背景和头像缺失
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cocos2d/cocos/3d/CCOBB.h
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147
cocos2d/cocos/3d/CCOBB.h
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/****************************************************************************
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Copyright (c) 2014 Chukong Technologies Inc.
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http://www.cocos2d-x.org
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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#ifndef __CC_OBB_H__
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#define __CC_OBB_H__
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#include "CCAABB.h"
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NS_CC_BEGIN
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/**
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* @addtogroup _3d
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* @{
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*/
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/**
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* Oriented Bounding Box(OBB)
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* @brief the OBB is similar to the AABB but the bounding box has the same direction as Sprite3D. so it's collision detection more precise than AABB
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* @js NA
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*/
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class CC_DLL OBB
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{
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public:
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OBB();
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/*
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* Construct obb from oriented bounding box
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*
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* @lua NA
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*/
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OBB(const AABB& aabb);
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/*
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* Construct obb from points
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*
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* @lua NA
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*/
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OBB(const Vec3* verts, int num);
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/*
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* Check point in
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*/
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bool containPoint(const Vec3& point) const;
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/*
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* Specify obb values
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*/
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void set(const Vec3& center, const Vec3& _xAxis, const Vec3& _yAxis, const Vec3& _zAxis, const Vec3& _extents);
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/*
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* Clear obb
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*/
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void reset();
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/* face to the obb's -z direction
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* verts[0] : left top front
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* verts[1] : left bottom front
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* verts[2] : right bottom front
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* verts[3] : right top front
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*
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* face to the obb's z direction
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* verts[4] : right top back
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* verts[5] : right bottom back
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* verts[6] : left bottom back
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* verts[7] : left top back
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*/
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void getCorners(Vec3* verts) const;
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/*
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* Check intersect with other
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*/
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bool intersects(const OBB& box) const;
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/**
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* Transforms the obb by the given transformation matrix.
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*/
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void transform(const Mat4& mat);
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protected:
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/*
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* compute extX, extY, extZ
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*/
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void computeExtAxis()
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{
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_extentX = _xAxis * _extents.x;
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_extentY = _yAxis * _extents.y;
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_extentZ = _zAxis * _extents.z;
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}
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/*
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* Project point to the target axis
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*/
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float projectPoint(const Vec3& point, const Vec3& axis) const;
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/*
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* Calculate the min and max project value of through the box's corners
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*/
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void getInterval(const OBB& box, const Vec3& axis, float &min, float &max) const;
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/*
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* Get the edge of x y z axis direction
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*/
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Vec3 getEdgeDirection(int index) const;
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/*
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* Get the face of x y z axis direction
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*/
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Vec3 getFaceDirection(int index) const;
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public:
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Vec3 _center; // obb center
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Vec3 _xAxis; // x axis of obb, unit vector
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Vec3 _yAxis; // y axis of obb, unit vector
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Vec3 _zAxis; // z axis of obb, unit vector
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Vec3 _extentX; // _xAxis * _extents.x
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Vec3 _extentY; // _yAxis * _extents.y
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Vec3 _extentZ; // _zAxis * _extents.z
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Vec3 _extents; // obb length along each axis
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};
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// end of 3d group
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/// @}
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NS_CC_END
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#endif
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