godot-lportal/lbound.cpp

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// Copyright (c) 2019 Lawnjelly
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
// The above copyright notice and this permission notice shall be included in all
// copies or substantial portions of the Software.
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
// SOFTWARE.
/**
@author lawnjelly <lawnjelly@gmail.com>
*/
#include "lbound.h"
// get distance behind all planes and return the smallest..
// if inside this will be negative, if outside, positive
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float LBound::GetSmallestPenetrationDistance(const Vector3 &pt) const
{
assert (m_Planes.size());
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float closest = -FLT_MAX;
for (int n=0; n<m_Planes.size(); n++)
{
float d = m_Planes[n].distance_to(pt);
// if in front of plane, outside the convex hull
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if (d > 0.1f) // some large epsilon .. we would rather classify in a nearby cell than not in any cell
{
// outside the convex hull, don't use
return FLT_MAX;
}
if (d > closest)
closest = d;
}
return closest;
}
bool LBound::IsPointWithin(const Vector3 &pt, float epsilon) const
{
for (int n=0; n<m_Planes.size(); n++)
{
float d = m_Planes[n].distance_to(pt);
// if in front of plane, outside the convex hull
if (d > epsilon)
return false;
}
return true;
}