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📄 intersectionsphere.java

📁 java 3d game jme 工程开发源代码
💻 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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