Axiom.SceneManagers.PortalConnected.Portal.intersects C# (CSharp) Method

intersects() public method

public intersects ( PCZSceneNode pczsn ) : PortalIntersectResult
pczsn PCZSceneNode
return PortalIntersectResult
		public PortalIntersectResult intersects( PCZSceneNode pczsn )
		{
			// Only check if portal is open
			if ( mOpen )
			{
				if ( pczsn == mNode )
				{
					// ignore the scene node if it is the node the portal is associated with
					return PortalIntersectResult.NO_INTERSECT;
				}
				// most complicated case - if the portal is a quad:
				if ( mType == PORTAL_TYPE.PORTAL_TYPE_QUAD )
				{
					// the node is modeled as a line segment (prevPostion to currentPosition)
					// intersection test is then between the capsule and the line segment.
					Segment nodeSegment = new Segment();
					nodeSegment.Set( pczsn.PreviousPosition, pczsn.DerivedPosition );

					// we model the portal as a line swept sphere (mPrevDerivedCP to mDerivedCP).
					Capsule portalCapsule = new Capsule();
					portalCapsule.Set( mPrevDerivedCP, mDerivedCP, mRadius );

					if ( portalCapsule.Intersects( nodeSegment ) )
					{
						// the portal intersected the node at some time from last frame to this frame.
						// Now check if node "crossed" the portal
						// a crossing occurs if the "side" of the final position of the node compared
						// to the final position of the portal is negative AND the initial position
						// of the node compared to the initial position of the portal is non-negative
						if ( mDerivedPlane.GetSide( pczsn.DerivedPosition ) == PlaneSide.Negative &&
							mPrevDerivedPlane.GetSide( pczsn.DerivedPosition ) != PlaneSide.Negative )
						{
							// safety check - make sure the node has at least one dimension which is
							// small enough to fit through the portal! (avoid the "elephant fitting
							// through a mouse hole" case)
							Vector3 nodeHalfVector = pczsn.WorldAABB.HalfSize;
							Vector3 portalBox = new Vector3( mRadius, mRadius, mRadius );
							portalBox.Floor( nodeHalfVector );
							if ( portalBox.x < mRadius )
							{
								// crossing occurred!
								return PortalIntersectResult.INTERSECT_CROSS;
							}
						}
					}
					// there was no crossing of the portal by the node, but it might be touching
					// the portal.  We check for this by checking the bounding box of the node vs.
					// the sphere of the portal
					if ( mDerivedSphere.Intersects( pczsn.WorldAABB ) &&
						mDerivedPlane.GetSide( pczsn.WorldAABB ) == PlaneSide.Both )
					{
						// intersection but no crossing
						// note this means that the node is CURRENTLY touching the portal.
						if ( mDerivedPlane.GetSide( pczsn.DerivedPosition ) != PlaneSide.Negative )
						{
							// the node is on the positive (front) or exactly on the CP of the portal
							return PortalIntersectResult.INTERSECT_NO_CROSS;
						}
						else
						{
							// the node is on the negative (back) side of the portal - it might be in the wrong zone!
							return PortalIntersectResult.INTERSECT_BACK_NO_CROSS;
						}
					}
					// no intersection CURRENTLY.  (there might have been an intersection
					// during the time between last frame and this frame, but it wasn't a portal
					// crossing, and it isn't touching anymore, so it doesn't matter.
					return PortalIntersectResult.NO_INTERSECT;
				}
				else if ( mType == 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( mDerivedCorners[ 0 ], mDerivedCorners[ 1 ] );
					//bool previousInside = aabb.contains(pczsn->getPrevPosition());
					bool currentInside = aabb.Contains( pczsn.DerivedPosition );
					if ( mDirection == Vector3.UnitZ )
					{
						// portal norm is "outward" pointing, look for going from outside to inside
						//if (previousInside == false &&
						if ( currentInside == true )
						{
							return PortalIntersectResult.INTERSECT_CROSS;
						}
					}
					else
					{
						// portal norm is "inward" pointing, look for going from inside to outside
						//if (previousInside == true &&
						if ( currentInside == false )
						{
							return PortalIntersectResult.INTERSECT_CROSS;
						}
					}
					// doesn't cross, but might be touching.  This is a little tricky because we only
					// care if the node aab is NOT fully contained in the portal aabb because we consider
					// the surface of the portal aabb the actual 'portal'.  First, check to see if the
					// aab of the node intersects the aabb portal
					if ( aabb.Intersects( pczsn.WorldAABB ) )
					{
						// now check if the intersection between the two is not the same as the
						// full node aabb, if so, then this means that the node is not fully "contained"
						// which is what we are looking for.
						AxisAlignedBox overlap = aabb.Intersection( pczsn.WorldAABB );
						if ( overlap != pczsn.WorldAABB )
						{
							return PortalIntersectResult.INTERSECT_NO_CROSS;
						}
					}
					return PortalIntersectResult.NO_INTERSECT;
				}
				else
				{
					// 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(pczsn->getPrevPosition());
					Real currentDistance2 = mDerivedCP.DistanceSquared( pczsn.DerivedPosition );
					Real mRadius2 = mRadius * mRadius;
					if ( mDirection == Vector3.UnitZ )
					{
						// portal norm is "outward" pointing, look for going from outside to inside
						//if (previousDistance2 >= mRadius2 &&
						if ( currentDistance2 < mRadius2 )
						{
							return PortalIntersectResult.INTERSECT_CROSS;
						}
					}
					else
					{
						// portal norm is "inward" pointing, look for going from inside to outside
						//if (previousDistance2 < mRadius2 &&
						if ( currentDistance2 >= mRadius2 )
						{
							return PortalIntersectResult.INTERSECT_CROSS;
						}
					}
					// no crossing, but might be touching - check distance
					if ( System.Math.Sqrt( System.Math.Abs( mRadius2 - currentDistance2 ) ) <= mRadius )
					{
						return PortalIntersectResult.INTERSECT_NO_CROSS;
					}
					return PortalIntersectResult.NO_INTERSECT;
				}
			}
			return PortalIntersectResult.NO_INTERSECT;

		}

Same methods

Portal::intersects ( AxisAlignedBox aab ) : bool
Portal::intersects ( PlaneBoundedVolume pbv ) : bool
Portal::intersects ( Ray ray ) : bool
Portal::intersects ( Sphere sphere ) : bool