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- // This code is in the public domain -- [email protected]
- #include "Box.h"
- #include "Box.inl"
- #include "Sphere.h"
- using namespace nv;
- // Clip the given segment against this box.
- bool Box::clipSegment(const Vector3 & origin, const Vector3 & dir, float * t_near, float * t_far) const {
- // Avoid aliasing.
- float tnear = *t_near;
- float tfar = *t_far;
- // clip ray segment to box
- for (int i = 0; i < 3; i++)
- {
- const float pos = origin.component[i] + tfar * dir.component[i];
- const float dt = tfar - tnear;
- if (dir.component[i] < 0) {
-
- // clip end point
- if (pos < minCorner.component[i]) {
- tfar = tnear + dt * (origin.component[i] - minCorner.component[i]) / (origin.component[i] - pos);
- }
-
- // clip start point
- if (origin.component[i] > maxCorner.component[i]) {
- tnear = tnear + dt * (origin.component[i] - maxCorner.component[i]) / (tfar * dir.component[i]);
- }
- }
- else {
- // clip end point
- if (pos > maxCorner.component[i]) {
- tfar = tnear + dt * (maxCorner.component[i] - origin.component[i]) / (pos - origin.component[i]);
- }
- // clip start point
- if (origin.component[i] < minCorner.component[i]) {
- tnear = tnear + dt * (minCorner.component[i] - origin.component[i]) / (tfar * dir.component[i]);
- }
- }
- if (tnear > tfar) {
- // Clipped away.
- return false;
- }
- }
- // Return result.
- *t_near = tnear;
- *t_far = tfar;
- return true;
- }
- float nv::distanceSquared(const Box &box, const Vector3 &point) {
- Vector3 closest;
- if (point.x < box.minCorner.x) closest.x = box.minCorner.x;
- else if (point.x > box.maxCorner.x) closest.x = box.maxCorner.x;
- else closest.x = point.x;
- if (point.y < box.minCorner.y) closest.y = box.minCorner.y;
- else if (point.y > box.maxCorner.y) closest.y = box.maxCorner.y;
- else closest.y = point.y;
- if (point.z < box.minCorner.z) closest.z = box.minCorner.z;
- else if (point.z > box.maxCorner.z) closest.z = box.maxCorner.z;
- else closest.z = point.z;
- return lengthSquared(point - closest);
- }
- bool nv::overlap(const Box &box, const Sphere &sphere) {
- return distanceSquared(box, sphere.center) < sphere.radius * sphere.radius;
- }
- bool nv::intersect(const Box & box, const Vector3 & p, const Vector3 & id, float * t /*= NULL*/) {
- // Precompute these in ray structure?
- int sdx = (id.x < 0);
- int sdy = (id.y < 0);
- int sdz = (id.z < 0);
- float tmin = (box.corner( sdx).x - p.x) * id.x;
- float tmax = (box.corner(1-sdx).x - p.x) * id.x;
- float tymin = (box.corner( sdy).y - p.y) * id.y;
- float tymax = (box.corner(1-sdy).y - p.y) * id.y;
- if ((tmin > tymax) || (tymin > tmax))
- return false;
- if (tymin > tmin) tmin = tymin;
- if (tymax < tmax) tmax = tymax;
- float tzmin = (box.corner( sdz).z - p.z) * id.z;
- float tzmax = (box.corner(1-sdz).z - p.z) * id.z;
- if ((tmin > tzmax) || (tzmin > tmax))
- return false;
- if (tzmin > tmin) tmin = tzmin;
- if (tzmax < tmax) tmax = tzmax;
- if (tmax < 0)
- return false;
- if (t != NULL) *t = tmin;
- return true;
- }
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