DarkflameServer/dPhysics/dpShapeBox.cpp

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#include "dpShapeBase.h"
#include "dpShapeBox.h"
#include "dpShapeSphere.h"
#include "dpCollisionChecks.h"
#include "dpEntity.h"
#include "NiPoint3.h"
#include "NiQuaternion.h"
#include <iostream>
dpShapeBox::dpShapeBox(dpEntity* parentEntity, float width, float height, float depth) :
dpShapeBase(parentEntity),
m_Width(width / 2),
m_Height(height / 2),
m_Depth(depth / 2),
m_Scale(1.0f) {
m_ShapeType = dpShapeType::Box;
InitVertices();
}
dpShapeBox::~dpShapeBox() {
}
bool dpShapeBox::IsColliding(dpShapeBase* other) {
if (!other) return false;
switch (other->GetShapeType()) {
case dpShapeType::Sphere:
return dpCollisionChecks::CheckSphereBox(m_ParentEntity, other->GetParentEntity());
case dpShapeType::Box:
return dpCollisionChecks::CheckBoxes(m_ParentEntity, other->GetParentEntity());
default:
LOG("No collision detection for: %i-to-%i collision!", static_cast<int32_t>(m_ShapeType), static_cast<int32_t>(other->GetShapeType()));
}
return false;
}
const float dpShapeBox::GetMaxWidth() {
return m_ParentEntity->GetPosition().x + m_Width;
}
const float dpShapeBox::GetTop() {
return m_ParentEntity->GetPosition().y + (m_Height * 2);
}
const float dpShapeBox::GetMaxDepth() {
return m_ParentEntity->GetPosition().z + m_Depth;
}
const float dpShapeBox::GetMinWidth() {
return m_ParentEntity->GetPosition().x - m_Width;
}
const float dpShapeBox::GetBottom() {
return m_ParentEntity->GetPosition().y; //- m_Height;
}
const float dpShapeBox::GetMinDepth() {
return m_ParentEntity->GetPosition().z - m_Depth;
}
void dpShapeBox::SetScale(float scale) {
if (isScaled) return;
isScaled = true;
m_Width *= scale;
m_Height *= scale;
m_Depth *= scale;
InitVertices();
}
void dpShapeBox::SetRotation(const NiQuaternion& rotation) {
if (m_HasBeenRotated) return; //Boxes cannot be rotated more than once.
m_HasBeenRotated = true;
m_TopMinLeft = m_TopMinLeft.RotateByQuaternion(rotation);
m_TopMaxLeft = m_TopMaxLeft.RotateByQuaternion(rotation);
m_TopMinRight = m_TopMinRight.RotateByQuaternion(rotation);
m_TopMaxRight = m_TopMaxRight.RotateByQuaternion(rotation);
m_BottomMinLeft = m_BottomMinLeft.RotateByQuaternion(rotation);
m_BottomMinRight = m_BottomMinRight.RotateByQuaternion(rotation);
m_BottomMaxLeft = m_BottomMaxLeft.RotateByQuaternion(rotation);
m_BottomMaxRight = m_BottomMaxRight.RotateByQuaternion(rotation);
InsertVertices();
}
bool dpShapeBox::IsVertInBox(const NiPoint3& vert) {
//if we are in the correct height
if (vert.y >= m_MinY && vert.y <= m_MaxY) {
//if we're inside the x bounds
if (vert.x >= m_MinX && vert.x <= m_MaxX) {
//if we're inside the z bounds
if (vert.z >= m_MinZ && vert.z <= m_MaxZ)
return true;
}
}
return false;
}
void dpShapeBox::InitVertices() {
//The four top verts
m_TopMinLeft = NiPoint3(GetMinWidth(), GetTop(), GetMinDepth());
m_TopMaxLeft = NiPoint3(GetMinWidth(), GetTop(), GetMaxDepth());
m_TopMinRight = NiPoint3(GetMaxWidth(), GetTop(), GetMinDepth());
m_TopMaxRight = NiPoint3(GetMaxWidth(), GetTop(), GetMaxDepth());
//The four bottom verts
m_BottomMinLeft = NiPoint3(GetMinWidth(), GetBottom(), GetMinDepth());
m_BottomMaxLeft = NiPoint3(GetMinWidth(), GetBottom(), GetMaxDepth());
m_BottomMinRight = NiPoint3(GetMaxWidth(), GetBottom(), GetMinDepth());
m_BottomMaxRight = NiPoint3(GetMaxWidth(), GetBottom(), GetMaxDepth());
InsertVertices();
}
void dpShapeBox::SetPosition(const NiPoint3& position) {
if (isTransformed) return;
isTransformed = true;
for (auto& vert : m_Vertices) {
vert.x += position.x;
vert.y += position.y;
vert.z += position.z;
}
m_TopMinLeft = m_Vertices[0];
m_TopMaxLeft = m_Vertices[1];
m_TopMinRight = m_Vertices[2];
m_TopMaxRight = m_Vertices[3];
m_BottomMinLeft = m_Vertices[4];
m_BottomMaxLeft = m_Vertices[5];
m_BottomMinRight = m_Vertices[6];
m_BottomMaxRight = m_Vertices[7];
for (auto& vert : m_Vertices) {
if (m_MinX >= vert.x) m_MinX = vert.x;
if (m_MinY >= vert.y) m_MinY = vert.y;
if (m_MinZ >= vert.z) m_MinZ = vert.z;
if (m_MaxX <= vert.x) m_MaxX = vert.x;
if (m_MaxY <= vert.y) m_MaxY = vert.y;
if (m_MaxZ <= vert.z) m_MaxZ = vert.z;
}
}
void dpShapeBox::InsertVertices() {
//Insert into our vector:
m_Vertices.clear();
m_Vertices.push_back(m_TopMinLeft);
m_Vertices.push_back(m_TopMaxLeft);
m_Vertices.push_back(m_TopMinRight);
m_Vertices.push_back(m_TopMaxRight);
m_Vertices.push_back(m_BottomMinLeft);
m_Vertices.push_back(m_BottomMaxLeft);
m_Vertices.push_back(m_BottomMinRight);
m_Vertices.push_back(m_BottomMaxRight);
}