📄 intersectionsphere.java
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/*
* Copyright (c) 2003-2009 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
* LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
* 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.jme.intersection;
import com.jme.bounding.BoundingSphere;
import com.jme.math.Line;
import com.jme.math.Plane;
import com.jme.math.Vector3f;
/**
* <code>Intersection</code> provides functional methods for calculating the
* intersection of sphere objects. All the methods are static to allow for quick
* and easy calls.
*
* @author Mark Powell
* @version $Id: IntersectionSphere.java,v 1.4 2004/09/02 18:02:01 mojomonkey
* Exp $
*/
public class IntersectionSphere {
private IntersectionSphere() {
}
/**
* <code>intersection</code> compares a dynamic sphere to a stationary
* line. The velocity of the sphere is given as well as the period of time
* for movement. If a collision occurs somewhere along this time period,
* true is returned. False is returned otherwise.
*
* @param line
* the stationary line to test against.
* @param sphere
* the dynamic sphere to test.
* @param velocity
* the velocity of the sphere.
* @param time
* the time range to test.
* @return true if intersection occurs, false otherwise.
*/
public static boolean intersection(Line line, BoundingSphere sphere,
Vector3f velocity, float time) {
Vector3f e = sphere.getCenter().subtract(line.getOrigin());
float dotDW = line.getDirection().dot(velocity);
float dotDD = line.getDirection().dot(line.getDirection());
float dotWW = velocity.dot(velocity);
float dotWE = velocity.dot(e);
float dotDE = line.getDirection().dot(e);
float dotEE = e.dot(e);
float ddr2 = dotDD * sphere.getRadius() * sphere.getRadius();
float a = dotDD * dotWW - dotDW * dotDW;
float b = dotDD * dotWE - dotDE * dotDW;
float c = dotDD * dotEE - dotDE * dotDE;
if (a > 0) {
float t = -b / a;
if (t < 0) {
return c <= ddr2;
} else if (t > time) {
return time * (a * time + 2 * b) + c <= ddr2;
} else {
return t * (a * t + 2 * b) + c <= ddr2;
}
}
return c <= ddr2;
}
/**
* <code>intersection</code> compares a dynamix sphere to a stationary
* plane. The velocity of the sphere is given as well as the period of time
* for movement. If a collision occurs somewhere along this time period,
* true is returned. False is returned otherwise.
*
* @param plane
* the stationary plane to test against.
* @param sphere
* the dynamic sphere to test.
* @param velocity
* the velocity of the sphere.
* @param time
* the time range to test.
* @return true if intersection occurs, false otherwise.
*/
public static boolean intersection(Plane plane, BoundingSphere sphere,
Vector3f velocity, float time) {
float sdist = plane.getNormal().dot(sphere.getCenter())
- plane.getConstant();
if (sdist > sphere.getRadius()) {
float dotNW = plane.getNormal().dot(velocity);
return (sphere.getRadius() - sdist / dotNW) < time;
} else if (sdist < -sphere.getRadius()) {
float dotNW = plane.getNormal().dot(velocity);
return (-(sphere.getRadius() + sdist) / dotNW) < time;
} else {
return true;
}
}
/**
* <code>intersection</code> compares two dynamic spheres. Both sphers
* have a velocity and a time is givin to check for. If these spheres will
* collide within the time alloted, true is returned, otherwise false is
* returned.
*
* @param sphere1
* the first sphere to test.
* @param sphere2
* the second sphere to test.
* @param velocity1
* the velocity of the first sphere.
* @param velocity2
* the velocity of the second sphere.
* @param time
* the time frame to check.
* @return true if a collision occurs, false otherwise.
*/
public static boolean intersection(BoundingSphere sphere1,
BoundingSphere sphere2, Vector3f velocity1, Vector3f velocity2,
float time) {
Vector3f velocityDiff = velocity2.subtract(velocity1);
float a = velocityDiff.lengthSquared();
Vector3f kCDiff = sphere2.getCenter().subtract(sphere1.getCenter());
float c = kCDiff.lengthSquared();
float radiusSum = sphere1.getRadius() + sphere2.getRadius();
float radiusSumSquared = radiusSum * radiusSum;
if (a > 0.0) {
float b = kCDiff.dot(velocityDiff);
if (b <= 0.0) {
if (-time * a <= b)
return a * c - b * b <= a * radiusSumSquared;
return time * (time * a + 2.0 * b) + c <= radiusSumSquared;
}
}
return c <= radiusSumSquared;
}
}
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