123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192 |
- //-----------------------------------------------------------------------------
- // 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.
- //-----------------------------------------------------------------------------
- //-----------------------------------------------------------------------------
- // 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
- // Modified to avoid a lot of copying by ASM, 2007-9-28
- //-----------------------------------------------------------------------------
- #include "util/triBoxCheck.h"
- #define FINDMINMAX(x0,x1,x2,theMin,theMax) \
- theMin = theMax = x0; \
- if(x1<theMin) theMin=x1;\
- if(x1>theMax) theMax=x1;\
- if(x2<theMin) theMin=x2;\
- if(x2>theMax) theMax=x2;
- static bool planeBoxOverlap(const Point3F &normal, const Point3F &vert, const Point3F &maxbox)
- {
- S32 q;
- F32 v;
- Point3F vmin, vmax;
- for(q=0;q<=2;q++)
- {
- v=vert[q];
- if(normal[q]>0.0f)
- {
- vmin[q]=-maxbox[q] - v;
- vmax[q]= maxbox[q] - v;
- }
- else
- {
- vmin[q]= maxbox[q] - v;
- vmax[q]=-maxbox[q] - v;
- }
- }
- if(mDot(normal, vmin) > 0.f)
- return false;
- if(mDot(normal, vmax) >= 0.f)
- return true;
- return false;
- }
- /*======================== X-tests ========================*/
- #define AXISTEST_X01(a, b, fa, fb) \
- p0 = a*v0.y - b*v0.z; \
- p2 = a*v2.y - b*v2.z; \
- if(p0<p2) {min=p0; max=p2;} else {min=p2; max=p0;} \
- rad = fa * boxhalfsize.y + fb * boxhalfsize.z; \
- if(min>rad || max<-rad) return false;
- #define AXISTEST_X2(a, b, fa, fb) \
- p0 = a*v0.y - b*v0.z; \
- p1 = a*v1.y - b*v1.z; \
- if(p0<p1) {min=p0; max=p1;} else {min=p1; max=p0;} \
- rad = fa * boxhalfsize.y + fb * boxhalfsize.z; \
- if(min>rad || max<-rad) return false;
- /*======================== Y-tests ========================*/
- #define AXISTEST_Y02(a, b, fa, fb) \
- p0 = -a*v0.x + b*v0.z; \
- p2 = -a*v2.x + b*v2.z; \
- if(p0<p2) {min=p0; max=p2;} else {min=p2; max=p0;} \
- rad = fa * boxhalfsize.x + fb * boxhalfsize.z; \
- if(min>rad || max<-rad) return false;
- #define AXISTEST_Y1(a, b, fa, fb) \
- p0 = -a*v0.x + b*v0.z; \
- p1 = -a*v1.x + b*v1.z; \
- if(p0<p1) {min=p0; max=p1;} else {min=p1; max=p0;} \
- rad = fa * boxhalfsize.x + fb * boxhalfsize.z; \
- if(min>rad || max<-rad) return false;
- /*======================== 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 triBoxOverlap(const Point3F &boxcenter, const Point3F &boxhalfsize, const Point3F triverts[3])
- {
- /* 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 */
- Point3F v0,v1,v2;
- F32 min,max,p0,p1,p2,rad,fex,fey,fez; // -NJMP- "d" local variable removed
- Point3F normal,e0,e1,e2;
- /* This is the fastest branch on Sun */
- /* move everything so that the boxcenter is in (0,0,0) */
- v0 = triverts[0] - boxcenter;
- v1 = triverts[1] - boxcenter;
- v2 = triverts[2] - boxcenter;
- /* compute triangle edges */
- e0 = v1 - v0; /* tri edge 0 */
- e1 = v2 - v1; /* tri edge 1 */
- e2 = v0 - v2; /* tri edge 2 */
- /* Bullet 3: */
- /* test the 9 tests first (this was faster) */
- fex = mFabs(e0.x);
- fey = mFabs(e0.y);
- fez = mFabs(e0.z);
- AXISTEST_X01(e0.z, e0.y, fez, fey);
- AXISTEST_Y02(e0.z, e0.x, fez, fex);
- AXISTEST_Z12(e0.y, e0.x, fey, fex);
- fex = mFabs(e1.x);
- fey = mFabs(e1.y);
- fez = mFabs(e1.z);
- AXISTEST_X01(e1.z, e1.y, fez, fey);
- AXISTEST_Y02(e1.z, e1.x, fez, fex);
- AXISTEST_Z0(e1.y, e1.x, fey, fex);
- fex = mFabs(e2.x);
- fey = mFabs(e2.y);
- fez = mFabs(e2.z);
- AXISTEST_X2(e2.z, e2.y, fez, fey);
- AXISTEST_Y1(e2.z, e2.x, fez, fex);
- 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;
- /* test in Z-direction */
- FINDMINMAX(v0.z,v1.z,v2.z,min,max);
- if(min>boxhalfsize.z || max<-boxhalfsize.z) return false;
- /* Bullet 2: */
- /* test if the box intersects the plane of the triangle */
- /* compute plane equation of triangle: normal*x+d=0 */
- normal = mCross(e0, e1);
- if(!planeBoxOverlap(normal,v0,boxhalfsize)) return false;
- return true; /* box and triangle overlaps */
- }
|