本文整理汇总了C++中AABB3::IsPointInside方法的典型用法代码示例。如果您正苦于以下问题:C++ AABB3::IsPointInside方法的具体用法?C++ AABB3::IsPointInside怎么用?C++ AABB3::IsPointInside使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类AABB3
的用法示例。
在下文中一共展示了AABB3::IsPointInside方法的1个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: AddContactPoint
static void AddContactPoint( TCFixedVector< CJL_CollPointInfo, MAX_CONTACTS_PER_BOX_PAIR >& vecCollPointInfo,
Vector3& rvNormal,
Scalar fPenetrationDepth,
CJL_Shape_Box& rBox0,
CJL_Shape_Box& rBox1,
CJL_CollisionFunctor& rColFunctor )
/*
static void AddContactPoint( Vector3& rvNormal, Scalar fPenetrationDepth,
CJL_Shape_Box& rBox0,
CJL_Shape_Box& rBox1,
CJL_CollisionFunctor& rColFunctor )*/
{
CJL_ContactInfo contact;
contact.pBody0 = &rBox0;
contact.pBody1 = &rBox1;
// same normal and penetration depths are applied to contact points
contact.vNormal = rvNormal;
contact.fPenetrationDepth = fPenetrationDepth;
///// check box edges against box
float fFraction = 1.0f;
Vector3 vEnd = Vector3(0,0,0);
BSPTreeForBox bsp_tree;
// transform edges to the local space of the box
bool b0, b1;
Vector3 vWorldStart, vWorldGoal, vLocalStart, vLocalGoal;
Vector3 vHalfLength;
Matrix34 actor_world_pose;
Matrix34 box_local_pose;
AABB3 aabb;
int i, j;
CJL_Shape_Box *pBox[2];
pBox[0] = &rBox0;
pBox[1] = &rBox1;
TCFixedVector< Vector3, MAX_CONTACTS_PER_BOX_PAIR > vecPts;
for( i=0; i<2; i++ )
{
// check the edges of box[(i+1)%2] against box[i] (swap boxes and do this for each other)
vHalfLength = pBox[i]->GetSideLength() * 0.5f;
/// bsptree.SetAABB( vHalfLength );
aabb.vMin = -vHalfLength;
aabb.vMax = vHalfLength;
Vector3 vSideLength = pBox[i]->GetSideLength();
bsp_tree.SetSize( vSideLength.x, vSideLength.y, vSideLength.z );
for( j=0; j<12; j+=2 )
{
pBox[(i+1)%2]->GetWorldEdge( j, vWorldStart, vWorldGoal );
// transform from world space to 'pBox[i]' space
pBox[i]->GetWorldPose().InvTransform( vLocalStart, vWorldStart );
pBox[i]->GetWorldPose().InvTransform( vLocalGoal, vWorldGoal );
b0 = aabb.IsPointInside( vLocalStart );
b1 = aabb.IsPointInside( vLocalGoal );
if( b0 && b1 )
continue; // the entire line segment is inside the box[i]
if( !b0 )
{
fFraction = 1.0f;
bsp_tree.ClipTrace( vEnd, fFraction, vLocalStart, vLocalGoal, 0 );
if( fFraction < 1.0f )
{
// found collision
if( fFraction < SCALAR_TINY )
{
fFraction = 0;
vEnd = vLocalStart;
}
else if( 1 - SCALAR_TINY < fFraction )
{
fFraction = 1.0f;
vEnd = vLocalGoal;
}
// transform contact point from the local space of pBox[i] to the world space
pBox[i]->GetWorldPose().Transform( contact.vContactPoint, vEnd );
// transform contact normal (orientation only)
// contact.vNormal = pBox[i]->GetWorldOrient() * tr.plane.normal;
// contact.fPenetrationDepth = fPenetrationDepth;
if( vecPts.size() < MAX_CONTACTS_PER_BOX_PAIR )
vecPts.push_back( contact.vContactPoint );
}
}
if( !b1 )
{
fFraction = 1.0f;
bsp_tree.ClipTrace( vEnd, fFraction, vLocalGoal, vLocalStart, 0 );
//.........这里部分代码省略.........