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- //-----------------------------------------------------------------------------
- // Copyright (c) 2012 GarageGames, LLC
- //
- // Permission is hereby granted, free of charge, to any person obtaining a copy
- // of this software and associated documentation files (the "Software"), to
- // deal in the Software without restriction, including without limitation the
- // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
- // sell copies of the Software, and to permit persons to whom the Software is
- // furnished to do so, subject to the following conditions:
- //
- // The above copyright notice and this permission notice shall be included in
- // all copies or substantial portions of the Software.
- //
- // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
- // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
- // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
- // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
- // IN THE SOFTWARE.
- //-----------------------------------------------------------------------------
- //~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
- // Arcane-FX for MIT Licensed Open Source version of Torque 3D from GarageGames
- // Copyright (C) 2015 Faust Logic, Inc.
- //
- // Adapted to a 2D test for intersecting atlas triangles with zodiacs.
- //~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
- //-----------------------------------------------------------------------------
- // AABB-triangle overlap test code originally by Tomas Akenine-Möller
- // Assisted by Pierre Terdiman and David Hunt
- // http://www.cs.lth.se/home/Tomas_Akenine_Moller/code/
- // Ported to TSE by BJG, 2005-4-14
- //-----------------------------------------------------------------------------
- #include "afx/arcaneFX.h"
- #include "afx/util/afxTriBoxCheck2D_T3D.h"
- #define FINDMINMAX(x0,x1,x2,min,max) \
- min = max = x0; \
- if(x1<min) min=x1;\
- if(x1>max) max=x1;\
- if(x2<min) min=x2;\
- if(x2>max) max=x2;
- /*======================== Z-tests ========================*/
- #define AXISTEST_Z12(a, b, fa, fb) \
- p1 = a*v1.x - b*v1.y; \
- p2 = a*v2.x - b*v2.y; \
- if(p2<p1) {min=p2; max=p1;} else {min=p1; max=p2;} \
- rad = fa * boxhalfsize.x + fb * boxhalfsize.y; \
- if(min>rad || max<-rad) return false;
- #define AXISTEST_Z0(a, b, fa, fb) \
- p0 = a*v0.x - b*v0.y; \
- p1 = a*v1.x - b*v1.y; \
- if(p0<p1) {min=p0; max=p1;} else {min=p1; max=p0;} \
- rad = fa * boxhalfsize.x + fb * boxhalfsize.y; \
- if(min>rad || max<-rad) return false;
- bool afxTriBoxOverlap2D(const Point3F& boxcenter, const Point3F& boxhalfsize, const Point3F& a, const Point3F& b, const Point3F& c)
- {
- /* use separating axis theorem to test overlap between triangle and box */
- /* need to test for overlap in these directions: */
- /* 1) the {x,y,z}-directions (actually, since we use the AABB of the triangle */
- /* we do not even need to test these) */
- /* 2) normal of the triangle */
- /* 3) crossproduct(edge from tri, {x,y,z}-directin) */
- /* this gives 3x3=9 more tests */
- F32 min,max,p0,p1,p2,rad;
- /* move everything so that the boxcenter is in (0,0,0) */
- Point3F v0 = a - boxcenter;
- Point3F v1 = b - boxcenter;
- Point3F v2 = c - boxcenter;
- /* compute triangle edges */
- Point3F e0 = v1 - v0; /* tri edge 0 */
- Point3F e1 = v2 - v1; /* tri edge 1 */
- Point3F e2 = v0 - v2; /* tri edge 2 */
- /* Bullet 3: */
- /* test the 3 tests first */
- F32 fex = mFabs(e0.x);
- F32 fey = mFabs(e0.y);
- AXISTEST_Z12(e0.y, e0.x, fey, fex);
- fex = mFabs(e1.x);
- fey = mFabs(e1.y);
- AXISTEST_Z0(e1.y, e1.x, fey, fex);
- fex = mFabs(e2.x);
- fey = mFabs(e2.y);
- AXISTEST_Z12(e2.y, e2.x, fey, fex);
- /* Bullet 1: */
- /* first test overlap in the {x,y,z}-directions */
- /* find min, max of the triangle each direction, and test for overlap in */
- /* that direction -- this is equivalent to testing a minimal AABB around */
- /* the triangle against the AABB */
- /* test in X-direction */
- FINDMINMAX(v0.x,v1.x,v2.x,min,max);
- if(min>boxhalfsize.x || max<-boxhalfsize.x) return false;
- /* test in Y-direction */
- FINDMINMAX(v0.y,v1.y,v2.y,min,max);
- if(min>boxhalfsize.y || max<-boxhalfsize.y) return false;
- return true; /* box and triangle overlaps */
- }
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