2 * OPCODE - Optimized Collision Detection
3 * http://www.codercorner.com/Opcode.htm
5 * Copyright (c) 2001-2008 Pierre Terdiman, pierre@codercorner.com
7 This software is provided 'as-is', without any express or implied warranty.
8 In no event will the authors be held liable for any damages arising from the use of this software.
9 Permission is granted to anyone to use this software for any purpose,
10 including commercial applications, and to alter it and redistribute it freely,
11 subject to the following restrictions:
13 1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required.
14 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
15 3. This notice may not be removed or altered from any source distribution.
18 // This is collision detection. If you do another distance test for collision *response*,
19 // if might be useful to simply *skip* the test below completely, and report a collision.
20 // - if sphere-triangle overlap, result is ok
21 // - if they don't, we'll discard them during collision response with a similar test anyway
22 // Overall this approach should run faster.
24 // Original code by David Eberly in Magic.
25 BOOL SphereCollider::SphereTriOverlap(const Point& vert0, const Point& vert1, const Point& vert2)
30 // Early exit if one of the vertices is inside the sphere
31 Point kDiff = vert2 - mCenter;
32 float fC = kDiff.SquareMagnitude();
33 if(fC <= mRadius2) return TRUE;
35 kDiff = vert1 - mCenter;
36 fC = kDiff.SquareMagnitude();
37 if(fC <= mRadius2) return TRUE;
39 kDiff = vert0 - mCenter;
40 fC = kDiff.SquareMagnitude();
41 if(fC <= mRadius2) return TRUE;
43 // Else do the full distance test
44 Point TriEdge0 = vert1 - vert0;
45 Point TriEdge1 = vert2 - vert0;
47 //Point kDiff = vert0 - mCenter;
48 float fA00 = TriEdge0.SquareMagnitude();
49 float fA01 = TriEdge0 | TriEdge1;
50 float fA11 = TriEdge1.SquareMagnitude();
51 float fB0 = kDiff | TriEdge0;
52 float fB1 = kDiff | TriEdge1;
53 //float fC = kDiff.SquareMagnitude();
54 float fDet = fabsf(fA00*fA11 - fA01*fA01);
55 float u = fA01*fB1-fA11*fB0;
56 float v = fA01*fB0-fA00*fB1;
63 if(v < 0.0f) // region 4
68 if(-fB0>=fA00) { /*u = 1.0f;*/ SqrDist = fA00+2.0f*fB0+fC; }
69 else { u = -fB0/fA00; SqrDist = fB0*u+fC; }
74 if(fB1>=0.0f) { /*v = 0.0f;*/ SqrDist = fC; }
75 else if(-fB1>=fA11) { /*v = 1.0f;*/ SqrDist = fA11+2.0f*fB1+fC; }
76 else { v = -fB1/fA11; SqrDist = fB1*v+fC; }
82 if(fB1>=0.0f) { /*v = 0.0f;*/ SqrDist = fC; }
83 else if(-fB1>=fA11) { /*v = 1.0f;*/ SqrDist = fA11+2.0f*fB1+fC; }
84 else { v = -fB1/fA11; SqrDist = fB1*v+fC; }
87 else if(v < 0.0f) // region 5
90 if(fB0>=0.0f) { /*u = 0.0f;*/ SqrDist = fC; }
91 else if(-fB0>=fA00) { /*u = 1.0f;*/ SqrDist = fA00+2.0f*fB0+fC; }
92 else { u = -fB0/fA00; SqrDist = fB0*u+fC; }
96 // minimum at interior point
105 float fInvDet = 1.0f/fDet;
108 SqrDist = u*(fA00*u+fA01*v+2.0f*fB0) + v*(fA01*u+fA11*v+2.0f*fB1)+fC;
114 float fTmp0, fTmp1, fNumer, fDenom;
116 if(u < 0.0f) // region 2
122 fNumer = fTmp1 - fTmp0;
123 fDenom = fA00-2.0f*fA01+fA11;
128 SqrDist = fA00+2.0f*fB0+fC;
134 SqrDist = u*(fA00*u+fA01*v+2.0f*fB0) + v*(fA01*u+fA11*v+2.0f*fB1)+fC;
140 if(fTmp1 <= 0.0f) { /*v = 1.0f;*/ SqrDist = fA11+2.0f*fB1+fC; }
141 else if(fB1 >= 0.0f) { /*v = 0.0f;*/ SqrDist = fC; }
142 else { v = -fB1/fA11; SqrDist = fB1*v+fC; }
145 else if(v < 0.0f) // region 6
151 fNumer = fTmp1 - fTmp0;
152 fDenom = fA00-2.0f*fA01+fA11;
157 SqrDist = fA11+2.0f*fB1+fC;
163 SqrDist = u*(fA00*u+fA01*v+2.0f*fB0) + v*(fA01*u+fA11*v+2.0f*fB1)+fC;
169 if(fTmp1 <= 0.0f) { /*u = 1.0f;*/ SqrDist = fA00+2.0f*fB0+fC; }
170 else if(fB0 >= 0.0f) { /*u = 0.0f;*/ SqrDist = fC; }
171 else { u = -fB0/fA00; SqrDist = fB0*u+fC; }
176 fNumer = fA11 + fB1 - fA01 - fB0;
181 SqrDist = fA11+2.0f*fB1+fC;
185 fDenom = fA00-2.0f*fA01+fA11;
190 SqrDist = fA00+2.0f*fB0+fC;
196 SqrDist = u*(fA00*u+fA01*v+2.0f*fB0) + v*(fA01*u+fA11*v+2.0f*fB1)+fC;
202 return fabsf(SqrDist) < mRadius2;