176 lines
5.7 KiB
C++
Executable File
176 lines
5.7 KiB
C++
Executable File
//-----------------------------------------------------------------------------
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// Torque Shader Engine
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// Copyright (C) GarageGames.com, Inc.
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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// AABB-triangle overlap test code originally by Tomas Akenine-Möller
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// Assisted by Pierre Terdiman and David Hunt
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// http://www.cs.lth.se/home/Tomas_Akenine_Moller/code/
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// Ported to TSE by BJG, 2005-4-14
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//-----------------------------------------------------------------------------
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#include "util/triBoxCheck.h"
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#define FINDMINMAX(x0,x1,x2,min,max) \
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min = max = x0; \
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if(x1<min) min=x1;\
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if(x1>max) max=x1;\
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if(x2<min) min=x2;\
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if(x2>max) max=x2;
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bool planeBoxOverlap(Point3F normal, Point3F vert, Point3F maxbox)
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{
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S32 q;
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F32 v;
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Point3F vmin, vmax;
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for(q=0;q<=2;q++)
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{
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v=vert[q];
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if(normal[q]>0.0f)
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{
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vmin[q]=-maxbox[q] - v;
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vmax[q]= maxbox[q] - v;
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}
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else
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{
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vmin[q]= maxbox[q] - v;
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vmax[q]=-maxbox[q] - v;
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}
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}
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if(mDot(normal, vmin) > 0.f)
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return false;
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if(mDot(normal, vmax) >= 0.f)
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return true;
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return false;
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}
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/*======================== X-tests ========================*/
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#define AXISTEST_X01(a, b, fa, fb) \
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p0 = a*v0.y - b*v0.z; \
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p2 = a*v2.y - b*v2.z; \
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if(p0<p2) {min=p0; max=p2;} else {min=p2; max=p0;} \
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rad = fa * boxhalfsize.y + fb * boxhalfsize.z; \
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if(min>rad || max<-rad) return false;
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#define AXISTEST_X2(a, b, fa, fb) \
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p0 = a*v0.y - b*v0.z; \
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p1 = a*v1.y - b*v1.z; \
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if(p0<p1) {min=p0; max=p1;} else {min=p1; max=p0;} \
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rad = fa * boxhalfsize.y + fb * boxhalfsize.z; \
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if(min>rad || max<-rad) return false;
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/*======================== Y-tests ========================*/
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#define AXISTEST_Y02(a, b, fa, fb) \
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p0 = -a*v0.x + b*v0.z; \
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p2 = -a*v2.x + b*v2.z; \
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if(p0<p2) {min=p0; max=p2;} else {min=p2; max=p0;} \
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rad = fa * boxhalfsize.x + fb * boxhalfsize.z; \
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if(min>rad || max<-rad) return false;
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#define AXISTEST_Y1(a, b, fa, fb) \
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p0 = -a*v0.x + b*v0.z; \
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p1 = -a*v1.x + b*v1.z; \
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if(p0<p1) {min=p0; max=p1;} else {min=p1; max=p0;} \
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rad = fa * boxhalfsize.x + fb * boxhalfsize.z; \
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if(min>rad || max<-rad) return false;
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/*======================== Z-tests ========================*/
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#define AXISTEST_Z12(a, b, fa, fb) \
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p1 = a*v1.x - b*v1.y; \
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p2 = a*v2.x - b*v2.y; \
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if(p2<p1) {min=p2; max=p1;} else {min=p1; max=p2;} \
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rad = fa * boxhalfsize.x + fb * boxhalfsize.y; \
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if(min>rad || max<-rad) return false;
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#define AXISTEST_Z0(a, b, fa, fb) \
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p0 = a*v0.x - b*v0.y; \
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p1 = a*v1.x - b*v1.y; \
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if(p0<p1) {min=p0; max=p1;} else {min=p1; max=p0;} \
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rad = fa * boxhalfsize.x + fb * boxhalfsize.y; \
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if(min>rad || max<-rad) return false;
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bool triBoxOverlap(Point3F boxcenter, Point3F boxhalfsize, Point3F triverts[3])
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{
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/* use separating axis theorem to test overlap between triangle and box */
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/* need to test for overlap in these directions: */
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/* 1) the {x,y,z}-directions (actually, since we use the AABB of the triangle */
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/* we do not even need to test these) */
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/* 2) normal of the triangle */
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/* 3) crossproduct(edge from tri, {x,y,z}-directin) */
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/* this gives 3x3=9 more tests */
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Point3F v0,v1,v2;
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F32 min,max,p0,p1,p2,rad,fex,fey,fez; // -NJMP- "d" local variable removed
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Point3F normal,e0,e1,e2;
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/* This is the fastest branch on Sun */
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/* move everything so that the boxcenter is in (0,0,0) */
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v0 = triverts[0] - boxcenter;
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v1 = triverts[1] - boxcenter;
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v2 = triverts[2] - boxcenter;
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/* compute triangle edges */
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e0 = v1 - v0; /* tri edge 0 */
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e1 = v2 - v1; /* tri edge 1 */
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e2 = v0 - v2; /* tri edge 2 */
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/* Bullet 3: */
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/* test the 9 tests first (this was faster) */
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fex = mFabs(e0.x);
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fey = mFabs(e0.y);
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fez = mFabs(e0.z);
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AXISTEST_X01(e0.z, e0.y, fez, fey);
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AXISTEST_Y02(e0.z, e0.x, fez, fex);
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AXISTEST_Z12(e0.y, e0.x, fey, fex);
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fex = mFabs(e1.x);
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fey = mFabs(e1.y);
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fez = mFabs(e1.z);
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AXISTEST_X01(e1.z, e1.y, fez, fey);
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AXISTEST_Y02(e1.z, e1.x, fez, fex);
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AXISTEST_Z0(e1.y, e1.x, fey, fex);
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fex = mFabs(e2.x);
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fey = mFabs(e2.y);
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fez = mFabs(e2.z);
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AXISTEST_X2(e2.z, e2.y, fez, fey);
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AXISTEST_Y1(e2.z, e2.x, fez, fex);
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AXISTEST_Z12(e2.y, e2.x, fey, fex);
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/* Bullet 1: */
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/* first test overlap in the {x,y,z}-directions */
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/* find min, max of the triangle each direction, and test for overlap in */
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/* that direction -- this is equivalent to testing a minimal AABB around */
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/* the triangle against the AABB */
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/* test in X-direction */
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FINDMINMAX(v0.x,v1.x,v2.x,min,max);
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if(min>boxhalfsize.x || max<-boxhalfsize.x) return false;
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/* test in Y-direction */
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FINDMINMAX(v0.y,v1.y,v2.y,min,max);
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if(min>boxhalfsize.y || max<-boxhalfsize.y) return false;
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/* test in Z-direction */
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FINDMINMAX(v0.z,v1.z,v2.z,min,max);
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if(min>boxhalfsize.z || max<-boxhalfsize.z) return false;
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/* Bullet 2: */
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/* test if the box intersects the plane of the triangle */
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/* compute plane equation of triangle: normal*x+d=0 */
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normal = mCross(e0, e1);
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if(!planeBoxOverlap(normal,v0,boxhalfsize)) return false;
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return true; /* box and triangle overlaps */
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}
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