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import math |
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from gem import vector |
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from gem import matrix |
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class Circle(object): |
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def __init__(self, center, radius): |
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self.center = center |
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self.radius = radius |
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def getFurthestPoint(self, direction): |
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if (direction is not vector.Vector(3)): |
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direction.i_normalize() |
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return self.center + direction + self.radius |
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class Sphere(object): |
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def __init__(self, center, radius): |
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self.center = center |
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self.radius = radius |
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def getFurthestPoint(self, direction): |
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if (direction is not vector.Vector(3)): |
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direction.i_normalize() |
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return self.center + direction + self.radius |
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class Triangle(object): |
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def __init__(self, center, b, h, rotation): |
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self.center = center |
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self.thirdDims = vector.Vector(3, data=[b / 3.0, h / 3.0, 0.0]) |
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self.rotation = rotation |
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# TO BE IMPLEMENTED |
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# Sides of the triangle |
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self.A = 0 |
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self.B = 0 |
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self.C = 0 |
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# Reference Real Time Collision Detection by Christer Ericson |
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# Calculate the 2D area of a given triangle |
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def triArea2D(self, x1, y1, x2, y2, x3, y3): |
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return (x1 - x2)*(y2 - y3) - (x2 - x3) * (y1 - y2) |
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# Compute barycentric coordinates (u, v, w) for |
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# Point P with respect to triangle (a, b, c) |
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def barycentric(self, a, b, c, p): |
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#Unnormalized triangle normal |
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m = (b - a).cross(c - a) |
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#Nominators and one-over-denominators for u and v ratios |
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nu = 0 |
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nv = 0 |
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ood = 0 |
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# Absolute components for determining projection plane |
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x = math.abs(m[0]) |
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y = math.abs(m[1]) |
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z = math.abs(m[2]) |
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if x >= y and x >= z: |
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# x is largest, project to the yz plane |
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nu = self.triArea2D(p[1], p[2], b[1], b[2], c[1], c[2]) # Area of PBC in yz plane |
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nv = self.triArea2D(p[1], p[2], c[1], c[2], a[1], a[2]) # Area of PCA in yz plane |
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ood = 1.0 / m[0] # 1 / (2 * area of ABC in yz plane) |
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elif y >= x and y >= z: |
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# y is largest, project to the xz plane |
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nu = self.triArea2D(p[0], p[2], b[0], b[2], c[0], c[2]) # Area of PBC in xz plane |
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nv = self.triArea2D(p[0], p[2], c[0], c[2], a[0], a[2]) # Area of PCA in xz plane |
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ood = 1.0 / -m[1] # 1 / (2 * area of ABC in xz plane) |
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else: |
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# z is largest, project to the xy plane |
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nu = self.triArea2D(p[0], p[1], b[0], b[1], c[0], c[1]) # Area of PBC in xy plane |
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nv = self.triArea2D(p[0], p[1], c[0], c[1], a[0], a[1]) # Area of PCA in xy plane |
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ood = 1.0 / m[2] |
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# Barycentric coordinates |
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u = nu * ood |
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v = nv * ood |
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w = 1.0 - u - v |
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return vector.Vector(3, data=[u, v, w]) |
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# Test if point p is contained in triangle (a, b, c) |
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def testPointTriangle(self, a, b, c, p): |
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bV = self.barycentric(a, b, c, p) |
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return (bV[1] >= 0.0) and (bV[2] >= 0.0) and ((bV[1] + bV[2]) <= 1.0) |
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def getFurthestPoint(self, direction): |
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midBase = vector.Vector(3).right() * self.thirdDims.vector[0] |
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midHeight = vector.Vector(3).up() * self.thirdDims.vector[1] |
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direction4 = vector.Vector(4, data=[direction.vector[0], direction.vector[1], direction.vector[2], 1.0]) |
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vertices = [] |
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vertices.append( self.center.vector[1], midHeight) |
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vertices.append( midBase, -midHeight) |
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vertices.append(-midBase, -midHeight) |
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translation = matrix.Matrix(4).translate(vector.Vector(4, data=[self.center.vector[0], self.center.vector[1], self.center.vector[2], 1.0])) |
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world = self.rotation * translation |
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furtherPoint = world * vector.Vector(4, data=[vertices[0].vector[0], vertices[0].vector[1], vertices[0].vector[2], 1.0]) |
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maxDot = furtherPoint.dot(direction4) |
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for i in range(1, 3, 1): |
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vertex = world * vector.vector(4, data=[vertices[i].vector[0], vertices[i].vector[1], vertices[i].vector[2], 1.0]) |
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dot = vertex.dot(direction4) |
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if(dot > maxDot): |
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maxDot = dot |
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furtherPoint = vertex |
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return vector.Vector(3, data=[furtherPoint.vector[0], furtherPoint.vector[1], furtherPoint.vector[2]]) |
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class Rectangle(object): |
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def __init__(self, center, w, h, rotation): |
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self.center = center |
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self.halfDims = vector.Vector(3, data=[w / 2.0, h / 2.0, 0.0]) |
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self.rotation = rotation |
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def getFurthestPoint(self, direction): |
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halfWidth = vector.Vector(3).right() * self.halfDims.vector[0] |
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halfHeight = vector.Vector(3).up() * self.halfDims.vector[1] |
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direction4 = vector.Vector(4, data=[direction.vector[0], direction.vector[1], direction.vector[2], 1.0]) |
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vertices = [] |
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vertices.append( halfWidth + halfHeight) |
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vertices.append(-halfWidth + halfHeight) |
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vertices.append(-halfWidth - halfHeight) |
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vertices.append( halfWidth - halfHeight) |
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translation = matrix.Matrix(4).translate(vector.Vector(4, data=[self.center.vector[0], self.center.vector[1], self.center.vector[2], 1.0])) |
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world = self.rotation * translation |
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furtherPoint = world * vector.Vector(4, data=[vertices[0].vector[0], vertices[0].vector[1], vertices[0].vector[2], 1.0]) |
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maxDot = furtherPoint.dot(direction4) |
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for i in range(1, 4, 1): |
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vertex = world * vector.Vector(4, data=[vertices[i].vector[0], vertices[i].vector[1], vertices[i].vector[2], 1.0]) |
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dot = vertex.dot(direction4) |
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if(dot > maxDot): |
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maxDot = dot |
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furtherPoint = vertex |
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return vector.Vector(3, data=[furtherPoint.vector[0], furtherPoint.vector[1], furtherPoint.vector[2]]) |
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class Box(object): |
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def __init__(self, center, w, h ,d , rotation): |
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self.center = center |
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self.halfDims = vector.Vector(3, data=[w / 2.0, h / 2.0, d / 2.0]) |
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self.rotation = rotation |
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def getFurthestPoint(self, direction): |
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halfWidth = vector.Vector(3).right() * self.halfDims.vector[0] |
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halfHeight = vector.Vector(3).up() * self.halfDims.vector[1] |
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halfDepth = vector.Vector(3).back() * self.halfDims.vector[2] |
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direction4 = vector.Vector(4, data=[direction.vector[0], direction.vector[1], direction.vector[2], 1.0]) |
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vertices = [] |
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vertices.append(halfWidth + halfHeight + halfDepth) |
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vertices.append(-halfWidth + halfHeight + halfDepth) |
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vertices.append(halfWidth - halfHeight + halfDepth) |
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vertices.append(halfWidth + halfHeight - halfDepth) |
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vertices.append(-halfWidth - halfHeight + halfDepth) |
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vertices.append(halfWidth - halfHeight - halfDepth) |
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vertices.append(-halfWidth + halfHeight - halfDepth) |
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vertices.append(-halfWidth - halfHeight - halfDepth) |
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translation = matrix.Matrix(4).translate(vector.Vector(4, data=[self.center.vector[0], self.center.vector[1], self.center.vector[2], 1.0])) |
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world = self.rotation * translation |
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furtherPoint = world * vector.Vector(4, data=[vertices[0].vector[0], vertices[0].vector[1], vertices[0].vector[2], 1.0]) |
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maxDot = furtherPoint.dot(direction4) |
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for i in range(1, 8, 1): |
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vertex = world * vector.Vector(4, data=[vertices[i].vector[0], vertices[i].vector[1], vertices[i].vector[2], 1.0]) |
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dot = vertex.dot(direction4) |
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if(dot > maxDot): |
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maxDot = dot |
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furtherPoint = vertex |
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return vector.Vector(3, data=[furtherPoint.vector[0], furtherPoint.vector[1], furtherPoint.vector[2]]) |
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