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161 lines (134 loc) · 3.93 KB
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#include "obstacle.h"
obstacle::obstacle()
{
this->center = Vector(0, 0, 0);
this->xSize = 0;
this->ySize = 0;
this->zSize = 0;
this->recalcCorners();
recalcFaces();
}
obstacle::obstacle(Vector newCenter)
{
this->center = newCenter;
this->xSize = 0;
this->ySize = 0;
this->zSize = 0;
this->recalcCorners();
recalcFaces();
}
obstacle::obstacle(Vector newCenter, int xSize, int ySize, int zSize)
{
this->center = newCenter;
this->xSize = xSize;
this->ySize = ySize;
this->zSize = zSize;
this->recalcCorners();
recalcFaces();
}
void obstacle::setCenter(Vector newCenter)
{
this->center = newCenter;
this->recalcCorners();
recalcFaces();
}
void obstacle::setX(int newXSize)
{
this->xSize = newXSize;
this->recalcCorners();
recalcFaces();
}
void obstacle::setY(int newYSize)
{
this->ySize = newYSize;
this->recalcCorners();
recalcFaces();
}
void obstacle::setZ(int newZSize)
{
this->zSize = newZSize;
this->recalcCorners();
recalcFaces();
}
Vector obstacle::setOffset(Vector newOffset)
{
this->center_offset = newOffset;
recalcCorners();
recalcFaces();
return this->center_offset;
}
Vector obstacle::addOffset(Vector adder)
{
return setOffset(center_offset + adder);
}
int obstacle::getXSize()
{
return xSize;
}
int obstacle::getYSize()
{
return ySize;
}
int obstacle::getZSize()
{
return zSize;
}
obstacle::~obstacle()
{
}
Vector obstacle::getCenter()
{
return this->center;
}
void obstacle::recalcCorners()
{
Vector actualCenter = center + center_offset;
this->downLeftFront = Vector(actualCenter.X - xSize / 2, actualCenter.Y - ySize / 2, actualCenter.Z - zSize / 2);
this->downRightFront = Vector(actualCenter.X + xSize / 2, actualCenter.Y - ySize / 2, actualCenter.Z - zSize / 2);
this->upLeftFront = Vector(actualCenter.X - xSize / 2, actualCenter.Y - ySize / 2, actualCenter.Z + zSize / 2);
this->upRightFront = Vector(actualCenter.X + xSize / 2, actualCenter.Y - ySize / 2, actualCenter.Z + zSize / 2);
this->downLeftBack = Vector(actualCenter.X - xSize / 2, actualCenter.Y + ySize / 2, actualCenter.Z - zSize / 2);
this->downRightBack = Vector(actualCenter.X + xSize / 2, actualCenter.Y + ySize / 2, actualCenter.Z - zSize / 2);
this->upLeftBack = Vector(actualCenter.X - xSize / 2, actualCenter.Y + ySize / 2, actualCenter.Z + zSize / 2);
this->upRightBack = Vector(actualCenter.X + xSize / 2, actualCenter.Y + ySize / 2, actualCenter.Z + zSize / 2);
}
void obstacle::recalcFaces()
{
Vector actualCenter = center + center_offset;
faces[0] = actualCenter - Vector(0, ySize / 2, 0);
faces[1] = actualCenter + Vector(xSize / 2, 0, 0);
faces[2] = actualCenter + Vector(0, ySize / 2, 0);
faces[3] = actualCenter - Vector(xSize / 2, 0, 0);
faces[4] = actualCenter + Vector(0, 0, zSize/2);
faces[5] = actualCenter - Vector(0, 0, zSize/2);
}
bool obstacle::collides(Vector other) {
Vector actualCenter = center + center_offset;
if (other.X >= actualCenter.X - xSize / 2 && other.X <= actualCenter.X + xSize / 2
&& other.Y >= actualCenter.Y - ySize / 2 && other.Y <= actualCenter.Y + ySize / 2
&& other.Z >= actualCenter.Z - zSize / 2 && other.Z <= actualCenter.Z + zSize / 2 && !last_collided)
{
last_collided = true;
return true;
}
else {
last_collided = false;
return false;
}
}
int obstacle::nearestFace(Vector other)
{
int nearest_id = 0;
Vector diff_vec = faces[0] - other;
double nearest_dist = (double)abs(diff_vec.X) * (double)abs(diff_vec.Y) * (double)abs(diff_vec.Z);;
for (int i = 1; i < 6; i++) {
//double this_dist = abs(faces[i].X - other.X) * abs(faces[i].Y - other.Y) * abs(faces[i].Z - other.Z);
Vector diff_vec = faces[i] - other;
double this_dist = (double)abs(diff_vec.X) * (double)abs(diff_vec.Y) * (double)abs(diff_vec.Z);
if (this_dist < nearest_dist) {
nearest_dist = this_dist;
nearest_id = i;
}
}
return nearest_id;
}