diff --git a/Source/Engine/Core/Math/CollisionsHelper.cpp b/Source/Engine/Core/Math/CollisionsHelper.cpp
index 48e7472d1..36a0b0182 100644
--- a/Source/Engine/Core/Math/CollisionsHelper.cpp
+++ b/Source/Engine/Core/Math/CollisionsHelper.cpp
@@ -41,6 +41,46 @@ void CollisionsHelper::ClosestPointPointLine(const Vector2& point, const Vector2
}
}
+Vector2 CollisionsHelper::ClosestPointPointLine(const Vector2& point, const Vector2& p0, const Vector2& p1)
+{
+ Vector2 result;
+ ClosestPointPointLine(point, p0, p1, result);
+ return result;
+}
+
+
+void CollisionsHelper::ClosestPointPointLine(const Vector3& point, const Vector3& p0, const Vector3& p1, Vector3& result)
+{
+ const Vector3 p = point - p0;
+ Vector3 n = p1 - p0;
+ const float length = n.Length();
+ if (length < 1e-10)
+ {
+ result = p0;
+ return;
+ }
+ n /= length;
+ const float dot = Vector3::Dot(n, p);
+ if (dot <= 0.0)
+ {
+ result = p0;
+ return;
+ }
+ else if (dot >= length)
+ {
+ result = p1;
+ return;
+ }
+ result = p0 + n * dot;
+}
+
+Vector3 CollisionsHelper::ClosestPointPointLine(const Vector3& point, const Vector3& p0, const Vector3& p1)
+{
+ Vector3 result;
+ ClosestPointPointLine(point, p0, p1, result);
+ return result;
+}
+
void CollisionsHelper::ClosestPointPointTriangle(const Vector3& point, const Vector3& vertex1, const Vector3& vertex2, const Vector3& vertex3, Vector3& result)
{
// Source: Real-Time Collision Detection by Christer Ericson
@@ -101,6 +141,13 @@ void CollisionsHelper::ClosestPointPointTriangle(const Vector3& point, const Vec
result = vertex1 + ab * v2 + ac * w2; //= u*vertex1 + v*vertex2 + w*vertex3, u = va * denom = 1.0f - v - w
}
+Vector3 CollisionsHelper::ClosestPointPointTriangle(const Vector3& point, const Vector3& vertex1, const Vector3& vertex2, const Vector3& vertex3)
+{
+ Vector3 result;
+ ClosestPointPointTriangle(point, vertex1, vertex2, vertex3, result);
+ return result;
+}
+
void CollisionsHelper::ClosestPointPlanePoint(const Plane& plane, const Vector3& point, Vector3& result)
{
// Source: Real-Time Collision Detection by Christer Ericson
@@ -112,6 +159,13 @@ void CollisionsHelper::ClosestPointPlanePoint(const Plane& plane, const Vector3&
result = point - t * plane.Normal;
}
+Vector3 CollisionsHelper::ClosestPointPlanePoint(const Plane& plane, const Vector3& point)
+{
+ Vector3 result;
+ ClosestPointPlanePoint(plane, point, result);
+ return result;
+}
+
void CollisionsHelper::ClosestPointBoxPoint(const BoundingBox& box, const Vector3& point, Vector3& result)
{
// Source: Real-Time Collision Detection by Christer Ericson
@@ -122,6 +176,13 @@ void CollisionsHelper::ClosestPointBoxPoint(const BoundingBox& box, const Vector
Vector3::Min(temp, box.Maximum, result);
}
+Vector3 CollisionsHelper::ClosestPointBoxPoint(const BoundingBox& box, const Vector3& point)
+{
+ Vector3 result;
+ ClosestPointBoxPoint(box, point, result);
+ return result;
+}
+
void CollisionsHelper::ClosestPointRectanglePoint(const Rectangle& rect, const Vector2& point, Vector2& result)
{
Vector2 temp, end;
@@ -130,6 +191,13 @@ void CollisionsHelper::ClosestPointRectanglePoint(const Rectangle& rect, const V
Vector2::Min(temp, end, result);
}
+Vector2 CollisionsHelper::ClosestPointRectanglePoint(const Rectangle& rect, const Vector2& point)
+{
+ Vector2 result;
+ ClosestPointRectanglePoint(rect, point, result);
+ return result;
+}
+
void CollisionsHelper::ClosestPointSpherePoint(const BoundingSphere& sphere, const Vector3& point, Vector3& result)
{
// Source: Jorgy343
@@ -147,6 +215,13 @@ void CollisionsHelper::ClosestPointSpherePoint(const BoundingSphere& sphere, con
result += sphere.Center;
}
+Vector3 CollisionsHelper::ClosestPointSpherePoint(const BoundingSphere& sphere, const Vector3& point)
+{
+ Vector3 result;
+ ClosestPointSpherePoint(sphere, point, result);
+ return result;
+}
+
void CollisionsHelper::ClosestPointSphereSphere(const BoundingSphere& sphere1, const BoundingSphere& sphere2, Vector3& result)
{
// Source: Jorgy343
@@ -164,6 +239,13 @@ void CollisionsHelper::ClosestPointSphereSphere(const BoundingSphere& sphere1, c
result += sphere1.Center;
}
+Vector3 CollisionsHelper::ClosestPointSphereSphere(const BoundingSphere& sphere1, const BoundingSphere& sphere2)
+{
+ Vector3 result;
+ ClosestPointSphereSphere(sphere1, sphere2, result);
+ return result;
+}
+
float CollisionsHelper::DistancePlanePoint(const Plane& plane, const Vector3& point)
{
// Source: Real-Time Collision Detection by Christer Ericson
diff --git a/Source/Engine/Core/Math/CollisionsHelper.h b/Source/Engine/Core/Math/CollisionsHelper.h
index 33631a682..06b69741f 100644
--- a/Source/Engine/Core/Math/CollisionsHelper.h
+++ b/Source/Engine/Core/Math/CollisionsHelper.h
@@ -72,6 +72,33 @@ public:
/// When the method completes, contains the closest point between the two objects.
static void ClosestPointPointLine(const Vector2& point, const Vector2& p0, const Vector2& p1, Vector2& result);
+ ///
+ /// Determines the closest point between a point and a line.
+ ///
+ /// The point to test.
+ /// The line first point.
+ /// The line second point.
+ /// The closest point between the two objects.
+ static Vector2 ClosestPointPointLine(const Vector2& point, const Vector2& p0, const Vector2& p1);
+
+ ///
+ /// Determines the closest point between a point and a line.
+ ///
+ /// The point to test.
+ /// The line first point.
+ /// The line second point.
+ /// When the method completes, contains the closest point between the two objects.
+ static void ClosestPointPointLine(const Vector3& point, const Vector3& p0, const Vector3& p1, Vector3& result);
+
+ ///
+ /// Determines the closest point between a point and a line.
+ ///
+ /// The point to test.
+ /// The line first point.
+ /// The line second point.
+ /// The closest point between the two objects.
+ static Vector3 ClosestPointPointLine(const Vector3& point, const Vector3& p0, const Vector3& p1);
+
///
/// Determines the closest point between a point and a triangle.
///
@@ -82,6 +109,16 @@ public:
/// When the method completes, contains the closest point between the two objects.
static void ClosestPointPointTriangle(const Vector3& point, const Vector3& vertex1, const Vector3& vertex2, const Vector3& vertex3, Vector3& result);
+ ///
+ /// Determines the closest point between a point and a triangle.
+ ///
+ /// The point to test.
+ /// The first vertex to test.
+ /// The second vertex to test.
+ /// The third vertex to test.
+ /// The closest point between the two objects.
+ static Vector3 ClosestPointPointTriangle(const Vector3& point, const Vector3& vertex1, const Vector3& vertex2, const Vector3& vertex3);
+
///
/// Determines the closest point between a and a point.
///
@@ -89,6 +126,14 @@ public:
/// The point to test.
/// When the method completes, contains the closest point between the two objects.
static void ClosestPointPlanePoint(const Plane& plane, const Vector3& point, Vector3& result);
+
+ ///
+ /// Determines the closest point between a and a point.
+ ///
+ /// The plane to test.
+ /// The point to test.
+ /// The closest point between the two objects.
+ static Vector3 ClosestPointPlanePoint(const Plane& plane, const Vector3& point);
///
/// Determines the closest point between a and a point.
@@ -97,6 +142,14 @@ public:
/// The point to test.
/// When the method completes, contains the closest point between the two objects.
static void ClosestPointBoxPoint(const BoundingBox& box, const Vector3& point, Vector3& result);
+
+ ///
+ /// Determines the closest point between a and a point.
+ ///
+ /// The box to test.
+ /// The point to test.
+ /// The closest point between the two objects.
+ static Vector3 ClosestPointBoxPoint(const BoundingBox& box, const Vector3& point);
///
/// Determines the closest point between a and a point.
@@ -105,6 +158,14 @@ public:
/// The point to test.
/// When the method completes, contains the closest point between the two objects.
static void ClosestPointRectanglePoint(const Rectangle& rect, const Vector2& point, Vector2& result);
+
+ ///
+ /// Determines the closest point between a and a point.
+ ///
+ /// The rectangle to test.
+ /// The point to test.
+ /// The closest point between the two objects.
+ static Vector2 ClosestPointRectanglePoint(const Rectangle& rect, const Vector2& point);
///
/// Determines the closest point between a and a point.
@@ -113,6 +174,14 @@ public:
/// The point to test.
/// When the method completes, contains the closest point between the two objects; or, if the point is directly in the center of the sphere, contains .
static void ClosestPointSpherePoint(const BoundingSphere& sphere, const Vector3& point, Vector3& result);
+
+ ///
+ /// Determines the closest point between a and a point.
+ ///
+ /// The sphere to test.
+ /// The point to test.
+ /// The closest point between the two objects; or, if the point is directly in the center of the sphere, contains .
+ static Vector3 ClosestPointSpherePoint(const BoundingSphere& sphere, const Vector3& point);
///
/// Determines the closest point between a and a .
@@ -126,6 +195,19 @@ public:
/// intersection.
///
static void ClosestPointSphereSphere(const BoundingSphere& sphere1, const BoundingSphere& sphere2, Vector3& result);
+
+ ///
+ /// Determines the closest point between a and a .
+ ///
+ /// The first sphere to test.
+ /// The second sphere to test.
+ /// The closest point between the two objects; or, if the point is directly in the center of the sphere, contains .
+ ///
+ /// If the two spheres are overlapping, but not directly on top of each other, the closest point
+ /// is the 'closest' point of intersection. This can also be considered is the deepest point of
+ /// intersection.
+ ///
+ static Vector3 ClosestPointSphereSphere(const BoundingSphere& sphere1, const BoundingSphere& sphere2);
///
/// Determines the distance between a and a point.