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- /*
- * Copyright 2011-2018 Branimir Karadzic. All rights reserved.
- * License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause
- */
- #include <bx/rng.h>
- #include <bx/math.h>
- #include "bounds.h"
- void aabbToObb(Obb& _obb, const Aabb& _aabb)
- {
- bx::memSet(_obb.m_mtx, 0, sizeof(_obb.m_mtx) );
- _obb.m_mtx[ 0] = (_aabb.m_max.x - _aabb.m_min.x) * 0.5f;
- _obb.m_mtx[ 5] = (_aabb.m_max.y - _aabb.m_min.y) * 0.5f;
- _obb.m_mtx[10] = (_aabb.m_max.z - _aabb.m_min.z) * 0.5f;
- _obb.m_mtx[12] = (_aabb.m_min.x + _aabb.m_max.x) * 0.5f;
- _obb.m_mtx[13] = (_aabb.m_min.y + _aabb.m_max.y) * 0.5f;
- _obb.m_mtx[14] = (_aabb.m_min.z + _aabb.m_max.z) * 0.5f;
- _obb.m_mtx[15] = 1.0f;
- }
- void toAabb(Aabb& _aabb, const Obb& _obb)
- {
- bx::Vec3 xyz = { 1.0f, 1.0f, 1.0f };
- bx::Vec3 tmp = bx::mul(xyz, _obb.m_mtx);
- _aabb.m_min = tmp;
- _aabb.m_max = tmp;
- for (uint32_t ii = 1; ii < 8; ++ii)
- {
- xyz.x = ii & 1 ? -1.0f : 1.0f;
- xyz.y = ii & 2 ? -1.0f : 1.0f;
- xyz.z = ii & 4 ? -1.0f : 1.0f;
- tmp = bx::mul(xyz, _obb.m_mtx);
- _aabb.m_min = bx::min(_aabb.m_min, tmp);
- _aabb.m_max = bx::max(_aabb.m_max, tmp);
- }
- }
- void toAabb(Aabb& _aabb, const Sphere& _sphere)
- {
- const float radius = _sphere.m_radius;
- _aabb.m_min = bx::sub(_sphere.m_center, radius);
- _aabb.m_max = bx::add(_sphere.m_center, radius);
- }
- void toAabb(Aabb& _aabb, const Disk& _disk)
- {
- // Reference(s):
- // - https://web.archive.org/web/20181113055756/http://iquilezles.org/www/articles/diskbbox/diskbbox.htm
- //
- const bx::Vec3 nsq = bx::mul(_disk.m_normal, _disk.m_normal);
- const bx::Vec3 one = { 1.0f, 1.0f, 1.0f };
- const bx::Vec3 tmp = bx::sub(one, nsq);
- const float inv = 1.0f / (tmp.x*tmp.y*tmp.z);
- const bx::Vec3 extent =
- {
- _disk.m_radius * tmp.x * bx::sqrt((nsq.x + nsq.y * nsq.z) * inv),
- _disk.m_radius * tmp.y * bx::sqrt((nsq.y + nsq.z * nsq.x) * inv),
- _disk.m_radius * tmp.z * bx::sqrt((nsq.z + nsq.x * nsq.y) * inv),
- };
- _aabb.m_min = bx::sub(_disk.m_center, extent);
- _aabb.m_max = bx::add(_disk.m_center, extent);
- }
- void toAabb(Aabb& _aabb, const Cylinder& _cylinder)
- {
- // Reference(s):
- // - https://web.archive.org/web/20181113055756/http://iquilezles.org/www/articles/diskbbox/diskbbox.htm
- //
- const bx::Vec3 axis = bx::sub(_cylinder.m_end, _cylinder.m_pos);
- const bx::Vec3 asq = bx::mul(axis, axis);
- const bx::Vec3 nsq = bx::mul(asq, 1.0f/bx::dot(axis, axis) );
- const bx::Vec3 one = { 1.0f, 1.0f, 1.0f };
- const bx::Vec3 tmp = bx::sub(one, nsq);
- const float inv = 1.0f / (tmp.x*tmp.y*tmp.z);
- const bx::Vec3 extent =
- {
- _cylinder.m_radius * tmp.x * bx::sqrt( (nsq.x + nsq.y * nsq.z) * inv),
- _cylinder.m_radius * tmp.y * bx::sqrt( (nsq.y + nsq.z * nsq.x) * inv),
- _cylinder.m_radius * tmp.z * bx::sqrt( (nsq.z + nsq.x * nsq.y) * inv),
- };
- const bx::Vec3 minP = bx::sub(_cylinder.m_pos, extent);
- const bx::Vec3 minE = bx::sub(_cylinder.m_end, extent);
- const bx::Vec3 maxP = bx::add(_cylinder.m_pos, extent);
- const bx::Vec3 maxE = bx::add(_cylinder.m_end, extent);
- _aabb.m_min = bx::min(minP, minE);
- _aabb.m_max = bx::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);
- bx::memCopy(_obb.m_mtx, result, sizeof(result) );
- }
- void toAabb(Aabb& _aabb, const void* _vertices, uint32_t _numVertices, uint32_t _stride)
- {
- bx::Vec3 min, max;
- uint8_t* vertex = (uint8_t*)_vertices;
- float* position = (float*)vertex;
- min.x = max.x = position[0];
- min.y = max.y = position[1];
- min.z = max.z = position[2];
- vertex += _stride;
- for (uint32_t ii = 1; ii < _numVertices; ++ii)
- {
- position = (float*)vertex;
- vertex += _stride;
- bx::Vec3 pos =
- {
- position[0],
- position[1],
- position[2],
- };
- min = bx::min(pos, min);
- max = bx::max(pos, max);
- }
- _aabb.m_min = min;
- _aabb.m_max = max;
- }
- void toAabb(Aabb& _aabb, const float* _mtx, const void* _vertices, uint32_t _numVertices, uint32_t _stride)
- {
- bx::Vec3 min, max;
- uint8_t* vertex = (uint8_t*)_vertices;
- min = max = bx::mul(bx::load<bx::Vec3>(vertex), _mtx);
- vertex += _stride;
- for (uint32_t ii = 1; ii < _numVertices; ++ii)
- {
- bx::Vec3 pos = bx::mul(bx::load<bx::Vec3>(vertex), _mtx);
- vertex += _stride;
- min = bx::min(pos, min);
- max = bx::max(pos, max);
- }
- _aabb.m_min = min;
- _aabb.m_max = max;
- }
- float calcAreaAabb(const Aabb& _aabb)
- {
- const float ww = _aabb.m_max.x - _aabb.m_min.x;
- const float hh = _aabb.m_max.y - _aabb.m_min.y;
- const float dd = _aabb.m_max.z - _aabb.m_min.z;
- return 2.0f * (ww*hh + ww*dd + hh*dd);
- }
- void aabbExpand(Aabb& _aabb, float _factor)
- {
- _aabb.m_min.x -= _factor;
- _aabb.m_min.y -= _factor;
- _aabb.m_min.z -= _factor;
- _aabb.m_max.x += _factor;
- _aabb.m_max.y += _factor;
- _aabb.m_max.z += _factor;
- }
- void aabbExpand(Aabb& _aabb, const float* _pos)
- {
- const bx::Vec3 pos = { _pos[0], _pos[1], _pos[2] };
- _aabb.m_min = bx::min(_aabb.m_min, pos);
- _aabb.m_max = bx::max(_aabb.m_max, pos);
- }
- uint32_t aabbOverlapTest(const Aabb& _aabb0, const Aabb& _aabb1)
- {
- const uint32_t ltMinX = _aabb0.m_max.x < _aabb1.m_min.x;
- const uint32_t gtMaxX = _aabb0.m_min.x > _aabb1.m_max.x;
- const uint32_t ltMinY = _aabb0.m_max.y < _aabb1.m_min.y;
- const uint32_t gtMaxY = _aabb0.m_min.y > _aabb1.m_max.y;
- const uint32_t ltMinZ = _aabb0.m_max.z < _aabb1.m_min.z;
- const uint32_t gtMaxZ = _aabb0.m_min.z > _aabb1.m_max.z;
- 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::kPiHalf/_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;
- }
- bx::memCopy(&_obb, &best, sizeof(Obb) );
- }
- void calcMaxBoundingSphere(Sphere& _sphere, const void* _vertices, uint32_t _numVertices, uint32_t _stride)
- {
- Aabb aabb;
- toAabb(aabb, _vertices, _numVertices, _stride);
- bx::Vec3 center =
- {
- (aabb.m_min.x + aabb.m_max.x) * 0.5f,
- (aabb.m_min.y + aabb.m_max.y) * 0.5f,
- (aabb.m_min.z + aabb.m_max.z) * 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;
- const float xx = position[0] - center.x;
- const float yy = position[1] - center.y;
- const float zz = position[2] - center.z;
- const float distSq = xx*xx + yy*yy + zz*zz;
- maxDistSq = bx::max(distSq, maxDistSq);
- }
- _sphere.m_center = center;
- _sphere.m_radius = bx::sqrt(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;
- bx::Vec3 center;
- float* position = (float*)&vertex[0];
- center.x = position[0];
- center.y = position[1];
- center.z = position[2];
- position = (float*)&vertex[1*_stride];
- center.x += position[0];
- center.y += position[1];
- center.z += position[2];
- center.x *= 0.5f;
- center.y *= 0.5f;
- center.z *= 0.5f;
- float xx = position[0] - center.x;
- float yy = position[1] - center.y;
- float zz = position[2] - center.z;
- 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.x;
- yy = position[1] - center.y;
- zz = position[2] - center.z;
- float distSq = xx*xx + yy*yy + zz*zz;
- if (distSq > maxDistSq)
- {
- done = false;
- center.x += xx * radiusStep;
- center.y += yy * radiusStep;
- center.z += zz * radiusStep;
- maxDistSq = bx::lerp(maxDistSq, distSq, _step);
- break;
- }
- }
- } while (!done);
- _sphere.m_center = center;
- _sphere.m_radius = bx::sqrt(maxDistSq);
- }
- void calcPlaneUv(const Plane& _plane, bx::Vec3& _udir, bx::Vec3& _vdir)
- {
- bx::calcTangentFrame(_udir, _vdir, _plane.m_normal);
- }
- 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.x = xw - xz;
- near.m_normal.y = yw - yz;
- near.m_normal.z = zw - zz;
- near.m_dist = ww - wz;
- far.m_normal.x = xw + xz;
- far.m_normal.y = yw + yz;
- far.m_normal.z = 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.x = xw - xx;
- left.m_normal.y = yw - yx;
- left.m_normal.z = zw - zx;
- left.m_dist = ww - wx;
- right.m_normal.x = xw + xx;
- right.m_normal.y = yw + yx;
- right.m_normal.z = 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.x = xw + xy;
- top.m_normal.y = yw + yy;
- top.m_normal.z = zw + zy;
- top.m_dist = ww + wy;
- bottom.m_normal.x = xw - xy;
- bottom.m_normal.y = yw - yy;
- bottom.m_normal.z = zw - zy;
- bottom.m_dist = ww - wy;
- Plane* plane = _result;
- for (uint32_t ii = 0; ii < 6; ++ii)
- {
- const float len = bx::length(plane->m_normal);
- plane->m_normal = bx::normalize(plane->m_normal);
- float invLen = 1.0f / len;
- plane->m_dist *= invLen;
- ++plane;
- }
- }
- bx::Vec3 intersectPlanes(const Plane& _pa, const Plane& _pb, const Plane& _pc)
- {
- const bx::Vec3 axb = bx::cross(_pa.m_normal, _pb.m_normal);
- const bx::Vec3 bxc = bx::cross(_pb.m_normal, _pc.m_normal);
- const bx::Vec3 cxa = bx::cross(_pc.m_normal, _pa.m_normal);
- const bx::Vec3 tmp0 = bx::mul(bxc, _pa.m_dist);
- const bx::Vec3 tmp1 = bx::mul(cxa, _pb.m_dist);
- const bx::Vec3 tmp2 = bx::mul(axb, _pc.m_dist);
- const bx::Vec3 tmp3 = bx::add(tmp0, tmp1);
- const bx::Vec3 tmp4 = bx::add(tmp3, tmp2);
- const float denom = bx::dot(_pa.m_normal, bxc);
- const bx::Vec3 result = bx::mul(tmp4, -1.0f/denom);
- return result;
- }
- Ray makeRay(float _x, float _y, const float* _invVp)
- {
- Ray ray;
- const bx::Vec3 near = { _x, _y, 0.0f };
- ray.m_pos = bx::mulH(near, _invVp);
- const bx::Vec3 far = { _x, _y, 1.0f };
- bx::Vec3 tmp = bx::mulH(far, _invVp);
- const bx::Vec3 dir = bx::sub(tmp, ray.m_pos);
- ray.m_dir = bx::normalize(dir);
- return ray;
- }
- inline bx::Vec3 getPointAt(const Ray& _ray, float _t)
- {
- return bx::add(bx::mul(_ray.m_dir, _t), _ray.m_pos);
- }
- bool intersect(const Ray& _ray, const Aabb& _aabb, Hit* _hit)
- {
- const bx::Vec3 invDir = bx::rcp(_ray.m_dir);
- const bx::Vec3 tmp0 = bx::sub(_aabb.m_min, _ray.m_pos);
- const bx::Vec3 t0 = bx::mul(tmp0, invDir);
- const bx::Vec3 tmp1 = bx::sub(_aabb.m_max, _ray.m_pos);
- const bx::Vec3 t1 = bx::mul(tmp1, invDir);
- const bx::Vec3 min = bx::min(t0, t1);
- const bx::Vec3 max = bx::max(t0, t1);
- const float tmin = bx::max(min.x, min.y, min.z);
- const float tmax = bx::min(max.x, max.y, max.z);
- if (tmax < 0.0f
- || tmin > tmax)
- {
- return false;
- }
- if (NULL != _hit)
- {
- _hit->m_normal.x = float( (t1.x == tmin) - (t0.x == tmin) );
- _hit->m_normal.y = float( (t1.y == tmin) - (t0.y == tmin) );
- _hit->m_normal.z = float( (t1.z == tmin) - (t0.z == tmin) );
- _hit->m_dist = tmin;
- _hit->m_pos = getPointAt(_ray, tmin);
- }
- return true;
- }
- static const Aabb s_kUnitAabb =
- {
- { -1.0f, -1.0f, -1.0f },
- { 1.0f, 1.0f, 1.0f },
- };
- bool intersect(const Ray& _ray, const Obb& _obb, Hit* _hit)
- {
- Aabb aabb;
- toAabb(aabb, _obb);
- if (!intersect(_ray, aabb) )
- {
- return false;
- }
- float mtxInv[16];
- bx::mtxInverse(mtxInv, _obb.m_mtx);
- Ray obbRay;
- obbRay.m_pos = bx::mul(_ray.m_pos, mtxInv);
- obbRay.m_dir = bx::mulXyz0(_ray.m_dir, mtxInv);
- if (intersect(obbRay, s_kUnitAabb, _hit) )
- {
- if (NULL != _hit)
- {
- _hit->m_pos = bx::mul(_hit->m_pos, _obb.m_mtx);
- const bx::Vec3 tmp = bx::mulXyz0(_hit->m_normal, _obb.m_mtx);
- _hit->m_normal = bx::normalize(tmp);
- }
- return true;
- }
- return false;
- }
- bool intersect(const Ray& _ray, const Disk& _disk, Hit* _hit)
- {
- Plane plane;
- plane.m_normal = _disk.m_normal;
- plane.m_dist = -bx::dot(_disk.m_center, _disk.m_normal);
- Hit tmpHit;
- _hit = NULL != _hit ? _hit : &tmpHit;
- if (intersect(_ray, plane, _hit) )
- {
- const bx::Vec3 tmp = bx::sub(_disk.m_center, _hit->m_pos);
- return bx::dot(tmp, tmp) <= bx::square(_disk.m_radius);
- }
- return false;
- }
- static bool intersect(const Ray& _ray, const Cylinder& _cylinder, bool _capsule, Hit* _hit)
- {
- bx::Vec3 axis = bx::sub(_cylinder.m_end, _cylinder.m_pos);
- const bx::Vec3 rc = bx::sub(_ray.m_pos, _cylinder.m_pos);
- const bx::Vec3 dxa = bx::cross(_ray.m_dir, axis);
- const float len = bx::length(dxa);
- const bx::Vec3 normal = bx::normalize(dxa);
- const float dist = bx::abs(bx::dot(rc, normal) );
- if (dist > _cylinder.m_radius)
- {
- return false;
- }
- bx::Vec3 vo = bx::cross(rc, axis);
- const float t0 = -bx::dot(vo, normal) / len;
- vo = bx::normalize(bx::cross(normal, axis) );
- const float rsq = bx::square(_cylinder.m_radius);
- const float ddoto = bx::dot(_ray.m_dir, vo);
- const float ss = t0 - bx::abs(bx::sqrt(rsq - bx::square(dist) ) / ddoto);
- if (0.0f > ss)
- {
- return false;
- }
- const bx::Vec3 point = getPointAt(_ray, ss);
- const float axisLen = bx::length(axis);
- axis = bx::normalize(axis);
- const float pdota = bx::dot(_cylinder.m_pos, axis);
- const float height = bx::dot(point, axis) - pdota;
- if (height > 0.0f
- && height < axisLen)
- {
- if (NULL != _hit)
- {
- const float t1 = height / axisLen;
- const bx::Vec3 pointOnAxis = bx::lerp(_cylinder.m_pos, _cylinder.m_end, t1);
- _hit->m_pos = point;
- const bx::Vec3 tmp = bx::sub(point, pointOnAxis);
- _hit->m_normal = bx::normalize(tmp);
- _hit->m_dist = ss;
- }
- return true;
- }
- if (_capsule)
- {
- const float rdota = bx::dot(_ray.m_pos, axis);
- const float pp = rdota - pdota;
- const float t1 = pp / axisLen;
- const bx::Vec3 pointOnAxis = bx::lerp(_cylinder.m_pos, _cylinder.m_end, t1);
- const bx::Vec3 axisToRay = bx::sub(_ray.m_pos, pointOnAxis);
- if (_cylinder.m_radius < bx::length(axisToRay)
- && 0.0f > ss)
- {
- return false;
- }
- Sphere sphere;
- sphere.m_radius = _cylinder.m_radius;
- sphere.m_center = 0.0f >= height
- ? _cylinder.m_pos
- : _cylinder.m_end
- ;
- return intersect(_ray, sphere, _hit);
- }
- Plane plane;
- bx::Vec3 pos;
- if (0.0f >= height)
- {
- plane.m_normal = bx::neg(axis);
- pos = _cylinder.m_pos;
- }
- else
- {
- plane.m_normal = axis;
- pos = _cylinder.m_end;
- }
- plane.m_dist = -bx::dot(pos, plane.m_normal);
- Hit tmpHit;
- _hit = NULL != _hit ? _hit : &tmpHit;
- if (intersect(_ray, plane, _hit) )
- {
- const bx::Vec3 tmp = bx::sub(pos, _hit->m_pos);
- return bx::dot(tmp, tmp) <= rsq;
- }
- return false;
- }
- bool intersect(const Ray& _ray, const Cylinder& _cylinder, Hit* _hit)
- {
- return intersect(_ray, _cylinder, false, _hit);
- }
- bool intersect(const Ray& _ray, const Capsule& _capsule, Hit* _hit)
- {
- BX_STATIC_ASSERT(sizeof(Capsule) == sizeof(Cylinder) );
- return intersect(_ray, *( (const Cylinder*)&_capsule), true, _hit);
- }
- bool intersect(const Ray& _ray, const Cone& _cone, Hit* _hit)
- {
- const bx::Vec3 axis = bx::sub(_cone.m_pos, _cone.m_end);
- const float len = bx::length(axis);
- const bx::Vec3 normal = bx::normalize(axis);
- Disk disk;
- disk.m_center = _cone.m_pos;
- disk.m_normal = normal;
- disk.m_radius = _cone.m_radius;
- Hit tmpInt;
- Hit* out = NULL != _hit ? _hit : &tmpInt;
- bool hit = intersect(_ray, disk, out);
- const bx::Vec3 ro = bx::sub(_ray.m_pos, _cone.m_end);
- const float hyp = bx::sqrt(bx::square(_cone.m_radius) + bx::square(len) );
- const float cosaSq = bx::square(len/hyp);
- const float ndoto = bx::dot(normal, ro);
- const float ndotd = bx::dot(normal, _ray.m_dir);
- const float aa = bx::square(ndotd) - cosaSq;
- const float bb = 2.0f * (ndotd*ndoto - bx::dot(_ray.m_dir, ro)*cosaSq);
- const float cc = bx::square(ndoto) - bx::dot(ro, ro)*cosaSq;
- float det = bb*bb - 4.0f*aa*cc;
- if (0.0f > det)
- {
- return hit;
- }
- det = bx::sqrt(det);
- const float invA2 = 1.0f / (2.0f*aa);
- const float t1 = (-bb - det) * invA2;
- const float t2 = (-bb + det) * invA2;
- float tt = t1;
- if (0.0f > t1
- || (0.0f < t2 && t2 < t1) )
- {
- tt = t2;
- }
- if (0.0f > tt)
- {
- return hit;
- }
- const bx::Vec3 hitPos = getPointAt(_ray, tt);
- const bx::Vec3 point = bx::sub(hitPos, _cone.m_end);
- const float hh = bx::dot(normal, point);
- if (0.0f > hh
- || len < hh)
- {
- return hit;
- }
- if (NULL != _hit)
- {
- if (!hit
- || tt < _hit->m_dist)
- {
- _hit->m_dist = tt;
- _hit->m_pos = hitPos;
- const float scale = hh / bx::dot(point, point);
- const bx::Vec3 pointScaled = bx::mul(point, scale);
- const bx::Vec3 tmp = bx::sub(pointScaled, normal);
- _hit->m_normal = bx::normalize(tmp);
- }
- }
- return true;
- }
- bool intersect(const Ray& _ray, const Plane& _plane, Hit* _hit)
- {
- float equation = bx::dot(_ray.m_pos, _plane.m_normal) + _plane.m_dist;
- if (0.0f > equation)
- {
- return false;
- }
- float ndotd = bx::dot(_ray.m_dir, _plane.m_normal);
- if (0.0f < ndotd)
- {
- return false;
- }
- if (NULL != _hit)
- {
- _hit->m_normal = _plane.m_normal;
- float tt = -equation/ndotd;
- _hit->m_dist = tt;
- _hit->m_pos = getPointAt(_ray, tt);
- }
- return true;
- }
- bool intersect(const Ray& _ray, const Sphere& _sphere, Hit* _hit)
- {
- const bx::Vec3 rs = bx::sub(_ray.m_pos, _sphere.m_center);
- const float bb = bx::dot(rs, _ray.m_dir);
- if (0.0f < bb)
- {
- return false;
- }
- const float aa = bx::dot(_ray.m_dir, _ray.m_dir);
- const float cc = bx::dot(rs, rs) - bx::square(_sphere.m_radius);
- const float discriminant = bb*bb - aa*cc;
- if (0.0f >= discriminant)
- {
- return false;
- }
- const float sqrtDiscriminant = bx::sqrt(discriminant);
- const float invA = 1.0f / aa;
- const float tt = -(bb + sqrtDiscriminant)*invA;
- if (0.0f >= tt)
- {
- return false;
- }
- if (NULL != _hit)
- {
- _hit->m_dist = tt;
- const bx::Vec3 point = getPointAt(_ray, tt);
- _hit->m_pos = point;
- const bx::Vec3 tmp = bx::sub(point, _sphere.m_center);
- _hit->m_normal = bx::normalize(tmp);
- }
- return true;
- }
- bool intersect(const Ray& _ray, const Tris& _triangle, Hit* _hit)
- {
- const bx::Vec3 edge10 = bx::sub(_triangle.m_v1, _triangle.m_v0);
- const bx::Vec3 edge02 = bx::sub(_triangle.m_v0, _triangle.m_v2);
- const bx::Vec3 normal = bx::cross(edge02, edge10);
- const bx::Vec3 vo = bx::sub(_triangle.m_v0, _ray.m_pos);
- const bx::Vec3 dxo = bx::cross(_ray.m_dir, vo);
- const float det = bx::dot(normal, _ray.m_dir);
- if (det > 0.0f)
- {
- return false;
- }
- const float invDet = 1.0f/det;
- const float bz = bx::dot(dxo, edge02) * invDet;
- const float by = bx::dot(dxo, edge10) * invDet;
- const float bx = 1.0f - by - bz;
- if (bx < 0.0f || by < 0.0f || bz < 0.0f)
- {
- return false;
- }
- if (NULL != _hit)
- {
- _hit->m_normal = bx::normalize(normal);
- const float tt = bx::dot(normal, vo) * invDet;
- _hit->m_dist = tt;
- _hit->m_pos = getPointAt(_ray, tt);
- }
- return true;
- }
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