| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651652653654655656657658659660661662663664665666667668669670671672673674675676677678679680681682683684685686687688689690691692693694695696697698699700701702703704705706707708709710711712713714715716717718719720721722723724725726727728729730731732733734735736737738739740741742743744745746747748749750751752753754755756757758759760761762 |
- /*
- * Copyright 2011-2017 Branimir Karadzic. All rights reserved.
- * License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause
- */
- #include <bx/rng.h>
- #include <bx/fpumath.h>
- #include "bounds.h"
- void aabbToObb(Obb& _obb, const Aabb& _aabb)
- {
- memset(_obb.m_mtx, 0, sizeof(_obb.m_mtx) );
- _obb.m_mtx[ 0] = (_aabb.m_max[0] - _aabb.m_min[0]) * 0.5f;
- _obb.m_mtx[ 5] = (_aabb.m_max[1] - _aabb.m_min[1]) * 0.5f;
- _obb.m_mtx[10] = (_aabb.m_max[2] - _aabb.m_min[2]) * 0.5f;
- _obb.m_mtx[12] = (_aabb.m_min[0] + _aabb.m_max[0]) * 0.5f;
- _obb.m_mtx[13] = (_aabb.m_min[1] + _aabb.m_max[1]) * 0.5f;
- _obb.m_mtx[14] = (_aabb.m_min[2] + _aabb.m_max[2]) * 0.5f;
- _obb.m_mtx[15] = 1.0f;
- }
- void toAabb(Aabb& _aabb, const Sphere& _sphere)
- {
- float radius = _sphere.m_radius;
- bx::vec3Sub(_aabb.m_min, _sphere.m_center, radius);
- bx::vec3Add(_aabb.m_max, _sphere.m_center, radius);
- }
- void toAabb(Aabb& _aabb, const Disk& _disk)
- {
- // Reference: http://iquilezles.org/www/articles/diskbbox/diskbbox.htm
- float nsq[3];
- bx::vec3Mul(nsq, _disk.m_normal, _disk.m_normal);
- float one[3] = { 1.0f, 1.0f, 1.0f };
- float tmp[3];
- bx::vec3Sub(tmp, one, nsq);
- const float inv = 1.0f / (tmp[0]*tmp[1]*tmp[2]);
- float extent[3];
- extent[0] = _disk.m_radius * tmp[0] * bx::fsqrt( (nsq[0] + nsq[1] * nsq[2]) * inv);
- extent[1] = _disk.m_radius * tmp[1] * bx::fsqrt( (nsq[1] + nsq[2] * nsq[0]) * inv);
- extent[2] = _disk.m_radius * tmp[2] * bx::fsqrt( (nsq[2] + nsq[0] * nsq[1]) * inv);
- bx::vec3Sub(_aabb.m_min, _disk.m_center, extent);
- bx::vec3Add(_aabb.m_max, _disk.m_center, extent);
- }
- void toAabb(Aabb& _aabb, const Cylinder& _cylinder)
- {
- // Reference: http://iquilezles.org/www/articles/diskbbox/diskbbox.htm
- float axis[3];
- bx::vec3Sub(axis, _cylinder.m_end, _cylinder.m_pos);
- float asq[3];
- bx::vec3Mul(asq, axis, axis);
- float nsq[3];
- bx::vec3Mul(nsq, asq, 1.0f/bx::vec3Dot(axis, axis) );
- float one[3] = { 1.0f, 1.0f, 1.0f };
- float tmp[3];
- bx::vec3Sub(tmp, one, nsq);
- const float inv = 1.0f / (tmp[0]*tmp[1]*tmp[2]);
- float extent[3];
- extent[0] = _cylinder.m_radius * tmp[0] * bx::fsqrt( (nsq[0] + nsq[1] * nsq[2]) * inv);
- extent[1] = _cylinder.m_radius * tmp[1] * bx::fsqrt( (nsq[1] + nsq[2] * nsq[0]) * inv);
- extent[2] = _cylinder.m_radius * tmp[2] * bx::fsqrt( (nsq[2] + nsq[0] * nsq[1]) * inv);
- float minP[3];
- bx::vec3Sub(minP, _cylinder.m_pos, extent);
- float minE[3];
- bx::vec3Sub(minE, _cylinder.m_end, extent);
- float maxP[3];
- bx::vec3Add(maxP, _cylinder.m_pos, extent);
- float maxE[3];
- bx::vec3Add(maxE, _cylinder.m_end, extent);
- bx::vec3Min(_aabb.m_min, minP, minE);
- bx::vec3Max(_aabb.m_max, maxP, maxE);
- }
- void aabbTransformToObb(Obb& _obb, const Aabb& _aabb, const float* _mtx)
- {
- aabbToObb(_obb, _aabb);
- float result[16];
- bx::mtxMul(result, _obb.m_mtx, _mtx);
- memcpy(_obb.m_mtx, result, sizeof(result) );
- }
- void toAabb(Aabb& _aabb, const void* _vertices, uint32_t _numVertices, uint32_t _stride)
- {
- float min[3], max[3];
- uint8_t* vertex = (uint8_t*)_vertices;
- float* position = (float*)vertex;
- min[0] = max[0] = position[0];
- min[1] = max[1] = position[1];
- min[2] = max[2] = position[2];
- vertex += _stride;
- for (uint32_t ii = 1; ii < _numVertices; ++ii)
- {
- position = (float*)vertex;
- vertex += _stride;
- float xx = position[0];
- float yy = position[1];
- float zz = position[2];
- min[0] = bx::fmin(xx, min[0]);
- min[1] = bx::fmin(yy, min[1]);
- min[2] = bx::fmin(zz, min[2]);
- max[0] = bx::fmax(xx, max[0]);
- max[1] = bx::fmax(yy, max[1]);
- max[2] = bx::fmax(zz, max[2]);
- }
- _aabb.m_min[0] = min[0];
- _aabb.m_min[1] = min[1];
- _aabb.m_min[2] = min[2];
- _aabb.m_max[0] = max[0];
- _aabb.m_max[1] = max[1];
- _aabb.m_max[2] = max[2];
- }
- void toAabb(Aabb& _aabb, const float* _mtx, const void* _vertices, uint32_t _numVertices, uint32_t _stride)
- {
- float min[3], max[3];
- uint8_t* vertex = (uint8_t*)_vertices;
- float position[3];
- bx::vec3MulMtx(position, (float*)vertex, _mtx);
- min[0] = max[0] = position[0];
- min[1] = max[1] = position[1];
- min[2] = max[2] = position[2];
- vertex += _stride;
- for (uint32_t ii = 1; ii < _numVertices; ++ii)
- {
- bx::vec3MulMtx(position, (float*)vertex, _mtx);
- vertex += _stride;
- float xx = position[0];
- float yy = position[1];
- float zz = position[2];
- min[0] = bx::fmin(xx, min[0]);
- min[1] = bx::fmin(yy, min[1]);
- min[2] = bx::fmin(zz, min[2]);
- max[0] = bx::fmax(xx, max[0]);
- max[1] = bx::fmax(yy, max[1]);
- max[2] = bx::fmax(zz, max[2]);
- }
- _aabb.m_min[0] = min[0];
- _aabb.m_min[1] = min[1];
- _aabb.m_min[2] = min[2];
- _aabb.m_max[0] = max[0];
- _aabb.m_max[1] = max[1];
- _aabb.m_max[2] = max[2];
- }
- float calcAreaAabb(const Aabb& _aabb)
- {
- float ww = _aabb.m_max[0] - _aabb.m_min[0];
- float hh = _aabb.m_max[1] - _aabb.m_min[1];
- float dd = _aabb.m_max[2] - _aabb.m_min[2];
- return 2.0f * (ww*hh + ww*dd + hh*dd);
- }
- void aabbExpand(Aabb& _aabb, float _factor)
- {
- _aabb.m_min[0] -= _factor;
- _aabb.m_min[1] -= _factor;
- _aabb.m_min[2] -= _factor;
- _aabb.m_max[0] += _factor;
- _aabb.m_max[1] += _factor;
- _aabb.m_max[2] += _factor;
- }
- uint32_t aabbOverlapTest(const Aabb& _aabb0, const Aabb& _aabb1)
- {
- const uint32_t ltMinX = _aabb0.m_max[0] < _aabb1.m_min[0];
- const uint32_t gtMaxX = _aabb0.m_min[0] > _aabb1.m_max[0];
- const uint32_t ltMinY = _aabb0.m_max[1] < _aabb1.m_min[1];
- const uint32_t gtMaxY = _aabb0.m_min[1] > _aabb1.m_max[1];
- const uint32_t ltMinZ = _aabb0.m_max[2] < _aabb1.m_min[2];
- const uint32_t gtMaxZ = _aabb0.m_min[2] > _aabb1.m_max[2];
- return 0
- | (ltMinX<<0)
- | (gtMaxX<<1)
- | (ltMinY<<2)
- | (gtMaxY<<3)
- | (ltMinZ<<4)
- | (gtMaxZ<<5)
- ;
- }
- void calcObb(Obb& _obb, const void* _vertices, uint32_t _numVertices, uint32_t _stride, uint32_t _steps)
- {
- Aabb aabb;
- toAabb(aabb, _vertices, _numVertices, _stride);
- float minArea = calcAreaAabb(aabb);
- Obb best;
- aabbToObb(best, aabb);
- float angleStep = float(bx::piHalf/_steps);
- float ax = 0.0f;
- float mtx[16];
- for (uint32_t ii = 0; ii < _steps; ++ii)
- {
- float ay = 0.0f;
- for (uint32_t jj = 0; jj < _steps; ++jj)
- {
- float az = 0.0f;
- for (uint32_t kk = 0; kk < _steps; ++kk)
- {
- bx::mtxRotateXYZ(mtx, ax, ay, az);
- float mtxT[16];
- bx::mtxTranspose(mtxT, mtx);
- toAabb(aabb, mtxT, _vertices, _numVertices, _stride);
- float area = calcAreaAabb(aabb);
- if (area < minArea)
- {
- minArea = area;
- aabbTransformToObb(best, aabb, mtx);
- }
- az += angleStep;
- }
- ay += angleStep;
- }
- ax += angleStep;
- }
- memcpy(&_obb, &best, sizeof(Obb) );
- }
- void calcMaxBoundingSphere(Sphere& _sphere, const void* _vertices, uint32_t _numVertices, uint32_t _stride)
- {
- Aabb aabb;
- toAabb(aabb, _vertices, _numVertices, _stride);
- float center[3];
- center[0] = (aabb.m_min[0] + aabb.m_max[0]) * 0.5f;
- center[1] = (aabb.m_min[1] + aabb.m_max[1]) * 0.5f;
- center[2] = (aabb.m_min[2] + aabb.m_max[2]) * 0.5f;
- float maxDistSq = 0.0f;
- uint8_t* vertex = (uint8_t*)_vertices;
- for (uint32_t ii = 0; ii < _numVertices; ++ii)
- {
- float* position = (float*)vertex;
- vertex += _stride;
- float xx = position[0] - center[0];
- float yy = position[1] - center[1];
- float zz = position[2] - center[2];
- float distSq = xx*xx + yy*yy + zz*zz;
- maxDistSq = bx::fmax(distSq, maxDistSq);
- }
- bx::vec3Move(_sphere.m_center, center);
- _sphere.m_radius = sqrtf(maxDistSq);
- }
- void calcMinBoundingSphere(Sphere& _sphere, const void* _vertices, uint32_t _numVertices, uint32_t _stride, float _step)
- {
- bx::RngMwc rng;
- uint8_t* vertex = (uint8_t*)_vertices;
- float center[3];
- float* position = (float*)&vertex[0];
- bx::vec3Move(center, position);
- position = (float*)&vertex[1*_stride];
- center[0] += position[0];
- center[1] += position[1];
- center[2] += position[2];
- center[0] *= 0.5f;
- center[1] *= 0.5f;
- center[2] *= 0.5f;
- float xx = position[0] - center[0];
- float yy = position[1] - center[1];
- float zz = position[2] - center[2];
- float maxDistSq = xx*xx + yy*yy + zz*zz;
- float radiusStep = _step * 0.37f;
- bool done;
- do
- {
- done = true;
- for (uint32_t ii = 0, index = rng.gen()%_numVertices; ii < _numVertices; ++ii, index = (index + 1)%_numVertices)
- {
- position = (float*)&vertex[index*_stride];
- xx = position[0] - center[0];
- yy = position[1] - center[1];
- zz = position[2] - center[2];
- float distSq = xx*xx + yy*yy + zz*zz;
- if (distSq > maxDistSq)
- {
- done = false;
- center[0] += xx * radiusStep;
- center[1] += yy * radiusStep;
- center[2] += zz * radiusStep;
- maxDistSq = bx::flerp(maxDistSq, distSq, _step);
- break;
- }
- }
- } while (!done);
- bx::vec3Move(_sphere.m_center, center);
- _sphere.m_radius = bx::fsqrt(maxDistSq);
- }
- void calcPlaneUv(const Plane& _plane, float* _udir, float* _vdir)
- {
- bx::vec3TangentFrame(_plane.m_normal, _udir, _vdir);
- }
- void buildFrustumPlanes(Plane* _result, const float* _viewProj)
- {
- const float xw = _viewProj[ 3];
- const float yw = _viewProj[ 7];
- const float zw = _viewProj[11];
- const float ww = _viewProj[15];
- const float xz = _viewProj[ 2];
- const float yz = _viewProj[ 6];
- const float zz = _viewProj[10];
- const float wz = _viewProj[14];
- Plane& near = _result[0];
- Plane& far = _result[1];
- Plane& left = _result[2];
- Plane& right = _result[3];
- Plane& top = _result[4];
- Plane& bottom = _result[5];
- near.m_normal[0] = xw - xz;
- near.m_normal[1] = yw - yz;
- near.m_normal[2] = zw - zz;
- near.m_dist = ww - wz;
- far.m_normal[0] = xw + xz;
- far.m_normal[1] = yw + yz;
- far.m_normal[2] = zw + zz;
- far.m_dist = ww + wz;
- const float xx = _viewProj[ 0];
- const float yx = _viewProj[ 4];
- const float zx = _viewProj[ 8];
- const float wx = _viewProj[12];
- left.m_normal[0] = xw - xx;
- left.m_normal[1] = yw - yx;
- left.m_normal[2] = zw - zx;
- left.m_dist = ww - wx;
- right.m_normal[0] = xw + xx;
- right.m_normal[1] = yw + yx;
- right.m_normal[2] = zw + zx;
- right.m_dist = ww + wx;
- const float xy = _viewProj[ 1];
- const float yy = _viewProj[ 5];
- const float zy = _viewProj[ 9];
- const float wy = _viewProj[13];
- top.m_normal[0] = xw + xy;
- top.m_normal[1] = yw + yy;
- top.m_normal[2] = zw + zy;
- top.m_dist = ww + wy;
- bottom.m_normal[0] = xw - xy;
- bottom.m_normal[1] = yw - yy;
- bottom.m_normal[2] = zw - zy;
- bottom.m_dist = ww - wy;
- Plane* plane = _result;
- for (uint32_t ii = 0; ii < 6; ++ii)
- {
- float invLen = 1.0f / bx::vec3Norm(plane->m_normal, plane->m_normal);
- plane->m_dist *= invLen;
- ++plane;
- }
- }
- void intersectPlanes(float _result[3], const Plane& _pa, const Plane& _pb, const Plane& _pc)
- {
- float axb[3];
- bx::vec3Cross(axb, _pa.m_normal, _pb.m_normal);
- float bxc[3];
- bx::vec3Cross(bxc, _pb.m_normal, _pc.m_normal);
- float cxa[3];
- bx::vec3Cross(cxa, _pc.m_normal, _pa.m_normal);
- float tmp0[3];
- bx::vec3Mul(tmp0, bxc, _pa.m_dist);
- float tmp1[3];
- bx::vec3Mul(tmp1, cxa, _pb.m_dist);
- float tmp2[3];
- bx::vec3Mul(tmp2, axb, _pc.m_dist);
- float tmp[3];
- bx::vec3Add(tmp, tmp0, tmp1);
- bx::vec3Add(tmp0, tmp, tmp2);
- float denom = bx::vec3Dot(_pa.m_normal, bxc);
- bx::vec3Mul(_result, tmp0, -1.0f/denom);
- }
- Ray makeRay(float _x, float _y, const float* _invVp)
- {
- Ray ray;
- const float near[3] = { _x, _y, 0.0f };
- bx::vec3MulMtxH(ray.m_pos, near, _invVp);
- float tmp[3];
- const float far[3] = { _x, _y, 1.0f };
- bx::vec3MulMtxH(tmp, far, _invVp);
- float dir[3];
- bx::vec3Sub(dir, tmp, ray.m_pos);
- bx::vec3Norm(ray.m_dir, dir);
- return ray;
- }
- inline void getPointAt(float* _result, const Ray& _ray, float _t)
- {
- float tmp[3];
- bx::vec3Mul(tmp, _ray.m_dir, _t);
- bx::vec3Add(_result, _ray.m_pos, tmp);
- }
- bool intersect(const Ray& _ray, const Aabb& _aabb, Intersection* _intersection)
- {
- float invDir[3];
- bx::vec3Rcp(invDir, _ray.m_dir);
- float tmp[3];
- float t0[3];
- bx::vec3Sub(tmp, _aabb.m_min, _ray.m_pos);
- bx::vec3Mul(t0, tmp, invDir);
- float t1[3];
- bx::vec3Sub(tmp, _aabb.m_max, _ray.m_pos);
- bx::vec3Mul(t1, tmp, invDir);
- float min[3];
- bx::vec3Min(min, t0, t1);
- float max[3];
- bx::vec3Max(max, t0, t1);
- const float tmin = bx::fmax3(min[0], min[1], min[2]);
- const float tmax = bx::fmin3(max[0], max[1], max[2]);
- if (tmax < 0.0f
- || tmin > tmax)
- {
- return false;
- }
- if (NULL != _intersection)
- {
- _intersection->m_normal[0] = float( (min[0] == tmin) - (max[0] == tmin) );
- _intersection->m_normal[1] = float( (min[1] == tmin) - (max[1] == tmin) );
- _intersection->m_normal[2] = float( (min[2] == tmin) - (max[2] == tmin) );
- _intersection->m_dist = tmin;
- getPointAt(_intersection->m_pos, _ray, tmin);
- }
- return true;
- }
- bool intersect(const Ray& _ray, const Disk& _disk, Intersection* _intersection)
- {
- Plane plane;
- bx::vec3Move(plane.m_normal, _disk.m_normal);
- plane.m_dist = -bx::vec3Dot(_disk.m_center, _disk.m_normal);
- Intersection tmpIntersection;
- _intersection = NULL != _intersection ? _intersection : &tmpIntersection;
- if (intersect(_ray, plane, _intersection) )
- {
- float tmp[3];
- bx::vec3Sub(tmp, _disk.m_center, _intersection->m_pos);
- return bx::vec3Dot(tmp, tmp) <= bx::fsq(_disk.m_radius);
- }
- return false;
- }
- bool intersect(const Ray& _ray, const Cylinder& _cylinder, bool _capsule, Intersection* _intersection)
- {
- float axis[3];
- bx::vec3Sub(axis, _cylinder.m_end, _cylinder.m_pos);
- float rc[3];
- bx::vec3Sub(rc, _ray.m_pos, _cylinder.m_pos);
- float normal[3];
- bx::vec3Cross(normal, _ray.m_dir, axis);
- const float len = bx::vec3Norm(normal, normal);
- const float dist = bx::fabsolute(bx::vec3Dot(rc, normal) );
- if (dist > _cylinder.m_radius)
- {
- return false;
- }
- float vo[3];
- bx::vec3Cross(vo, rc, axis);
- const float t0 = -bx::vec3Dot(vo, normal) / len;
- bx::vec3Cross(vo, normal, axis);
- bx::vec3Norm(vo, vo);
- const float rsq = bx::fsq(_cylinder.m_radius);
- const float ddoto = bx::vec3Dot(_ray.m_dir, vo);
- const float ss = t0 - bx::fabsolute(bx::fsqrt(rsq - bx::fsq(dist) ) / ddoto);
- float point[3];
- getPointAt(point, _ray, ss);
- const float axisLen = bx::vec3Norm(axis, axis);
- const float pdota = bx::vec3Dot(_cylinder.m_pos, axis);
- const float height = bx::vec3Dot(point, axis) - pdota;
- if (height > 0.0f
- && height < axisLen)
- {
- if (NULL != _intersection)
- {
- const float t1 = height / axisLen;
- float pointOnAxis[3];
- bx::vec3Lerp(pointOnAxis, _cylinder.m_pos, _cylinder.m_end, t1);
- bx::vec3Move(_intersection->m_pos, point);
- float tmp[3];
- bx::vec3Sub(tmp, point, pointOnAxis);
- bx::vec3Norm(_intersection->m_normal, tmp);
- _intersection->m_dist = ss;
- }
- return true;
- }
- if (_capsule)
- {
- const float rdota = bx::vec3Dot(_ray.m_pos, axis);
- const float pp = rdota - pdota;
- const float t1 = pp / axisLen;
- float pointOnAxis[3];
- bx::vec3Lerp(pointOnAxis, _cylinder.m_pos, _cylinder.m_end, t1);
- float axisToRay[3];
- bx::vec3Sub(axisToRay, _ray.m_pos, pointOnAxis);
- if (_cylinder.m_radius < bx::vec3Length(axisToRay)
- && 0.0f > ss)
- {
- return false;
- }
- Sphere sphere;
- sphere.m_radius = _cylinder.m_radius;
- bx::vec3Move(sphere.m_center, 0.0f >= height
- ? _cylinder.m_pos
- : _cylinder.m_end
- );
- return intersect(_ray, sphere, _intersection);
- }
- Plane plane;
- float pos[3];
- if (0.0f >= height)
- {
- bx::vec3Neg(plane.m_normal, axis);
- bx::vec3Move(pos, _cylinder.m_pos);
- }
- else
- {
- bx::vec3Move(plane.m_normal, axis);
- bx::vec3Move(pos, _cylinder.m_end);
- }
- plane.m_dist = -bx::vec3Dot(pos, plane.m_normal);
- Intersection tmpIntersection;
- _intersection = NULL != _intersection ? _intersection : &tmpIntersection;
- if (intersect(_ray, plane, _intersection) )
- {
- float tmp[3];
- bx::vec3Sub(tmp, pos, _intersection->m_pos);
- return bx::vec3Dot(tmp, tmp) <= rsq;
- }
- return false;
- }
- bool intersect(const Ray& _ray, const Plane& _plane, Intersection* _intersection)
- {
- float equation = bx::vec3Dot(_ray.m_pos, _plane.m_normal) + _plane.m_dist;
- if (0.0f > equation)
- {
- return false;
- }
- float ndotd = bx::vec3Dot(_ray.m_dir, _plane.m_normal);
- if (0.0f < ndotd)
- {
- return false;
- }
- if (NULL != _intersection)
- {
- bx::vec3Move(_intersection->m_normal, _plane.m_normal);
- float tt = -equation/ndotd;
- _intersection->m_dist = tt;
- getPointAt(_intersection->m_pos, _ray, tt);
- }
- return true;
- }
- bool intersect(const Ray& _ray, const Sphere& _sphere, Intersection* _intersection)
- {
- float rs[3];
- bx::vec3Sub(rs, _ray.m_pos, _sphere.m_center);
- const float bb = bx::vec3Dot(rs, _ray.m_dir);
- if (0.0f < bb)
- {
- return false;
- }
- const float aa = bx::vec3Dot(_ray.m_dir, _ray.m_dir);
- const float cc = bx::vec3Dot(rs, rs) - bx::fsq(_sphere.m_radius);
- const float discriminant = bb*bb - aa*cc;
- if (0.0f >= discriminant)
- {
- return false;
- }
- const float sqrtDiscriminant = bx::fsqrt(discriminant);
- const float invA = 1.0f / aa;
- const float tt = -(bb + sqrtDiscriminant)*invA;
- if (0.0f >= tt)
- {
- return false;
- }
- if (NULL != _intersection)
- {
- _intersection->m_dist = tt;
- float point[3];
- getPointAt(point, _ray, tt);
- bx::vec3Move(_intersection->m_pos, point);
- float tmp[3];
- bx::vec3Sub(tmp, point, _sphere.m_center);
- bx::vec3Norm(_intersection->m_normal, tmp);
- }
- return true;
- }
- bool intersect(const Ray& _ray, const Tris& _triangle, Intersection* _intersection)
- {
- float edge10[3];
- bx::vec3Sub(edge10, _triangle.m_v1, _triangle.m_v0);
- float edge02[3];
- bx::vec3Sub(edge02, _triangle.m_v0, _triangle.m_v2);
- float normal[3];
- bx::vec3Cross(normal, edge02, edge10);
- float vo[3];
- bx::vec3Sub(vo, _triangle.m_v0, _ray.m_pos);
- float dxo[3];
- bx::vec3Cross(dxo, _ray.m_dir, vo);
- const float det = bx::vec3Dot(normal, _ray.m_dir);
- if (det > 0.0f)
- {
- return false;
- }
- const float invDet = 1.0f/det;
- const float bz = bx::vec3Dot(dxo, edge02) * invDet;
- const float by = bx::vec3Dot(dxo, edge10) * invDet;
- const float bx = 1.0f - by - bz;
- if (bx < 0.0f || by < 0.0f || bz < 0.0f)
- {
- return false;
- }
- if (NULL != _intersection)
- {
- bx::vec3Norm(_intersection->m_normal, normal);
- const float tt = bx::vec3Dot(normal, vo) * invDet;
- _intersection->m_dist = tt;
- getPointAt(_intersection->m_pos, _ray, tt);
- }
- return true;
- }
|