#include "Stdafx.h"
#include "CollisionData.h"
#include "Pool.h"
#include "GrpScreen.h"
#include "GrpMath.h"
#include "lineintersect_utils.h"
#include "StateManager.h"
const float gc_fReduceMove = 0.5f;

//const float gc_fSlideMoveSpeed = 5.0f;
/*inline D3DXVECTOR3 FitAtSpecifiedLength(const D3DXVECTOR3 & v3Vector, float length)
{
	D3DXVECTOR3 v;
	D3DXVec3Normalize(&v,&v3Vector);
	return v*length;
}
*/
CDynamicPool<CSphereCollisionInstance> gs_sci;
CDynamicPool<CCylinderCollisionInstance> gs_cci;
CDynamicPool<CPlaneCollisionInstance> gs_pci;
CDynamicPool<CAABBCollisionInstance> gs_aci;
CDynamicPool<COBBCollisionInstance> gs_oci;

void DestroyCollisionInstanceSystem()
{
	gs_sci.Destroy();
	gs_cci.Destroy();
	gs_pci.Destroy();
	gs_aci.Destroy();
	gs_oci.Destroy();
}

/////////////////////////////////////////////
// Base
CBaseCollisionInstance * CBaseCollisionInstance::BuildCollisionInstance(const CStaticCollisionData * c_pCollisionData, const D3DXMATRIX * pMat)
{
	switch(c_pCollisionData->dwType)
	{
		case COLLISION_TYPE_PLANE:
			{
				CPlaneCollisionInstance * ppci = gs_pci.Alloc();
				D3DXMATRIX matRotation;
				D3DXMATRIX matTranslationLocal;
				D3DXMatrixRotationQuaternion(&matRotation, &c_pCollisionData->quatRotation);
				D3DXMatrixTranslation(&matTranslationLocal, c_pCollisionData->v3Position.x, c_pCollisionData->v3Position.y, c_pCollisionData->v3Position.z);
				D3DXMATRIX matTransform = matRotation * matTranslationLocal * *pMat;

				TPlaneData & PlaneData = ppci->GetAttribute();
				D3DXVec3TransformCoord(&PlaneData.v3Position, &c_pCollisionData->v3Position, pMat);
				float fHalfWidth = c_pCollisionData->fDimensions[0] / 2.0f;
				float fHalfLength = c_pCollisionData->fDimensions[1] / 2.0f;

				PlaneData.v3QuadPosition[0].x = -fHalfWidth;
				PlaneData.v3QuadPosition[0].y = -fHalfLength;
				PlaneData.v3QuadPosition[0].z = 0.0f;
				PlaneData.v3QuadPosition[1].x = +fHalfWidth;
				PlaneData.v3QuadPosition[1].y = -fHalfLength;
				PlaneData.v3QuadPosition[1].z = 0.0f;
				PlaneData.v3QuadPosition[2].x = -fHalfWidth;
				PlaneData.v3QuadPosition[2].y = +fHalfLength;
				PlaneData.v3QuadPosition[2].z = 0.0f;
				PlaneData.v3QuadPosition[3].x = +fHalfWidth;
				PlaneData.v3QuadPosition[3].y = +fHalfLength;
				PlaneData.v3QuadPosition[3].z = 0.0f;
				for (DWORD i = 0; i < 4; ++i)
					D3DXVec3TransformCoord(&PlaneData.v3QuadPosition[i], &PlaneData.v3QuadPosition[i], &matTransform);
				D3DXVECTOR3 v3Line0 = PlaneData.v3QuadPosition[1] - PlaneData.v3QuadPosition[0];
				D3DXVECTOR3 v3Line1 = PlaneData.v3QuadPosition[2] - PlaneData.v3QuadPosition[0];
				D3DXVECTOR3 v3Line2 = PlaneData.v3QuadPosition[1] - PlaneData.v3QuadPosition[3];
				D3DXVECTOR3 v3Line3 = PlaneData.v3QuadPosition[2] - PlaneData.v3QuadPosition[3];
				D3DXVec3Normalize(&v3Line0, &v3Line0);
				D3DXVec3Normalize(&v3Line1, &v3Line1);
				D3DXVec3Normalize(&v3Line2, &v3Line2);
				D3DXVec3Normalize(&v3Line3, &v3Line3);
				D3DXVec3Cross(&PlaneData.v3Normal, &v3Line0, &v3Line1);
				D3DXVec3Normalize(&PlaneData.v3Normal, &PlaneData.v3Normal);

				D3DXVec3Cross(&PlaneData.v3InsideVector[0], &PlaneData.v3Normal, &v3Line0 );
				D3DXVec3Cross(&PlaneData.v3InsideVector[1], &v3Line1, &PlaneData.v3Normal);
				D3DXVec3Cross(&PlaneData.v3InsideVector[2], &v3Line2, &PlaneData.v3Normal);
				D3DXVec3Cross(&PlaneData.v3InsideVector[3], &PlaneData.v3Normal, &v3Line3);

				return ppci;
			}
			break;
		case COLLISION_TYPE_BOX:
			assert(false && "COLLISION_TYPE_BOX not implemented");
			break;
		case COLLISION_TYPE_AABB:
			{
				CAABBCollisionInstance * paci = gs_aci.Alloc();
				
				D3DXMATRIX matTranslationLocal;
				D3DXMatrixTranslation(&matTranslationLocal, c_pCollisionData->v3Position.x, c_pCollisionData->v3Position.y, c_pCollisionData->v3Position.z);
				D3DXMATRIX matTransform = *pMat;

				D3DXVECTOR3 v3Pos;
				v3Pos.x = matTranslationLocal._41;
				v3Pos.y = matTranslationLocal._42;
				v3Pos.z = matTranslationLocal._43;

				TAABBData & AABBData = paci->GetAttribute();
				AABBData.v3Min.x = v3Pos.x - c_pCollisionData->fDimensions[0];
				AABBData.v3Min.y = v3Pos.y - c_pCollisionData->fDimensions[1];
				AABBData.v3Min.z = v3Pos.z - c_pCollisionData->fDimensions[2];
				AABBData.v3Max.x = v3Pos.x + c_pCollisionData->fDimensions[0];
				AABBData.v3Max.y = v3Pos.y + c_pCollisionData->fDimensions[1];
				AABBData.v3Max.z = v3Pos.z + c_pCollisionData->fDimensions[2];

				D3DXVec3TransformCoord(&AABBData.v3Min, &AABBData.v3Min, &matTransform);
				D3DXVec3TransformCoord(&AABBData.v3Max, &AABBData.v3Max, &matTransform);

				return paci;
			}
			break;
			case COLLISION_TYPE_OBB:
			{
				COBBCollisionInstance * poci = gs_oci.Alloc();
				
				D3DXMATRIX matTranslationLocal; D3DXMatrixTranslation(&matTranslationLocal, c_pCollisionData->v3Position.x, c_pCollisionData->v3Position.y, c_pCollisionData->v3Position.z);
				D3DXMATRIX matRotation; D3DXMatrixRotationQuaternion(&matRotation, &c_pCollisionData->quatRotation);
				
				D3DXMATRIX matTranslationWorld; D3DXMatrixIdentity(&matTranslationWorld);
				matTranslationWorld._41 = pMat->_41; matTranslationWorld._42 = pMat->_42; matTranslationWorld._43 = pMat->_43; matTranslationWorld._44 = pMat->_44;
				
				D3DXVECTOR3 v3Min, v3Max;
				v3Min.x = c_pCollisionData->v3Position.x - c_pCollisionData->fDimensions[0];
				v3Min.y = c_pCollisionData->v3Position.y - c_pCollisionData->fDimensions[1];
				v3Min.z = c_pCollisionData->v3Position.z - c_pCollisionData->fDimensions[2];
				v3Max.x = c_pCollisionData->v3Position.x + c_pCollisionData->fDimensions[0];
				v3Max.y = c_pCollisionData->v3Position.y + c_pCollisionData->fDimensions[1];
				v3Max.z = c_pCollisionData->v3Position.z + c_pCollisionData->fDimensions[2];

				D3DXVec3TransformCoord(&v3Min, &v3Min, pMat);
				D3DXVec3TransformCoord(&v3Max, &v3Max, pMat);
				D3DXVECTOR3 v3Position = (v3Min + v3Max) * 0.5f;

				TOBBData & OBBData = poci->GetAttribute();
				OBBData.v3Min.x = v3Position.x - c_pCollisionData->fDimensions[0];
				OBBData.v3Min.y = v3Position.y - c_pCollisionData->fDimensions[1];
				OBBData.v3Min.z = v3Position.z - c_pCollisionData->fDimensions[2];
				OBBData.v3Max.x = v3Position.x + c_pCollisionData->fDimensions[0];
				OBBData.v3Max.y = v3Position.y + c_pCollisionData->fDimensions[1];
				OBBData.v3Max.z = v3Position.z + c_pCollisionData->fDimensions[2];

				

				D3DXMATRIX matTransform = *pMat;

				D3DXMatrixIdentity(&OBBData.matRot); OBBData.matRot = *pMat;
				OBBData.matRot._41 = 0; OBBData.matRot._42 = 0; OBBData.matRot._43 = 0; OBBData.matRot._44 = 1;




				return poci;
			}
			break;
		case COLLISION_TYPE_SPHERE:
			{
				CSphereCollisionInstance * psci = gs_sci.Alloc();

				D3DXMATRIX matTranslationLocal;
				D3DXMatrixTranslation(&matTranslationLocal, c_pCollisionData->v3Position.x, c_pCollisionData->v3Position.y, c_pCollisionData->v3Position.z);
				matTranslationLocal = matTranslationLocal * *pMat;

				TSphereData & SphereData = psci->GetAttribute();
				SphereData.v3Position.x = matTranslationLocal._41;
				SphereData.v3Position.y = matTranslationLocal._42;
				SphereData.v3Position.z = matTranslationLocal._43;
				SphereData.fRadius = c_pCollisionData->fDimensions[0];

				return psci;
			}
			break;
		case COLLISION_TYPE_CYLINDER:
			{
				CCylinderCollisionInstance * pcci = gs_cci.Alloc();

				D3DXMATRIX matTranslationLocal;
				D3DXMatrixTranslation(&matTranslationLocal, c_pCollisionData->v3Position.x, c_pCollisionData->v3Position.y, c_pCollisionData->v3Position.z);
				matTranslationLocal = matTranslationLocal * *pMat;

				TCylinderData & CylinderData = pcci->GetAttribute();
				CylinderData.fRadius = c_pCollisionData->fDimensions[0];
				CylinderData.fHeight = c_pCollisionData->fDimensions[1];
				CylinderData.v3Position.x = matTranslationLocal._41;
				CylinderData.v3Position.y = matTranslationLocal._42;
				CylinderData.v3Position.z = matTranslationLocal._43 /*+ CylinderData.fHeight/2.0f*/;

				return pcci;
			}
			break;
	}
	assert(false && "NOT_REACHED");
	return 0;
}

void CBaseCollisionInstance::Destroy()
{
	OnDestroy();
}

///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/*------------------------------------------------------Sphere---------------------------------------------------------------*/
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
TSphereData & CSphereCollisionInstance::GetAttribute()
{
	return m_attribute;
}

const TSphereData & CSphereCollisionInstance::GetAttribute() const
{
	return m_attribute;
}

void CSphereCollisionInstance::Render(D3DFILLMODE d3dFillMode)
{
	static CScreen s;
	STATEMANAGER.SetRenderState(D3DRS_TEXTUREFACTOR, 0xffffffff);
	s.RenderSphere(NULL, m_attribute.v3Position.x, m_attribute.v3Position.y, m_attribute.v3Position.z, m_attribute.fRadius, d3dFillMode);
}

void CSphereCollisionInstance::OnDestroy()
{
	gs_sci.Free(this);
}

bool CSphereCollisionInstance::OnMovementCollisionDynamicSphere(const CDynamicSphereInstance & s) const 
{
	if (square_distance_between_linesegment_and_point(s.v3LastPosition,s.v3Position,m_attribute.v3Position) < (m_attribute.fRadius+s.fRadius)*(m_attribute.fRadius+s.fRadius))
	{
		// NOTE : 거리가 가까워 졌을때만.. - [levites]
		if (GetVector3Distance(s.v3Position, m_attribute.v3Position) <
			GetVector3Distance(s.v3LastPosition, m_attribute.v3Position))
			return true;
	}

	return false;
}

bool CSphereCollisionInstance::OnCollisionDynamicSphere(const CDynamicSphereInstance & s) const 
{
	//Tracef("OnCollisionDynamicSphere\n");
	
	if (square_distance_between_linesegment_and_point(s.v3LastPosition,s.v3Position,m_attribute.v3Position)<(m_attribute.fRadius+s.fRadius)*(m_attribute.fRadius+s.fRadius))
	{
		return true;
	}
	
	return false;
}

D3DXVECTOR3 CSphereCollisionInstance::OnGetCollisionMovementAdjust(const CDynamicSphereInstance & s) const
{
	const auto _vv__ = (s.v3Position - m_attribute.v3Position);
	if (D3DXVec3LengthSq(&_vv__)>=(s.fRadius+m_attribute.fRadius)*(m_attribute.fRadius+s.fRadius))
		return D3DXVECTOR3(0.0f,0.0f,0.0f);
	D3DXVECTOR3 c;
	const auto _vv__2 = (s.v3Position - s.v3LastPosition);
	const auto _vv_s_2 = D3DXVECTOR3(0.0f, 0.0f, 1.0f);
	D3DXVec3Cross(&c, &_vv__2, &_vv_s_2);
	
	float sum = - D3DXVec3Dot(&c,&_vv__);
	float mul = (s.fRadius+m_attribute.fRadius)*(s.fRadius+m_attribute.fRadius)-D3DXVec3LengthSq(&_vv__);

	if (sum*sum-4*mul<=0)
		return D3DXVECTOR3(0.0f,0.0f,0.0f);
	float sq = sqrt(sum*sum-4*mul);
	float t1=-sum-sq, t2=-sum+sq;
	t1*=0.5f;
	t2*=0.5f;

	if (fabs(t1)<=fabs(t2))
	{
		return (gc_fReduceMove*t1)*c;
	}
	else
		return (gc_fReduceMove*t2)*c;

	/*
	D3DXVECTOR3 p1 = s.v3Position+t1*c;
	D3DXVECTOR3 p2 = s.v3Position+t2*c;
	
	if (D3DXVec3LengthSq(&(p2-s.v3Position))>D3DXVec3LengthSq(&(p1-s.v3Position)))
	{
		return p1-s.v3Position;
	}
	else
	{
		return p2-s.v3Position;
	}
	*/
}

/////////////////////////////////////////////
// Plane
TPlaneData & CPlaneCollisionInstance::GetAttribute()
{
	return m_attribute;
}

const TPlaneData & CPlaneCollisionInstance::GetAttribute() const
{
	return m_attribute;
}

bool CPlaneCollisionInstance::OnMovementCollisionDynamicSphere(const CDynamicSphereInstance & s) const
{
	D3DXVECTOR3 v3SpherePosition = s.v3Position - m_attribute.v3Position;
	D3DXVECTOR3 v3SphereLastPosition = s.v3LastPosition - m_attribute.v3Position;

	float fPosition1 = D3DXVec3Dot(&m_attribute.v3Normal, &v3SpherePosition);
	float fPosition2 = D3DXVec3Dot(&m_attribute.v3Normal, &v3SphereLastPosition);

	if (fPosition1 >0.0f && fPosition2 < 0.0f  || fPosition1 <0.0f && fPosition2 >0.0f 
		|| (fPosition1) <= s.fRadius && fPosition1 >= -s.fRadius)
	{
		D3DXVECTOR3 v3QuadPosition1 = s.v3Position - m_attribute.v3QuadPosition[0];
		D3DXVECTOR3 v3QuadPosition2 = s.v3Position - m_attribute.v3QuadPosition[3];

		if (D3DXVec3Dot(&v3QuadPosition1, &m_attribute.v3InsideVector[0]) > - s.fRadius/*0.0f*/)
			if (D3DXVec3Dot(&v3QuadPosition1, &m_attribute.v3InsideVector[1]) > -s.fRadius/*0.0f*/)
				if (D3DXVec3Dot(&v3QuadPosition2, &m_attribute.v3InsideVector[2]) > - s.fRadius/*0.0f*/)
					if (D3DXVec3Dot(&v3QuadPosition2, &m_attribute.v3InsideVector[3]) > - s.fRadius/*0.0f*/)
					{
						// NOTE : 거리가 가까워 졌을때만.. - [levites]
						const auto _vv__3 = (s.v3Position - m_attribute.v3Position);
						const auto _vv__4 = (s.v3LastPosition - m_attribute.v3Position);
						if (fabs(D3DXVec3Dot(&_vv__3, &m_attribute.v3Normal)) <
							fabs(D3DXVec3Dot(&_vv__4, &m_attribute.v3Normal)))
							return true;
					}
	}

	return false;
}

bool CPlaneCollisionInstance::OnCollisionDynamicSphere(const CDynamicSphereInstance & s) const
{
	//Tracef("OnCollisionDynamicSphere\n");
	
	D3DXVECTOR3 v3SpherePosition = s.v3Position - m_attribute.v3Position;
	D3DXVECTOR3 v3SphereLastPosition = s.v3LastPosition - m_attribute.v3Position;
	
	float fPosition1 = D3DXVec3Dot(&m_attribute.v3Normal, &v3SpherePosition);
	float fPosition2 = D3DXVec3Dot(&m_attribute.v3Normal, &v3SphereLastPosition);
	
	if (fPosition1 >0.0f && fPosition2 < 0.0f  || fPosition1 <0.0f && fPosition2 >0.0f 
		|| (fPosition1) <= s.fRadius && fPosition1 >= -s.fRadius)
	{
		D3DXVECTOR3 v3QuadPosition1 = s.v3Position - m_attribute.v3QuadPosition[0];
		D3DXVECTOR3 v3QuadPosition2 = s.v3Position - m_attribute.v3QuadPosition[3];
		
		if (D3DXVec3Dot(&v3QuadPosition1, &m_attribute.v3InsideVector[0]) > - s.fRadius/*0.0f*/)
			if (D3DXVec3Dot(&v3QuadPosition1, &m_attribute.v3InsideVector[1]) > -s.fRadius/*0.0f*/)
				if (D3DXVec3Dot(&v3QuadPosition2, &m_attribute.v3InsideVector[2]) > - s.fRadius/*0.0f*/)
					if (D3DXVec3Dot(&v3QuadPosition2, &m_attribute.v3InsideVector[3]) > - s.fRadius/*0.0f*/)
					{
						return true;
					}
	}
	
	return false;
}

D3DXVECTOR3 CPlaneCollisionInstance::OnGetCollisionMovementAdjust(const CDynamicSphereInstance & s) const
{
	D3DXVECTOR3 advance = s.v3Position-s.v3LastPosition;

	float d = D3DXVec3Dot(&m_attribute.v3Normal, &advance);
	if (d>=-0.0001 && d<=0.0001)
		return D3DXVECTOR3(0.0f,0.0f,0.0f);
	const auto vv = (s.v3Position - m_attribute.v3Position);
	float t= - D3DXVec3Dot(&m_attribute.v3Normal, &vv)/d;

	//D3DXVECTOR3 onplane = s.v3Position+t*advance;

	if (D3DXVec3Dot(&m_attribute.v3Normal, &advance)>=0)
	{
		//return m_attribute.v3Normal*((-s.fRadius+D3DXVec3Dot(&m_attribute.v3Normal, &(s.v3Position-m_attribute.v3Position)))*gc_fReduceMove); 
		return t*advance -s.fRadius*m_attribute.v3Normal;
	}
	else
	{
		//return m_attribute.v3Normal*((s.fRadius+D3DXVec3Dot(&m_attribute.v3Normal, &(s.v3Position-m_attribute.v3Position)))*gc_fReduceMove); 
		return t*advance +s.fRadius*m_attribute.v3Normal;
	}



	/*if (D3DXVec3Dot(&m_attribute.v3Normal, &advance)>=0)
	{
		Tracef("%f %f\n",s.fRadius,-(D3DXVec3Dot(&m_attribute.v3Normal, &(s.v3Position-m_attribute.v3Position))));
		return m_attribute.v3Normal*((-s.fRadius+D3DXVec3Dot(&m_attribute.v3Normal, &(s.v3Position-m_attribute.v3Position)))*gc_fReduceMove); 
	}
	else
	{
		Tracef("%f %f\n",(s.fRadius),(D3DXVec3Dot(&m_attribute.v3Normal, &(s.v3Position-m_attribute.v3Position))));
		return m_attribute.v3Normal*((s.fRadius+D3DXVec3Dot(&m_attribute.v3Normal, &(s.v3Position-m_attribute.v3Position)))*gc_fReduceMove); 
	}*/


	/*
	D3DXVECTOR3 advance = s.v3Position-s.v3LastPosition;
	D3DXVECTOR3 slide(-advance.y,advance.x,advance.z);
	slide = m_attribute.v3Normal;
	
	D3DXVECTOR3 radius_adjust = advance;
	D3DXVec3Normalize(&radius_adjust,&radius_adjust);
	radius_adjust*=s.fRadius;

	float d = D3DXVec3Dot(&m_attribute.v3Normal, &slide);
	if (d>=-0.0001 && d<=0.0001)
		return D3DXVECTOR3(0.0f,0.0f,0.0f);
	
	float t= - D3DXVec3Dot(&m_attribute.v3Normal, &(s.v3Position+radius_adjust-m_attribute.v3Position))
				/ d;*/
	
	//D3DXVECTOR3 nextposition;
	//nextposition = s.v3Position + t*slide;
	//Tracef("$T %f",t);
	//if (D3DXVec3Dot(&m_attribute.v3Normal, &advance)>=0)
	//	return (t*slide - m_attribute.v3Normal * s.fRadius)/**gc_fReduceMove*/; 
	//else
	//	return (t*slide + m_attribute.v3Normal * s.fRadius)/*gc_fReduceMove*/; 
	//if (D3DXVec3Dot(&m_attribute.v3Normal, &advance)>=0)
	//	return (t*slide + m_attribute.v3Normal * D3DXVec3Dot(&m_attribute.v3Normal,&(s.v3LastPosition-m_attribute.v3Position))/** s.fRadius*/)*gc_fReduceMove; 
	//else
	//	return (t*slide + m_attribute.v3Normal * D3DXVec3Dot(&m_attribute.v3Normal,&(s.v3LastPosition-m_attribute.v3Position))/*s.fRadius*/)*gc_fReduceMove; 
	//
}

void CPlaneCollisionInstance::Render(D3DFILLMODE /*d3dFillMode*/)
{
	static CScreen s;
	s.RenderBar3d(m_attribute.v3QuadPosition);
}

void CPlaneCollisionInstance::OnDestroy()
{
	gs_pci.Free(this);
}

/////////////////////////////////////////////
// Cylinder
TCylinderData & CCylinderCollisionInstance::GetAttribute()
{
	return m_attribute;
}

const TCylinderData & CCylinderCollisionInstance::GetAttribute() const
{
	return m_attribute;
}

bool CCylinderCollisionInstance::CollideCylinderVSDynamicSphere(const TCylinderData & c_rattribute, const CDynamicSphereInstance & s) const
{
	if (s.v3Position.z + s.fRadius < c_rattribute.v3Position.z)
		return false;

	if (s.v3Position.z - s.fRadius > c_rattribute.v3Position.z + c_rattribute.fHeight)
		return false;

	/*D3DXVECTOR2 v2curDistance(s.v3Position.x - c_rattribute.v3Position.x, s.v3Position.y - c_rattribute.v3Position.y);
	float fDistance = D3DXVec2Length(&v2curDistance);
	if (fDistance <= s.fRadius + c_rattribute.fRadius)
		return true;
		*/

	D3DXVECTOR3 oa, ob;
	IntersectLineSegments(c_rattribute.v3Position, D3DXVECTOR3(c_rattribute.v3Position.x,c_rattribute.v3Position.y,c_rattribute.v3Position.z+c_rattribute.fHeight), s.v3LastPosition, s.v3Position, oa, ob);
	const auto vv = (oa - ob);
	return (D3DXVec3LengthSq(&vv)<=(c_rattribute.fRadius+s.fRadius)*(c_rattribute.fRadius+s.fRadius));
}

bool CCylinderCollisionInstance::OnMovementCollisionDynamicSphere(const CDynamicSphereInstance & s) const
{
	if (CollideCylinderVSDynamicSphere(m_attribute, s))
	{
		// NOTE : 거리가 가까워 졌을때만.. - [levites]
		if (GetVector3Distance(s.v3Position, m_attribute.v3Position) <
			GetVector3Distance(s.v3LastPosition, m_attribute.v3Position))
			return true;
	}

	
	// NOTE : 이동 거리가 클 경우 빈틈없이 (원 크기 단위로) 이동하면서 전부 체크 해 본다 - [levites]
	D3DXVECTOR3 v3Distance = s.v3Position - s.v3LastPosition;
	float fDistance = D3DXVec3Length(&v3Distance);
	if (s.fRadius<=0.0001f)
		return false;
	if (fDistance >= s.fRadius*2.0f)
	{
		TCylinderData cylinder;
		cylinder = m_attribute;
		cylinder.v3Position = s.v3LastPosition;
		
		int iStep = fDistance / s.fRadius*2.0f;
		D3DXVECTOR3 v3Step = v3Distance / float(iStep);
		
		for (int i = 0; i < iStep; ++i)
		{
			cylinder.v3Position += v3Step;
			if (CollideCylinderVSDynamicSphere(cylinder, s))
				return true;
				
		}
	}
	
	return false;
}

bool CCylinderCollisionInstance::OnCollisionDynamicSphere(const CDynamicSphereInstance & s) const
{
	//Tracef("OnCollisionDynamicSphere\n");
	
	return (CollideCylinderVSDynamicSphere(m_attribute, s));
}

D3DXVECTOR3 CCylinderCollisionInstance::OnGetCollisionMovementAdjust(const CDynamicSphereInstance & s) const
{
	D3DXVECTOR3 v3Position = m_attribute.v3Position;
	v3Position.z = s.v3Position.z;
	const auto vv = (s.v3Position - v3Position);
	if (D3DXVec3LengthSq(&vv)>=(s.fRadius+m_attribute.fRadius)*(m_attribute.fRadius+s.fRadius))
		return D3DXVECTOR3(0.0f,0.0f,0.0f);
	D3DXVECTOR3 c;
	D3DXVECTOR3 advance = s.v3Position - s.v3LastPosition;
	advance.z = 0;
	const auto vssa = D3DXVECTOR3(0.0f, 0.0f, 1.0f);
	D3DXVec3Cross(&c, &advance, &vssa);
	
	const auto svsvs = (s.v3Position - v3Position);
	float sum = - D3DXVec3Dot(&c,&svsvs);
	float mul = (s.fRadius+m_attribute.fRadius)*(s.fRadius+m_attribute.fRadius)-D3DXVec3LengthSq(&svsvs);

	if (sum*sum-4*mul<=0)
		return D3DXVECTOR3(0.0f,0.0f,0.0f);
	float sq = sqrt(sum*sum-4*mul);
	float t1=-sum-sq, t2=-sum+sq;
	t1*=0.5f;
	t2*=0.5f;
	

	if (fabs(t1)<=fabs(t2))
	{
		return (gc_fReduceMove*t1)*c;
	}
	else
		return (gc_fReduceMove*t2)*c;

	/*D3DXVECTOR3 p1 = s.v3Position+t1*c;
	D3DXVECTOR3 p2 = s.v3Position+t2*c;
	
	if (D3DXVec3LengthSq(&(p2-s.v3Position))>D3DXVec3LengthSq(&(p1-s.v3Position)))
	{
		return p1-s.v3Position;
	}
	else
	{
		return p2-s.v3Position;
	}*/
}

void CCylinderCollisionInstance::Render(D3DFILLMODE d3dFillMode)
{
	static CScreen s;
	STATEMANAGER.SetRenderState(D3DRS_TEXTUREFACTOR, 0xffffffff);
	s.RenderCylinder(NULL, m_attribute.v3Position.x, m_attribute.v3Position.y, m_attribute.v3Position.z+m_attribute.fHeight/2, m_attribute.fRadius, m_attribute.fHeight, d3dFillMode);
}

void CCylinderCollisionInstance::OnDestroy()
{
	gs_cci.Free(this);
}

/////////////////////////////////////////////
// AABB (Aligned Axis Bounding Box)
TAABBData & CAABBCollisionInstance::GetAttribute()
{
	return m_attribute;
}

const TAABBData & CAABBCollisionInstance::GetAttribute() const
{

	return m_attribute;
}

bool CAABBCollisionInstance::OnMovementCollisionDynamicSphere(const CDynamicSphereInstance & s) const
{
	D3DXVECTOR3 v;
	D3DXVECTOR3 v3center = (m_attribute.v3Min + m_attribute.v3Max) * 0.5f;

	memcpy(&v, &s.v3Position, sizeof(D3DXVECTOR3));

	if(v.x < m_attribute.v3Min.x) v.x = m_attribute.v3Min.x;
	if(v.x > m_attribute.v3Max.x) v.x = m_attribute.v3Max.x;
	if(v.y < m_attribute.v3Min.y) v.x = m_attribute.v3Min.y;
	if(v.y > m_attribute.v3Max.y) v.x = m_attribute.v3Max.y;
	if(v.z < m_attribute.v3Min.z) v.z = m_attribute.v3Min.z;
	if(v.z > m_attribute.v3Max.z) v.z = m_attribute.v3Max.z;

	if(GetVector3Distance(v, s.v3Position) <= s.fRadius * s.fRadius)
	{
		
		return true;
	}


	memcpy(&v, &s.v3LastPosition, sizeof(D3DXVECTOR3));

	if(v.x < m_attribute.v3Min.x) v.x = m_attribute.v3Min.x;
	if(v.x > m_attribute.v3Max.x) v.x = m_attribute.v3Max.x;
	if(v.y < m_attribute.v3Min.y) v.x = m_attribute.v3Min.y;
	if(v.y > m_attribute.v3Max.y) v.x = m_attribute.v3Max.y;
	if(v.z < m_attribute.v3Min.z) v.z = m_attribute.v3Min.z;
	if(v.z > m_attribute.v3Max.z) v.z = m_attribute.v3Max.z;

	if(GetVector3Distance(v, s.v3LastPosition) <= s.fRadius * s.fRadius)
	{
		
		return true;
	}

	return false;
}

bool CAABBCollisionInstance::OnCollisionDynamicSphere(const CDynamicSphereInstance & s) const
{
	D3DXVECTOR3 v;
	memcpy(&v, &s.v3Position, sizeof(D3DXVECTOR3));

	if(v.x < m_attribute.v3Min.x) v.x = m_attribute.v3Min.x;
	if(v.x > m_attribute.v3Max.x) v.x = m_attribute.v3Max.x;
	if(v.y < m_attribute.v3Min.y) v.x = m_attribute.v3Min.y;
	if(v.y > m_attribute.v3Max.y) v.x = m_attribute.v3Max.y;
	if(v.z < m_attribute.v3Min.z) v.z = m_attribute.v3Min.z;
	if(v.z > m_attribute.v3Max.z) v.z = m_attribute.v3Max.z;

	if(v.x > m_attribute.v3Min.x && v.x < m_attribute.v3Max.x &&
		v.y > m_attribute.v3Min.y && v.y < m_attribute.v3Max.y &&
		v.z > m_attribute.v3Min.z && v.z < m_attribute.v3Max.z) { return true; }

	if(GetVector3Distance(v, s.v3Position) <= s.fRadius * s.fRadius) { return true; }


	memcpy(&v, &s.v3LastPosition, sizeof(D3DXVECTOR3));

	if(v.x < m_attribute.v3Min.x) v.x = m_attribute.v3Min.x;
	if(v.x > m_attribute.v3Max.x) v.x = m_attribute.v3Max.x;
	if(v.y < m_attribute.v3Min.y) v.x = m_attribute.v3Min.y;
	if(v.y > m_attribute.v3Max.y) v.x = m_attribute.v3Max.y;
	if(v.z < m_attribute.v3Min.z) v.z = m_attribute.v3Min.z;
	if(v.z > m_attribute.v3Max.z) v.z = m_attribute.v3Max.z;
	


	if(v.x > m_attribute.v3Min.x && v.x < m_attribute.v3Max.x &&
		v.y > m_attribute.v3Min.y && v.y < m_attribute.v3Max.y &&
		v.z > m_attribute.v3Min.z && v.z < m_attribute.v3Max.z) { return true; }

	if(GetVector3Distance(v, s.v3LastPosition) <= s.fRadius * s.fRadius) { return true; }

	

	return false;
}

D3DXVECTOR3 CAABBCollisionInstance::OnGetCollisionMovementAdjust(const CDynamicSphereInstance & s) const
{
	
	//Tracef("OnGetCollisionMovementAdjust	v3Min.x = %f, v3Max.x = %f\n", m_attribute.v3Min.x, m_attribute.v3Max.x);
	/*
	float fARadius = D3DXVec3Length(&(m_attribute.v3Min - m_attribute.v3Max));
	if (D3DXVec3LengthSq(&(s.v3Position-(m_attribute.v3Max + m_attribute.v3Min)))>=(s.fRadius+fARadius)*(fARadius+s.fRadius))
		return D3DXVECTOR3(0.0f,0.0f,0.0f);
	D3DXVECTOR3 c;
	D3DXVec3Cross(&c, &(s.v3Position-s.v3LastPosition), &D3DXVECTOR3(0.0f,0.0f,1.0f) );
	
	float sum = - D3DXVec3Dot(&c,&(s.v3Position-(m_attribute.v3Max + m_attribute.v3Min)));
	float mul = (s.fRadius+fARadius)*(s.fRadius+fARadius)-D3DXVec3LengthSq(&(s.v3Position-(m_attribute.v3Max + m_attribute.v3Min)));

	if (sum*sum-4*mul<=0)
		return D3DXVECTOR3(0.0f,0.0f,0.0f);
	float sq = sqrt(sum*sum-4*mul);
	float t1=-sum-sq, t2=-sum+sq;
	t1*=0.5f;
	t2*=0.5f;

	if (fabs(t1)<=fabs(t2))
	{
		return (gc_fReduceMove*t1)*c;
	}
	else
		return (gc_fReduceMove*t2)*c;
	*/
	
	D3DXVECTOR3 v3Temp;
	if(s.v3Position.x + s.fRadius <= m_attribute.v3Min.x)		{ v3Temp.x = m_attribute.v3Min.x; }
	else if(s.v3Position.x - s.fRadius >= m_attribute.v3Max.x)	{ v3Temp.x = m_attribute.v3Max.x; }
	else if(s.v3Position.x + s.fRadius >= m_attribute.v3Min.x && s.v3Position.x + s.fRadius <= m_attribute.v3Max.x) { v3Temp.x = s.v3Position.x + s.fRadius; }
	else																											{ v3Temp.x = s.v3Position.x - s.fRadius; }

	if(s.v3Position.y + s.fRadius <= m_attribute.v3Min.y)		{ v3Temp.y = m_attribute.v3Min.y; }
	else if(s.v3Position.y - s.fRadius >= m_attribute.v3Max.y)	{ v3Temp.y = m_attribute.v3Max.y; }
	else if(s.v3Position.y + s.fRadius >= m_attribute.v3Min.y && s.v3Position.y + s.fRadius <= m_attribute.v3Max.y) { v3Temp.y = s.v3Position.y + s.fRadius; }
	else																											{ v3Temp.y = s.v3Position.y - s.fRadius; }
	
	if(s.v3Position.z + s.fRadius <= m_attribute.v3Min.z)		{ v3Temp.z = m_attribute.v3Min.z; }
	else if(s.v3Position.z - s.fRadius >= m_attribute.v3Max.z)	{ v3Temp.z = m_attribute.v3Max.z; }
	else if(s.v3Position.z + s.fRadius >= m_attribute.v3Min.z && s.v3Position.z + s.fRadius <= m_attribute.v3Max.z) { v3Temp.z = s.v3Position.z + s.fRadius; }
	else																											{ v3Temp.z = s.v3Position.z - s.fRadius; }

	
	const auto vv = (v3Temp - s.v3Position);
	if(D3DXVec3LengthSq(&vv) < s.fRadius * s.fRadius)
		return D3DXVECTOR3(.0f, .0f, .0f);
	
	return D3DXVECTOR3(.0f, .0f, .0f);
	
}

void CAABBCollisionInstance::Render(D3DFILLMODE d3dFillMode)
{
	static CScreen s;
	STATEMANAGER.SetRenderState(D3DRS_TEXTUREFACTOR, 0xffffffff);
	s.RenderCube(m_attribute.v3Min.x, m_attribute.v3Min.y, m_attribute.v3Min.z, m_attribute.v3Max.x, m_attribute.v3Max.y, m_attribute.v3Max.z);
	return;
}

void CAABBCollisionInstance::OnDestroy()
{
	gs_aci.Free(this);
}

/////////////////////////////////////////////
// OBB

TOBBData & COBBCollisionInstance::GetAttribute()
{
	return m_attribute;
}

const TOBBData & COBBCollisionInstance::GetAttribute() const
{

	return m_attribute;
}

bool COBBCollisionInstance::OnMovementCollisionDynamicSphere(const CDynamicSphereInstance & s) const
{
	D3DXVECTOR3 v3Center = 0.5f * (m_attribute.v3Min + m_attribute.v3Max);
	D3DXVECTOR3 v3Sphere = s.v3Position - v3Center;
	D3DXVec3TransformCoord(&v3Sphere, &v3Sphere, &m_attribute.matRot);
	v3Sphere = v3Sphere + v3Center;
	
	D3DXVECTOR3 v3Point = v3Sphere;
	if(v3Point.x < m_attribute.v3Min.x) { v3Point.x = m_attribute.v3Min.x; }
	if(v3Point.x > m_attribute.v3Max.x) { v3Point.x = m_attribute.v3Max.x; }
	if(v3Point.y < m_attribute.v3Min.y) { v3Point.y = m_attribute.v3Min.y; }
	if(v3Point.y > m_attribute.v3Max.y) { v3Point.y = m_attribute.v3Max.y; }
	if(v3Point.z < m_attribute.v3Min.z) { v3Point.z = m_attribute.v3Min.z; }
	if(v3Point.z > m_attribute.v3Max.z) { v3Point.z = m_attribute.v3Max.z; }
	
	if(GetVector3Distance(v3Point, v3Sphere) <= s.fRadius * s.fRadius) { return true; }

	v3Sphere = s.v3LastPosition - v3Center;
	D3DXVec3TransformCoord(&v3Sphere, &v3Sphere, &m_attribute.matRot);
	v3Sphere = v3Sphere + v3Center;
	
	v3Point = v3Sphere;
	if(v3Point.x < m_attribute.v3Min.x) { v3Point.x = m_attribute.v3Min.x; }
	if(v3Point.x > m_attribute.v3Max.x) { v3Point.x = m_attribute.v3Max.x; }
	if(v3Point.y < m_attribute.v3Min.y) { v3Point.y = m_attribute.v3Min.y; }
	if(v3Point.y > m_attribute.v3Max.y) { v3Point.y = m_attribute.v3Max.y; }
	if(v3Point.z < m_attribute.v3Min.z) { v3Point.z = m_attribute.v3Min.z; }
	if(v3Point.z > m_attribute.v3Max.z) { v3Point.z = m_attribute.v3Max.z; }
	
	if(GetVector3Distance(v3Point, v3Sphere) <= s.fRadius * s.fRadius) { return true; }

	return false;
}

bool COBBCollisionInstance::OnCollisionDynamicSphere(const CDynamicSphereInstance & s) const
{
	
	D3DXVECTOR3 v3Center = 0.5f * (m_attribute.v3Min + m_attribute.v3Max);
	D3DXVECTOR3 v3Sphere = s.v3Position - v3Center;
	D3DXVec3TransformCoord(&v3Sphere, &v3Sphere, &m_attribute.matRot);
	v3Sphere = v3Sphere + v3Center;

	D3DXVECTOR3 v3Point = v3Sphere;
	if(v3Point.x < m_attribute.v3Min.x) { v3Point.x = m_attribute.v3Min.x; }
	if(v3Point.x > m_attribute.v3Max.x) { v3Point.x = m_attribute.v3Max.x; }
	if(v3Point.y < m_attribute.v3Min.y) { v3Point.y = m_attribute.v3Min.y; }
	if(v3Point.y > m_attribute.v3Max.y) { v3Point.y = m_attribute.v3Max.y; }
	if(v3Point.z < m_attribute.v3Min.z) { v3Point.z = m_attribute.v3Min.z; }
	if(v3Point.z > m_attribute.v3Max.z) { v3Point.z = m_attribute.v3Max.z; }
	
	if(GetVector3Distance(v3Point, v3Sphere) <= s.fRadius * s.fRadius) { return true; }

	v3Sphere = s.v3LastPosition - v3Center;
	D3DXVec3TransformCoord(&v3Sphere, &v3Sphere, &m_attribute.matRot);
	v3Sphere = v3Sphere + v3Center;
	
	v3Point = v3Sphere;
	if(v3Point.x < m_attribute.v3Min.x) { v3Point.x = m_attribute.v3Min.x; }
	if(v3Point.x > m_attribute.v3Max.x) { v3Point.x = m_attribute.v3Max.x; }
	if(v3Point.y < m_attribute.v3Min.y) { v3Point.y = m_attribute.v3Min.y; }
	if(v3Point.y > m_attribute.v3Max.y) { v3Point.y = m_attribute.v3Max.y; }
	if(v3Point.z < m_attribute.v3Min.z) { v3Point.z = m_attribute.v3Min.z; }
	if(v3Point.z > m_attribute.v3Max.z) { v3Point.z = m_attribute.v3Max.z; }
	
	if(GetVector3Distance(v3Point, v3Sphere) <= s.fRadius * s.fRadius) { return true; }


	return false;
}

D3DXVECTOR3 COBBCollisionInstance::OnGetCollisionMovementAdjust(const CDynamicSphereInstance & s) const
{

	return D3DXVECTOR3(.0f, .0f, .0f);
	
}

void COBBCollisionInstance::Render(D3DFILLMODE d3dFillMode)
{
	static CScreen s;
	STATEMANAGER.SetRenderState(D3DRS_TEXTUREFACTOR, 0xffffffff);
	s.RenderCube(m_attribute.v3Min.x, m_attribute.v3Min.y, m_attribute.v3Min.z, m_attribute.v3Max.x, m_attribute.v3Max.y, m_attribute.v3Max.z, m_attribute.matRot);
	return;
}

void COBBCollisionInstance::OnDestroy()
{
	gs_oci.Free(this);
}