public bool crossedPortal( Portal otherPortal )
{
// Only check if portal is open
if ( otherPortal.mOpen )
{
// we model both portals as line swept spheres (mPrevDerivedCP to mDerivedCP).
// intersection test is then between the capsules.
// BUGBUG! This routine needs to check for case where one or both objects
// don't move - resulting in simple sphere tests
// BUGBUG! If one (or both) portals are aabb's this is REALLY not accurate.
Capsule portalCapsule, otherPortalCapsule;
portalCapsule = new Capsule();
portalCapsule.Set( this.getPrevDerivedCP(), this.getDerivedCP(), this.getRadius() );
otherPortalCapsule = new Capsule();
otherPortalCapsule.Set( otherPortal.mPrevDerivedCP,
otherPortal.mDerivedCP,
otherPortal.mRadius );
if ( portalCapsule.Intersects( otherPortalCapsule ) )
{
// the portal intersected the other portal at some time from last frame to this frame.
// Now check if this portal "crossed" the other portal
switch ( otherPortal.Type )
{
case PORTAL_TYPE.PORTAL_TYPE_QUAD:
// a crossing occurs if the "side" of the final position of this portal compared
// to the final position of the other portal is negative AND the initial position
// of this portal compared to the initial position of the other portal is non-negative
// NOTE: This function assumes that this portal is the smaller portal potentially crossing
// over the otherPortal which is larger.
if ( otherPortal.getDerivedPlane().GetSide( mDerivedCP ) == PlaneSide.Negative &&
otherPortal.getPrevDerivedPlane().GetSide( mPrevDerivedCP ) != PlaneSide.Negative )
{
// crossing occurred!
return true;
}
break;
case PORTAL_TYPE.PORTAL_TYPE_AABB:
{
// for aabb's we check if the center point went from being inside to being outside
// the aabb (or vice versa) for crossing.
AxisAlignedBox aabb = new AxisAlignedBox( otherPortal.getDerivedCorner( 0 ), otherPortal.getDerivedCorner( 1 ) );
//bool previousInside = aabb.contains(mPrevDerivedCP);
bool currentInside = aabb.Contains( mDerivedCP );
if ( otherPortal.getDerivedDirection() == Vector3.UnitZ )
{
// portal norm is "outward" pointing, look for going from outside to inside
//if (previousInside == false &&
if ( currentInside == true )
{
return true;
}
}
else
{
// portal norm is "inward" pointing, look for going from inside to outside
//if (previousInside == true &&
if ( currentInside == false )
{
return true;
}
}
}
break;
case PORTAL_TYPE.PORTAL_TYPE_SPHERE:
{
// for spheres we check if the center point went from being inside to being outside
// the sphere surface (or vice versa) for crossing.
//Real previousDistance2 = mPrevDerivedCP.squaredDistance(otherPortal->getPrevDerivedCP());
Real currentDistance2 = mDerivedCP.DistanceSquared( otherPortal.getDerivedCP() );
Real mRadius2 = System.Math.Sqrt( otherPortal.getRadius() );
if ( otherPortal.getDerivedDirection() == Vector3.UnitZ )
{
// portal norm is "outward" pointing, look for going from outside to inside
//if (previousDistance2 >= mRadius2 &&
if ( currentDistance2 < mRadius2 )
{
return true;
}
}
else
{
// portal norm is "inward" pointing, look for going from inside to outside
//if (previousDistance2 < mRadius2 &&
if ( currentDistance2 >= mRadius2 )
{
return true;
}
}
}
break;
}
}
}
// there was no crossing of the portal by this portal. It might be touching
// the other portal (but we don't care currently)
return false;
}