0.5f);
for(int i = 0; i < 6; i++)
{
vec3 normal = {frustum[i].x, frustum[i].y, frustum[i].z};
float distance = frustum[i].w;
float d = vec3_dot(&normal, &center);
vec3 abs_normal = {fabsf(normal.x), fabsf(normal.y), fabsf(normal.z)};
float r = vec3_dot(&half_ext, &abs_normal);
if(d + r < -distance)
return IT_OUTSIDE;
}
return IT_INSIDE;
}
int bv_intersect_frustum_sphere(vec4* frustum, struct Bounding_Sphere* sphere, struct Entity* entity)
{
int intersect_type = IT_INSIDE;
vec3 center, abs_pos, abs_scale;
float radius = sphere->radius;
vec3_fill(&center, 0.f, 0.f, 0.f);
vec3_fill(&abs_pos, 0.f, 0.f, 0.f);
vec3_fill(&abs_scale, 0.f, 0.f, 0.f);
transform_get_absolute_pos(entity, &abs_pos);
transform_get_absolute_scale(entity, &abs_scale);
float max_scale_dimension = fabsf(abs_scale.x);
if(fabsf(abs_scale.y) > max_scale_dimension) max_scale_dimension = fabsf(abs_scale.y);
if(fabsf(abs_scale.z) > max_scale_dimension) max_scale_dimension = fabsf(abs_scale.z);
radius *= max_scale_dimension;
vec3_add(&center, &sphere->center, &abs_pos);
//vec3_mul(&center, &center, &transform->scale);
for(int i = 0; i < 6; i++)
{
vec3 plane_normal = {frustum[i].x, frustum[i].y, frustum[i].z};
float distance = frustum[i].w;
float dot = vec3_dot(&plane_normal, &center) + distance;
if(dot < -radius)
{
intersect_type = IT_OUTSIDE;
return intersect_type;
}
if(fabsf(dot) < radius)
{
intersect_type = IT_INTERSECT;
return intersect_type;
}
}
return intersect_type;
}
bool bv_intersect_frustum_point(vec4* frustum, const vec3* point)
{
bool success = true;
for(int i = 0; i < 6; i++)
{
if((frustum[i].x * point->x +
frustum[i].y * point->y +
frustum[i].z * point->z +
frustum[i].w) < 0 )
success = false;
}
return success;
}