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// This is collision detection. If you do another distance test for collision *response*,
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// if might be useful to simply *skip* the test below completely, and report a collision.
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// - if sphere-triangle overlap, result is ok
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// - if they don't, we'll discard them during collision response with a similar test anyway
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// Overall this approach should run faster.
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// Original code by David Eberly in Magic.
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BOOL SphereCollider::SphereTriOverlap(const IceMaths::Point& vert0_, const IceMaths::Point& vert1_, const IceMaths::Point& vert2_)
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// applies the model's local scale
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IceMaths::Point vert0 = vert0_*mLocalScale;
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IceMaths::Point vert1 = vert1_*mLocalScale;
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IceMaths::Point vert2 = vert2_*mLocalScale;
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// Early exit if one of the vertices is inside the sphere
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IceMaths::Point kDiff = vert2 - mCenter;
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float fC = kDiff.SquareMagnitude();
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if(fC <= mRadius2) return TRUE;
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kDiff = vert1 - mCenter;
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fC = kDiff.SquareMagnitude();
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if(fC <= mRadius2) return TRUE;
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kDiff = vert0 - mCenter;
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fC = kDiff.SquareMagnitude();
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if(fC <= mRadius2) return TRUE;
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// Else do the full distance test
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IceMaths::Point TriEdge0 = vert1 - vert0;
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IceMaths::Point TriEdge1 = vert2 - vert0;
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//Point kDiff = vert0 - mCenter;
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float fA00 = TriEdge0.SquareMagnitude();
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float fA01 = TriEdge0 | TriEdge1;
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float fA11 = TriEdge1.SquareMagnitude();
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float fB0 = kDiff | TriEdge0;
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float fB1 = kDiff | TriEdge1;
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//float fC = kDiff.SquareMagnitude();
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float fDet = fabsf(fA00*fA11 - fA01*fA01);
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float u = fA01*fB1-fA11*fB0;
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float v = fA01*fB0-fA00*fB1;
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if(v < 0.0f) // region 4
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if(-fB0>=fA00) { /*u = 1.0f;*/ SqrDist = fA00+2.0f*fB0+fC; }
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else { u = -fB0/fA00; SqrDist = fB0*u+fC; }
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if(fB1>=0.0f) { /*v = 0.0f;*/ SqrDist = fC; }
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else if(-fB1>=fA11) { /*v = 1.0f;*/ SqrDist = fA11+2.0f*fB1+fC; }
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else { v = -fB1/fA11; SqrDist = fB1*v+fC; }
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if(fB1>=0.0f) { /*v = 0.0f;*/ SqrDist = fC; }
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else if(-fB1>=fA11) { /*v = 1.0f;*/ SqrDist = fA11+2.0f*fB1+fC; }
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else { v = -fB1/fA11; SqrDist = fB1*v+fC; }
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else if(v < 0.0f) // region 5
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if(fB0>=0.0f) { /*u = 0.0f;*/ SqrDist = fC; }
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else if(-fB0>=fA00) { /*u = 1.0f;*/ SqrDist = fA00+2.0f*fB0+fC; }
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else { u = -fB0/fA00; SqrDist = fB0*u+fC; }
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// minimum at interior point
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float fInvDet = 1.0f/fDet;
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SqrDist = u*(fA00*u+fA01*v+2.0f*fB0) + v*(fA01*u+fA11*v+2.0f*fB1)+fC;
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float fTmp0, fTmp1, fNumer, fDenom;
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if(u < 0.0f) // region 2
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fNumer = fTmp1 - fTmp0;
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fDenom = fA00-2.0f*fA01+fA11;
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SqrDist = fA00+2.0f*fB0+fC;
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SqrDist = u*(fA00*u+fA01*v+2.0f*fB0) + v*(fA01*u+fA11*v+2.0f*fB1)+fC;
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if(fTmp1 <= 0.0f) { /*v = 1.0f;*/ SqrDist = fA11+2.0f*fB1+fC; }
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else if(fB1 >= 0.0f) { /*v = 0.0f;*/ SqrDist = fC; }
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else { v = -fB1/fA11; SqrDist = fB1*v+fC; }
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else if(v < 0.0f) // region 6
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fNumer = fTmp1 - fTmp0;
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fDenom = fA00-2.0f*fA01+fA11;
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SqrDist = fA11+2.0f*fB1+fC;
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SqrDist = u*(fA00*u+fA01*v+2.0f*fB0) + v*(fA01*u+fA11*v+2.0f*fB1)+fC;
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if(fTmp1 <= 0.0f) { /*u = 1.0f;*/ SqrDist = fA00+2.0f*fB0+fC; }
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else if(fB0 >= 0.0f) { /*u = 0.0f;*/ SqrDist = fC; }
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else { u = -fB0/fA00; SqrDist = fB0*u+fC; }
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fNumer = fA11 + fB1 - fA01 - fB0;
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SqrDist = fA11+2.0f*fB1+fC;
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fDenom = fA00-2.0f*fA01+fA11;
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SqrDist = fA00+2.0f*fB0+fC;
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SqrDist = u*(fA00*u+fA01*v+2.0f*fB0) + v*(fA01*u+fA11*v+2.0f*fB1)+fC;
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return fabsf(SqrDist) < mRadius2;