/**************************************************************************** Copyright (c) 2022-2023 Xiamen Yaji Software Co., Ltd. https://www.cocos.com/ 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. ****************************************************************************/ #include "cocos/core/geometry/Distance.h" #include "cocos/core/geometry/AABB.h" #include "cocos/core/geometry/Obb.h" #include "cocos/core/geometry/Plane.h" #include "cocos/math/Mat4.h" #include #include "base/std/container/array.h" #include "cocos/math/Utils.h" #include "cocos/math/Vec3.h" namespace cc { namespace geometry { float pointPlane(const Vec3 &point, const Plane &plane) { return Vec3::dot(plane.n, point) - plane.d; } Vec3 *ptPointPlane(Vec3 *out, const Vec3 &point, const Plane &plane) { auto t = pointPlane(point, plane); *out = point - t * plane.n; return out; } Vec3 *ptPointAabb(Vec3 *out, const Vec3 &point, const AABB &aabb) { auto min = aabb.getCenter() - aabb.getHalfExtents(); auto max = aabb.getCenter() + aabb.getHalfExtents(); *out = {cc::mathutils::clamp(point.x, min.x, max.x), cc::mathutils::clamp(point.y, min.y, max.y), cc::mathutils::clamp(point.z, min.z, max.z)}; return out; } Vec3 *ptPointObb(Vec3 *out, const Vec3 &point, const OBB &obb) { ccstd::array u = { Vec3{obb.orientation.m[0], obb.orientation.m[1], obb.orientation.m[2]}, Vec3{obb.orientation.m[3], obb.orientation.m[4], obb.orientation.m[5]}, Vec3{obb.orientation.m[6], obb.orientation.m[7], obb.orientation.m[8]}, }; ccstd::array e = {obb.halfExtents.x, obb.halfExtents.y, obb.halfExtents.z}; auto d = point - obb.center; float dist = 0.0F; // Start result at center of obb; make steps from there *out = obb.center; // For each OBB axis... for (int i = 0; i < 3; i++) { // ...project d onto that axis to get the distance // along the axis of d from the obb center dist = Vec3::dot(d, u[i]); // if distance farther than the obb extents, clamp to the obb dist = cc::mathutils::clamp(dist, -e[i], e[i]); // Step that distance along the axis to get world coordinate *out += (dist * u[i]); } return out; } Vec3 *ptPointLine(Vec3 *out, const Vec3 &point, const Vec3 &linePointA, const Vec3 &linePointB) { auto dir = linePointA - linePointB; auto dirSquared = dir.lengthSquared(); if (dirSquared == 0.0F) { // The point is at the segment start. *out = linePointA; } else { // Calculate the projection of the point onto the line extending through the segment. auto ap = point - linePointA; auto t = Vec3::dot(ap, dir) / dirSquared; *out = linePointA + cc::mathutils::clamp(t, 0.0F, 1.0F) * dir; } return out; } } // namespace geometry } // namespace cc