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

375 lines
12 KiB

#include "bounding_volumes.h"
#include "../common/log.h"
#include <math.h>
int bv_intersect_frustum_box_(vec4* frustum, struct Bounding_Box* box)
{
vec3 size, center, half_ext, half_size;
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_sub(&size, &box->max, &box->min);
vec3_add(&center, &box->max, &box->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_box(vec4* frustum, struct Bounding_Box* box, vec3* box_abs_position, vec3* box_abs_scale)
{
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, box_abs_position);
vec3_mul(&min, &min, box_abs_scale);
vec3_add(&max, &box->max, box_abs_position);
vec3_mul(&min, &min, box_abs_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, vec3* sphere_abs_pos, vec3* sphere_abs_scale)
{
int intersect_type = IT_INSIDE;
vec3 center;
float radius = sphere->radius;
vec3_fill(&center, 0.f, 0.f, 0.f);
float max_scale_dimension = fabsf(sphere_abs_scale->x);
if(fabsf(sphere_abs_scale->y) > max_scale_dimension) max_scale_dimension = fabsf(sphere_abs_scale->y);
if(fabsf(sphere_abs_scale->z) > max_scale_dimension) max_scale_dimension = fabsf(sphere_abs_scale->z);
radius *= max_scale_dimension;
vec3_add(&center, &sphere->center, sphere_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_point_inside_frustum(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;
}
int bv_intersect_sphere_ray(struct Bounding_Sphere* sphere, vec3* sphere_abs_position, vec3* sphere_abs_scale, struct Ray* ray)
{
int intersection_type = IT_OUTSIDE;
vec3 center = {0.f, 0.f, 0.f};
vec3_add(&center, &sphere->center, sphere_abs_position);
float radius = sphere->radius * sphere_abs_scale->x;
//float squared_radius = sphere->radius * sphere->radius;
float squared_radius = radius * radius;
vec3 centered_origin;
vec3_sub(&centered_origin, &ray->origin, &center);
//vec3_sub(&centered_origin, &center, &ray->origin);
float centered_origin_len_sqrd = vec3_len(&centered_origin);
centered_origin_len_sqrd *= centered_origin_len_sqrd;
//Check if ray originates inside the sphere
if(centered_origin_len_sqrd <= squared_radius)
return IT_INSIDE;
// Calculate the intersection by quatratic equation'
float a = vec3_dot(&ray->direction, &ray->direction);
float b = 2.f * vec3_dot(&centered_origin, &ray->direction);
float c = vec3_dot(&centered_origin, &centered_origin) - squared_radius;
float d = b * b - 4.f * a * c;
//No solution
if(d < 0.f)
return IT_OUTSIDE;
//Get the near solution
float d_sqrt = sqrtf(d);
float dist = (-b - d_sqrt) / (2.f * a);
if(dist >= 0.f)
return IT_INTERSECT;
else
return IT_OUTSIDE;
//float tca = vec3_dot(&centered_origin, &ray->direction);
//if(tca < 0.0) return IT_OUTSIDE;
//float L_dot = vec3_dot(&centered_origin, &centered_origin);
//float d2 = L_dot - (tca * tca);
//float radius_sqr = radius * radius;
//if (d2 > radius_sqr) return IT_OUTSIDE;
//float thc = sqrtf(radius_sqr - d2);
//float t0 = tca - thc;
//float t1 = tca + thc;
//if(t0 > t1)
//{
// float temp = t0;
// t0 = t1;
// t1 = temp;
//}
//if(t0 < 0)
//{
// t0 = t1;
// if(t0 < 0) return IT_OUTSIDE;
//}
//return IT_INTERSECT;
}
float bv_distance_ray_plane(struct Ray* ray, Plane* plane)
{
float dot = vec3_dot(&plane->normal, &ray->direction);
float abs_dot = fabsf(dot);
if(abs_dot >= EPSILON)
{
float dot_origin = vec3_dot(&plane->normal, &ray->origin);
float t = -(dot_origin + plane->constant) / dot;
if(t >= 0.0f)
return t;
else
return INFINITY;
}
else
return INFINITY;
}
void bv_bounding_box_vertices_get(struct Bounding_Box* bounding_box, vec3 out_vertices[8])
{
vec3_fill(&out_vertices[0], bounding_box->min.x, bounding_box->min.y, bounding_box->min.z);
vec3_fill(&out_vertices[1], bounding_box->max.x, bounding_box->min.y, bounding_box->min.z);
vec3_fill(&out_vertices[2], bounding_box->min.x, bounding_box->max.y, bounding_box->min.z);
vec3_fill(&out_vertices[3], bounding_box->min.x, bounding_box->min.y, bounding_box->max.z);
vec3_fill(&out_vertices[4], bounding_box->max.x, bounding_box->max.y, bounding_box->max.z);
vec3_fill(&out_vertices[5], bounding_box->min.x, bounding_box->max.y, bounding_box->max.z);
vec3_fill(&out_vertices[6], bounding_box->max.x, bounding_box->min.y, bounding_box->max.z);
vec3_fill(&out_vertices[7], bounding_box->max.x, bounding_box->max.y, bounding_box->min.z);
}
void bv_bounding_box_vertices_get_line_visualization(struct Bounding_Box* bounding_box, vec3 out_vertices[24])
{
// Back
vec3_fill(&out_vertices[0], bounding_box->min.x, bounding_box->min.y, bounding_box->min.z);
vec3_fill(&out_vertices[1], bounding_box->min.x, bounding_box->max.y, bounding_box->min.z);
vec3_fill(&out_vertices[2], bounding_box->min.x, bounding_box->min.y, bounding_box->min.z);
vec3_fill(&out_vertices[3], bounding_box->max.x, bounding_box->min.y, bounding_box->min.z);
vec3_fill(&out_vertices[4], bounding_box->min.x, bounding_box->max.y, bounding_box->min.z);
vec3_fill(&out_vertices[5], bounding_box->max.x, bounding_box->max.y, bounding_box->min.z);
vec3_fill(&out_vertices[6], bounding_box->max.x, bounding_box->max.y, bounding_box->min.z);
vec3_fill(&out_vertices[7], bounding_box->max.x, bounding_box->min.y, bounding_box->min.z);
// Front
vec3_fill(&out_vertices[8], bounding_box->min.x, bounding_box->min.y, bounding_box->max.z);
vec3_fill(&out_vertices[9], bounding_box->min.x, bounding_box->max.y, bounding_box->max.z);
vec3_fill(&out_vertices[10], bounding_box->min.x, bounding_box->min.y, bounding_box->max.z);
vec3_fill(&out_vertices[11], bounding_box->max.x, bounding_box->min.y, bounding_box->max.z);
vec3_fill(&out_vertices[12], bounding_box->min.x, bounding_box->max.y, bounding_box->max.z);
vec3_fill(&out_vertices[13], bounding_box->max.x, bounding_box->max.y, bounding_box->max.z);
vec3_fill(&out_vertices[14], bounding_box->max.x, bounding_box->max.y, bounding_box->max.z);
vec3_fill(&out_vertices[15], bounding_box->max.x, bounding_box->min.y, bounding_box->max.z);
// Left
vec3_fill(&out_vertices[16], bounding_box->min.x, bounding_box->max.y, bounding_box->min.z);
vec3_fill(&out_vertices[17], bounding_box->min.x, bounding_box->max.y, bounding_box->max.z);
vec3_fill(&out_vertices[18], bounding_box->min.x, bounding_box->min.y, bounding_box->min.z);
vec3_fill(&out_vertices[19], bounding_box->min.x, bounding_box->min.y, bounding_box->max.z);
// Right
vec3_fill(&out_vertices[20], bounding_box->max.x, bounding_box->min.y, bounding_box->min.z);
vec3_fill(&out_vertices[21], bounding_box->max.x, bounding_box->min.y, bounding_box->max.z);
vec3_fill(&out_vertices[22], bounding_box->max.x, bounding_box->max.y, bounding_box->min.z);
vec3_fill(&out_vertices[23], bounding_box->max.x, bounding_box->max.y, bounding_box->max.z);
}
int bv_intersect_bounding_box_ray(struct Bounding_Box* box, struct Ray* ray)
{
float tmin = (box->min.x - ray->origin.x) / ray->direction.x;
float tmax = (box->max.x - ray->origin.x) / ray->direction.x;
if(tmin > tmax)
{
float temp = tmin;
tmin = tmax;
tmax = temp;
}
float tymin = (box->min.y - ray->origin.y) / ray->direction.y;
float tymax = (box->max.y - ray->origin.y) / ray->direction.y;
if(tymin > tymax)
{
float temp = tymin;
tymin = tymax;
tymax = temp;
}
if((tmin > tymax) || (tymin > tmax))
return IT_OUTSIDE;
if(tymin > tmin)
tmin = tymin;
if(tymax < tmax)
tmax = tymax;
float tzmin = (box->min.z - ray->origin.z) / ray->direction.z;
float tzmax = (box->max.z - ray->origin.z) / ray->direction.z;
if(tzmin > tzmax)
{
float temp = tzmin;
tzmin = tzmax;
tzmax = temp;
}
if((tmin > tzmax) || (tzmin > tmax))
return IT_OUTSIDE;
if(tzmin > tmin)
tmin = tzmin;
if(tzmax < tmax)
tmax = tzmax;
return tmin < 0.f ? IT_INSIDE : IT_INTERSECT;
}
float bv_distance_ray_bounding_box(struct Ray* ray, struct Bounding_Box* box)
{
float tmin = (box->min.x - ray->origin.x) / ray->direction.x;
float tmax = (box->max.x - ray->origin.x) / ray->direction.x;
if(tmin > tmax)
{
float temp = tmin;
tmin = tmax;
tmax = temp;
}
float tymin = (box->min.y - ray->origin.y) / ray->direction.y;
float tymax = (box->max.y - ray->origin.y) / ray->direction.y;
if(tymin > tymax)
{
float temp = tymin;
tymin = tymax;
tymax = temp;
}
if((tmin > tymax) || (tymin > tmax))
return INFINITY;
if(tymin > tmin)
tmin = tymin;
if(tymax < tmax)
tmax = tymax;
float tzmin = (box->min.z - ray->origin.z) / ray->direction.z;
float tzmax = (box->max.z - ray->origin.z) / ray->direction.z;
if(tzmin > tzmax)
{
float temp = tzmin;
tzmin = tzmax;
tzmax = temp;
}
if((tmin > tzmax) || (tzmin > tmax))
return INFINITY;
if(tzmin > tmin)
tmin = tzmin;
if(tzmax < tmax)
tmax = tzmax;
return tmin >= 0.f ? tmin : tmax; // if tmin < 0, return the max value since it represents the hit in front of us. We don't care about hits behind us
}
int bv_intersect_bounding_boxes(struct Bounding_Box* b1, struct Bounding_Box* b2)
{
if(b2->max.x < b1->min.x || b2->min.x > b1->max.x || b2->max.y < b1->min.y || b2->min.y > b1->max.y ||
b2->max.z < b1->min.z || b2->min.z > b1->max.z)
return IT_OUTSIDE;
else if(b2->min.x < b1->min.x || b2->max.x > b1->max.x || b2->min.y < b1->min.y || b2->max.y > b1->max.y ||
b2->min.z < b1->min.z || b2->max.z > b1->max.z)
return IT_INTERSECT;
else
return IT_INSIDE; // b2 is inside b1
}
bool bv_point_inside_bounding_box(struct Bounding_Box* box, vec3 point)
{
if(point.x < box->min.x || point.x > box->max.x || point.y < box->min.y || point.y > box->max.y || point.z < box->min.z || point.z > box->max.z)
return false;
else
return true;
}