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@@ -0,0 +1,2099 @@
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+/*
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+ * Copyright 2011-2021 Branimir Karadzic. All rights reserved.
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+ * License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause
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+ */
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+
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+#include "bx_p.h"
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+#include <bx/rng.h>
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+#include <bx/math.h>
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+#include <bx/bounds.h>
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+
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+namespace bx
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+{
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+ Vec3 getCenter(const Aabb& _aabb)
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+ {
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+ return mul(add(_aabb.min, _aabb.max), 0.5f);
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+ }
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+
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+ Vec3 getExtents(const Aabb& _aabb)
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+ {
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+ return mul(sub(_aabb.max, _aabb.min), 0.5f);
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+ }
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+
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+ Vec3 getCenter(const Triangle& _triangle)
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+ {
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+ return mul(add(add(_triangle.v0, _triangle.v1), _triangle.v2), 1.0f/3.0f);
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+ }
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+
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+ void toAabb(Aabb& _outAabb, const Vec3& _extents)
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+ {
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+ _outAabb.min = neg(_extents);
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+ _outAabb.max = _extents;
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+ }
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+
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+ void toAabb(Aabb& _outAabb, const Vec3& _center, const Vec3& _extents)
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+ {
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+ _outAabb.min = sub(_center, _extents);
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+ _outAabb.max = add(_center, _extents);
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+ }
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+
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+ void toAabb(Aabb& _outAabb, const Cylinder& _cylinder)
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+ {
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+ // Reference(s):
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+ // - https://web.archive.org/web/20181113055756/http://iquilezles.org/www/articles/diskbbox/diskbbox.htm
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+ //
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+ const Vec3 axis = sub(_cylinder.end, _cylinder.pos);
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+ const Vec3 asq = mul(axis, axis);
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+ const Vec3 nsq = mul(asq, 1.0f/dot(axis, axis) );
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+ const Vec3 tmp = sub(Vec3(1.0f), nsq);
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+
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+ const float inv = 1.0f/(tmp.x*tmp.y*tmp.z);
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+
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+ const Vec3 extent =
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+ {
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+ _cylinder.radius * tmp.x * sqrt( (nsq.x + nsq.y * nsq.z) * inv),
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+ _cylinder.radius * tmp.y * sqrt( (nsq.y + nsq.z * nsq.x) * inv),
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+ _cylinder.radius * tmp.z * sqrt( (nsq.z + nsq.x * nsq.y) * inv),
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+ };
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+
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+ const Vec3 minP = sub(_cylinder.pos, extent);
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+ const Vec3 minE = sub(_cylinder.end, extent);
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+ const Vec3 maxP = add(_cylinder.pos, extent);
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+ const Vec3 maxE = add(_cylinder.end, extent);
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+
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+ _outAabb.min = min(minP, minE);
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+ _outAabb.max = max(maxP, maxE);
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+ }
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+
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+ void toAabb(Aabb& _outAabb, const Disk& _disk)
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+ {
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+ // Reference(s):
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+ // - https://web.archive.org/web/20181113055756/http://iquilezles.org/www/articles/diskbbox/diskbbox.htm
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+ //
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+ const Vec3 nsq = mul(_disk.normal, _disk.normal);
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+ const Vec3 one = { 1.0f, 1.0f, 1.0f };
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+ const Vec3 tmp = sub(one, nsq);
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+ const float inv = 1.0f / (tmp.x*tmp.y*tmp.z);
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+
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+ const Vec3 extent =
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+ {
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+ _disk.radius * tmp.x * sqrt( (nsq.x + nsq.y * nsq.z) * inv),
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+ _disk.radius * tmp.y * sqrt( (nsq.y + nsq.z * nsq.x) * inv),
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+ _disk.radius * tmp.z * sqrt( (nsq.z + nsq.x * nsq.y) * inv),
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+ };
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+
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+ _outAabb.min = sub(_disk.center, extent);
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+ _outAabb.max = add(_disk.center, extent);
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+ }
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+
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+ void toAabb(Aabb& _outAabb, const Obb& _obb)
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+ {
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+ Vec3 xyz = { 1.0f, 1.0f, 1.0f };
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+ Vec3 tmp = mul(xyz, _obb.mtx);
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+
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+ _outAabb.min = tmp;
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+ _outAabb.max = tmp;
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+
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+ for (uint32_t ii = 1; ii < 8; ++ii)
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+ {
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+ xyz.x = ii & 1 ? -1.0f : 1.0f;
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+ xyz.y = ii & 2 ? -1.0f : 1.0f;
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+ xyz.z = ii & 4 ? -1.0f : 1.0f;
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+ tmp = mul(xyz, _obb.mtx);
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+
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+ _outAabb.min = min(_outAabb.min, tmp);
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+ _outAabb.max = max(_outAabb.max, tmp);
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+ }
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+ }
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+
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+ void toAabb(Aabb& _outAabb, const Sphere& _sphere)
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+ {
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+ const float radius = _sphere.radius;
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+ _outAabb.min = sub(_sphere.center, radius);
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+ _outAabb.max = add(_sphere.center, radius);
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+ }
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+
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+ void toAabb(Aabb& _outAabb, const Triangle& _triangle)
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+ {
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+ _outAabb.min = min(_triangle.v0, _triangle.v1, _triangle.v2);
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+ _outAabb.max = max(_triangle.v0, _triangle.v1, _triangle.v2);
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+ }
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+
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+ void aabbTransformToObb(Obb& _obb, const Aabb& _aabb, const float* _mtx)
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+ {
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+ toObb(_obb, _aabb);
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+ float result[16];
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+ mtxMul(result, _obb.mtx, _mtx);
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+ memCopy(_obb.mtx, result, sizeof(result) );
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+ }
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+
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+ void toAabb(Aabb& _outAabb, const void* _vertices, uint32_t _numVertices, uint32_t _stride)
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+ {
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+ Vec3 mn(init::None);
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+ Vec3 mx(init::None);
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+ uint8_t* vertex = (uint8_t*)_vertices;
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+
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+ mn = mx = load<Vec3>(vertex);
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+ vertex += _stride;
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+
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+ for (uint32_t ii = 1; ii < _numVertices; ++ii)
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+ {
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+ const Vec3 pos = load<Vec3>(vertex);
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+ vertex += _stride;
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+
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+ mn = min(pos, mn);
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+ mx = max(pos, mx);
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+ }
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+
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+ _outAabb.min = mn;
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+ _outAabb.max = mx;
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+ }
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+
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+ void toAabb(Aabb& _outAabb, const float* _mtx, const void* _vertices, uint32_t _numVertices, uint32_t _stride)
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+ {
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+ Vec3 mn(init::None);
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+ Vec3 mx(init::None);
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+ uint8_t* vertex = (uint8_t*)_vertices;
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+ mn = mx = mul(load<Vec3>(vertex), _mtx);
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+
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+ vertex += _stride;
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+
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+ for (uint32_t ii = 1; ii < _numVertices; ++ii)
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+ {
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+ Vec3 pos = mul(load<Vec3>(vertex), _mtx);
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+ vertex += _stride;
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+
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+ mn = min(pos, mn);
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+ mx = max(pos, mx);
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+ }
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+
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+ _outAabb.min = mn;
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+ _outAabb.max = mx;
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+ }
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+
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+ float calcAreaAabb(const Aabb& _aabb)
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+ {
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+ const float ww = _aabb.max.x - _aabb.min.x;
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+ const float hh = _aabb.max.y - _aabb.min.y;
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+ const float dd = _aabb.max.z - _aabb.min.z;
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+ return 2.0f * (ww*hh + ww*dd + hh*dd);
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+ }
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+
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+ void aabbExpand(Aabb& _outAabb, float _factor)
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+ {
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+ _outAabb.min.x -= _factor;
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+ _outAabb.min.y -= _factor;
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+ _outAabb.min.z -= _factor;
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+ _outAabb.max.x += _factor;
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+ _outAabb.max.y += _factor;
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+ _outAabb.max.z += _factor;
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+ }
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+
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+ void aabbExpand(Aabb& _outAabb, const Vec3& _pos)
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+ {
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+ _outAabb.min = min(_outAabb.min, _pos);
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+ _outAabb.max = max(_outAabb.max, _pos);
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+ }
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+
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+ void toObb(Obb& _outObb, const Aabb& _aabb)
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+ {
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+ memSet(_outObb.mtx, 0, sizeof(_outObb.mtx) );
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+ _outObb.mtx[ 0] = (_aabb.max.x - _aabb.min.x) * 0.5f;
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+ _outObb.mtx[ 5] = (_aabb.max.y - _aabb.min.y) * 0.5f;
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+ _outObb.mtx[10] = (_aabb.max.z - _aabb.min.z) * 0.5f;
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+ _outObb.mtx[12] = (_aabb.min.x + _aabb.max.x) * 0.5f;
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+ _outObb.mtx[13] = (_aabb.min.y + _aabb.max.y) * 0.5f;
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+ _outObb.mtx[14] = (_aabb.min.z + _aabb.max.z) * 0.5f;
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+ _outObb.mtx[15] = 1.0f;
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+ }
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+
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+ void calcObb(Obb& _outObb, const void* _vertices, uint32_t _numVertices, uint32_t _stride, uint32_t _steps)
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+ {
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+ Aabb aabb;
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+ toAabb(aabb, _vertices, _numVertices, _stride);
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+ float minArea = calcAreaAabb(aabb);
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+
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+ Obb best;
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+ toObb(best, aabb);
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+
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+ float angleStep = float(kPiHalf/_steps);
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+ float ax = 0.0f;
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+ float mtx[16];
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+
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+ for (uint32_t ii = 0; ii < _steps; ++ii)
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+ {
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+ float ay = 0.0f;
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+
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+ for (uint32_t jj = 0; jj < _steps; ++jj)
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+ {
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+ float az = 0.0f;
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+
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+ for (uint32_t kk = 0; kk < _steps; ++kk)
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+ {
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+ mtxRotateXYZ(mtx, ax, ay, az);
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+
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+ float mtxT[16];
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+ mtxTranspose(mtxT, mtx);
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+ toAabb(aabb, mtxT, _vertices, _numVertices, _stride);
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+
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+ float area = calcAreaAabb(aabb);
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+ if (area < minArea)
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+ {
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+ minArea = area;
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+ aabbTransformToObb(best, aabb, mtx);
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+ }
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+
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+ az += angleStep;
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+ }
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+
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+ ay += angleStep;
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+ }
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+
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+ ax += angleStep;
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+ }
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+
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+ memCopy(&_outObb, &best, sizeof(Obb) );
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+ }
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+
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+ void calcMaxBoundingSphere(Sphere& _sphere, const void* _vertices, uint32_t _numVertices, uint32_t _stride)
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+ {
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+ Aabb aabb;
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+ toAabb(aabb, _vertices, _numVertices, _stride);
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+
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+ Vec3 center = getCenter(aabb);
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+
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+ float maxDistSq = 0.0f;
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+ uint8_t* vertex = (uint8_t*)_vertices;
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+
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+ for (uint32_t ii = 0; ii < _numVertices; ++ii)
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+ {
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+ const Vec3& pos = load<Vec3>(vertex);
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+ vertex += _stride;
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+
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+ const Vec3 tmp = sub(pos, center);
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+ const float distSq = dot(tmp, tmp);
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+ maxDistSq = max(distSq, maxDistSq);
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+ }
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+
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+ _sphere.center = center;
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+ _sphere.radius = sqrt(maxDistSq);
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+ }
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+
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+ void calcMinBoundingSphere(Sphere& _sphere, const void* _vertices, uint32_t _numVertices, uint32_t _stride, float _step)
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+ {
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+ RngMwc rng;
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+
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+ uint8_t* vertex = (uint8_t*)_vertices;
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+
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+ Vec3 center(init::None);
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+ float* position = (float*)&vertex[0];
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+ center.x = position[0];
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+ center.y = position[1];
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+ center.z = position[2];
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+
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+ position = (float*)&vertex[1*_stride];
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+ center.x += position[0];
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+ center.y += position[1];
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+ center.z += position[2];
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+
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+ center.x *= 0.5f;
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+ center.y *= 0.5f;
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+ center.z *= 0.5f;
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+
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+ float xx = position[0] - center.x;
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+ float yy = position[1] - center.y;
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+ float zz = position[2] - center.z;
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+ float maxDistSq = xx*xx + yy*yy + zz*zz;
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+
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+ float radiusStep = _step * 0.37f;
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+
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+ bool done;
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+ do
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+ {
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+ done = true;
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+ for (uint32_t ii = 0, index = rng.gen()%_numVertices; ii < _numVertices; ++ii, index = (index + 1)%_numVertices)
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+ {
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+ position = (float*)&vertex[index*_stride];
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+
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+ xx = position[0] - center.x;
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+ yy = position[1] - center.y;
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+ zz = position[2] - center.z;
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+ float distSq = xx*xx + yy*yy + zz*zz;
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+
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+ if (distSq > maxDistSq)
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+ {
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+ done = false;
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+
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+ center.x += xx * radiusStep;
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+ center.y += yy * radiusStep;
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+ center.z += zz * radiusStep;
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+ maxDistSq = lerp(maxDistSq, distSq, _step);
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+
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+ break;
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+ }
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+ }
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+
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+ } while (!done);
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+
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+ _sphere.center = center;
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+ _sphere.radius = sqrt(maxDistSq);
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+ }
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+
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+ void buildFrustumPlanes(Plane* _result, const float* _viewProj)
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+ {
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+ const float xw = _viewProj[ 3];
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+ const float yw = _viewProj[ 7];
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+ const float zw = _viewProj[11];
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+ const float ww = _viewProj[15];
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+
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+ const float xz = _viewProj[ 2];
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+ const float yz = _viewProj[ 6];
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+ const float zz = _viewProj[10];
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+ const float wz = _viewProj[14];
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+
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+ Plane& near = _result[0];
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+ Plane& far = _result[1];
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+ Plane& left = _result[2];
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+ Plane& right = _result[3];
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+ Plane& top = _result[4];
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+ Plane& bottom = _result[5];
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+
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+ near.normal.x = xw - xz;
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+ near.normal.y = yw - yz;
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+ near.normal.z = zw - zz;
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+ near.dist = ww - wz;
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+
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+ far.normal.x = xw + xz;
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+ far.normal.y = yw + yz;
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+ far.normal.z = zw + zz;
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+ far.dist = ww + wz;
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+
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+ const float xx = _viewProj[ 0];
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+ const float yx = _viewProj[ 4];
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+ const float zx = _viewProj[ 8];
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+ const float wx = _viewProj[12];
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+
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+ left.normal.x = xw - xx;
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+ left.normal.y = yw - yx;
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+ left.normal.z = zw - zx;
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+ left.dist = ww - wx;
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+
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+ right.normal.x = xw + xx;
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+ right.normal.y = yw + yx;
|
|
|
+ right.normal.z = zw + zx;
|
|
|
+ right.dist = ww + wx;
|
|
|
+
|
|
|
+ const float xy = _viewProj[ 1];
|
|
|
+ const float yy = _viewProj[ 5];
|
|
|
+ const float zy = _viewProj[ 9];
|
|
|
+ const float wy = _viewProj[13];
|
|
|
+
|
|
|
+ top.normal.x = xw + xy;
|
|
|
+ top.normal.y = yw + yy;
|
|
|
+ top.normal.z = zw + zy;
|
|
|
+ top.dist = ww + wy;
|
|
|
+
|
|
|
+ bottom.normal.x = xw - xy;
|
|
|
+ bottom.normal.y = yw - yy;
|
|
|
+ bottom.normal.z = zw - zy;
|
|
|
+ bottom.dist = ww - wy;
|
|
|
+
|
|
|
+ Plane* plane = _result;
|
|
|
+ for (uint32_t ii = 0; ii < 6; ++ii)
|
|
|
+ {
|
|
|
+ const float invLen = 1.0f/length(plane->normal);
|
|
|
+ plane->normal = normalize(plane->normal);
|
|
|
+ plane->dist *= invLen;
|
|
|
+ ++plane;
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ Ray makeRay(float _x, float _y, const float* _invVp)
|
|
|
+ {
|
|
|
+ Ray ray;
|
|
|
+
|
|
|
+ const Vec3 near = { _x, _y, 0.0f };
|
|
|
+ ray.pos = mulH(near, _invVp);
|
|
|
+
|
|
|
+ const Vec3 far = { _x, _y, 1.0f };
|
|
|
+ Vec3 tmp = mulH(far, _invVp);
|
|
|
+
|
|
|
+ const Vec3 dir = sub(tmp, ray.pos);
|
|
|
+ ray.dir = normalize(dir);
|
|
|
+
|
|
|
+ return ray;
|
|
|
+ }
|
|
|
+
|
|
|
+ bool intersect(const Ray& _ray, const Aabb& _aabb, Hit* _hit)
|
|
|
+ {
|
|
|
+ const Vec3 invDir = rcp(_ray.dir);
|
|
|
+ const Vec3 tmp0 = sub(_aabb.min, _ray.pos);
|
|
|
+ const Vec3 t0 = mul(tmp0, invDir);
|
|
|
+ const Vec3 tmp1 = sub(_aabb.max, _ray.pos);
|
|
|
+ const Vec3 t1 = mul(tmp1, invDir);
|
|
|
+
|
|
|
+ const Vec3 mn = min(t0, t1);
|
|
|
+ const Vec3 mx = max(t0, t1);
|
|
|
+
|
|
|
+ const float tmin = max(mn.x, mn.y, mn.z);
|
|
|
+ const float tmax = min(mx.x, mx.y, mx.z);
|
|
|
+
|
|
|
+ if (0.0f > tmax
|
|
|
+ || tmin > tmax)
|
|
|
+ {
|
|
|
+ return false;
|
|
|
+ }
|
|
|
+
|
|
|
+ if (NULL != _hit)
|
|
|
+ {
|
|
|
+ _hit->plane.normal.x = float( (t1.x == tmin) - (t0.x == tmin) );
|
|
|
+ _hit->plane.normal.y = float( (t1.y == tmin) - (t0.y == tmin) );
|
|
|
+ _hit->plane.normal.z = float( (t1.z == tmin) - (t0.z == tmin) );
|
|
|
+
|
|
|
+ _hit->plane.dist = tmin;
|
|
|
+ _hit->pos = getPointAt(_ray, tmin);
|
|
|
+ }
|
|
|
+
|
|
|
+ return true;
|
|
|
+ }
|
|
|
+
|
|
|
+ static constexpr Aabb 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];
|
|
|
+ mtxInverse(mtxInv, _obb.mtx);
|
|
|
+
|
|
|
+ Ray obbRay;
|
|
|
+ obbRay.pos = mul(_ray.pos, mtxInv);
|
|
|
+ obbRay.dir = mulXyz0(_ray.dir, mtxInv);
|
|
|
+
|
|
|
+ if (intersect(obbRay, kUnitAabb, _hit) )
|
|
|
+ {
|
|
|
+ if (NULL != _hit)
|
|
|
+ {
|
|
|
+ _hit->pos = mul(_hit->pos, _obb.mtx);
|
|
|
+
|
|
|
+ const Vec3 tmp = mulXyz0(_hit->plane.normal, _obb.mtx);
|
|
|
+ _hit->plane.normal = normalize(tmp);
|
|
|
+ }
|
|
|
+
|
|
|
+ return true;
|
|
|
+ }
|
|
|
+
|
|
|
+ return false;
|
|
|
+ }
|
|
|
+
|
|
|
+ bool intersect(const Ray& _ray, const Disk& _disk, Hit* _hit)
|
|
|
+ {
|
|
|
+ Plane plane(_disk.normal, -dot(_disk.center, _disk.normal) );
|
|
|
+
|
|
|
+ Hit tmpHit;
|
|
|
+ _hit = NULL != _hit ? _hit : &tmpHit;
|
|
|
+
|
|
|
+ if (intersect(_ray, plane, _hit) )
|
|
|
+ {
|
|
|
+ const Vec3 tmp = sub(_disk.center, _hit->pos);
|
|
|
+ return dot(tmp, tmp) <= square(_disk.radius);
|
|
|
+ }
|
|
|
+
|
|
|
+ return false;
|
|
|
+ }
|
|
|
+
|
|
|
+ static bool intersect(const Ray& _ray, const Cylinder& _cylinder, bool _capsule, Hit* _hit)
|
|
|
+ {
|
|
|
+ Vec3 axis = sub(_cylinder.end, _cylinder.pos);
|
|
|
+ const Vec3 rc = sub(_ray.pos, _cylinder.pos);
|
|
|
+ const Vec3 dxa = cross(_ray.dir, axis);
|
|
|
+
|
|
|
+ const float len = length(dxa);
|
|
|
+ const Vec3 normal = normalize(dxa);
|
|
|
+ const float dist = abs(dot(rc, normal) );
|
|
|
+
|
|
|
+ if (dist > _cylinder.radius)
|
|
|
+ {
|
|
|
+ return false;
|
|
|
+ }
|
|
|
+
|
|
|
+ Vec3 vo = cross(rc, axis);
|
|
|
+ const float t0 = -dot(vo, normal) / len;
|
|
|
+
|
|
|
+ vo = normalize(cross(normal, axis) );
|
|
|
+
|
|
|
+ const float rsq = square(_cylinder.radius);
|
|
|
+ const float ddoto = dot(_ray.dir, vo);
|
|
|
+ const float ss = t0 - abs(sqrt(rsq - square(dist) ) / ddoto);
|
|
|
+
|
|
|
+ if (0.0f > ss)
|
|
|
+ {
|
|
|
+ return false;
|
|
|
+ }
|
|
|
+
|
|
|
+ const Vec3 point = getPointAt(_ray, ss);
|
|
|
+
|
|
|
+ const float axisLen = length(axis);
|
|
|
+ axis = normalize(axis);
|
|
|
+ const float pdota = dot(_cylinder.pos, axis);
|
|
|
+ const float height = dot(point, axis) - pdota;
|
|
|
+
|
|
|
+ if (0.0f < height
|
|
|
+ && axisLen > height)
|
|
|
+ {
|
|
|
+ if (NULL != _hit)
|
|
|
+ {
|
|
|
+ const float t1 = height / axisLen;
|
|
|
+ const Vec3 pointOnAxis = lerp(_cylinder.pos, _cylinder.end, t1);
|
|
|
+
|
|
|
+ _hit->pos = point;
|
|
|
+
|
|
|
+ const Vec3 tmp = sub(point, pointOnAxis);
|
|
|
+ _hit->plane.normal = normalize(tmp);
|
|
|
+
|
|
|
+ _hit->plane.dist = ss;
|
|
|
+ }
|
|
|
+
|
|
|
+ return true;
|
|
|
+ }
|
|
|
+
|
|
|
+ if (_capsule)
|
|
|
+ {
|
|
|
+ const float rdota = dot(_ray.pos, axis);
|
|
|
+ const float pp = rdota - pdota;
|
|
|
+ const float t1 = pp / axisLen;
|
|
|
+
|
|
|
+ const Vec3 pointOnAxis = lerp(_cylinder.pos, _cylinder.end, t1);
|
|
|
+ const Vec3 axisToRay = sub(_ray.pos, pointOnAxis);
|
|
|
+
|
|
|
+ if (_cylinder.radius < length(axisToRay)
|
|
|
+ && 0.0f > ss)
|
|
|
+ {
|
|
|
+ return false;
|
|
|
+ }
|
|
|
+
|
|
|
+ Sphere sphere;
|
|
|
+ sphere.radius = _cylinder.radius;
|
|
|
+
|
|
|
+ sphere.center = 0.0f >= height
|
|
|
+ ? _cylinder.pos
|
|
|
+ : _cylinder.end
|
|
|
+ ;
|
|
|
+
|
|
|
+ return intersect(_ray, sphere, _hit);
|
|
|
+ }
|
|
|
+
|
|
|
+ Plane plane(init::None);
|
|
|
+ Vec3 pos(init::None);
|
|
|
+
|
|
|
+ if (0.0f >= height)
|
|
|
+ {
|
|
|
+ plane.normal = neg(axis);
|
|
|
+ pos = _cylinder.pos;
|
|
|
+ }
|
|
|
+ else
|
|
|
+ {
|
|
|
+ plane.normal = axis;
|
|
|
+ pos = _cylinder.end;
|
|
|
+ }
|
|
|
+
|
|
|
+ plane.dist = -dot(pos, plane.normal);
|
|
|
+
|
|
|
+ Hit tmpHit;
|
|
|
+ _hit = NULL != _hit ? _hit : &tmpHit;
|
|
|
+
|
|
|
+ if (intersect(_ray, plane, _hit) )
|
|
|
+ {
|
|
|
+ const Vec3 tmp = sub(pos, _hit->pos);
|
|
|
+ return 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 Vec3 axis = sub(_cone.pos, _cone.end);
|
|
|
+
|
|
|
+ const float len = length(axis);
|
|
|
+ const Vec3 normal = normalize(axis);
|
|
|
+
|
|
|
+ Disk disk;
|
|
|
+ disk.center = _cone.pos;
|
|
|
+ disk.normal = normal;
|
|
|
+ disk.radius = _cone.radius;
|
|
|
+
|
|
|
+ Hit tmpInt;
|
|
|
+ Hit* out = NULL != _hit ? _hit : &tmpInt;
|
|
|
+ bool hit = intersect(_ray, disk, out);
|
|
|
+
|
|
|
+ const Vec3 ro = sub(_ray.pos, _cone.end);
|
|
|
+
|
|
|
+ const float hyp = sqrt(square(_cone.radius) + square(len) );
|
|
|
+ const float cosaSq = square(len/hyp);
|
|
|
+ const float ndoto = dot(normal, ro);
|
|
|
+ const float ndotd = dot(normal, _ray.dir);
|
|
|
+
|
|
|
+ const float aa = square(ndotd) - cosaSq;
|
|
|
+ const float bb = 2.0f * (ndotd*ndoto - dot(_ray.dir, ro)*cosaSq);
|
|
|
+ const float cc = square(ndoto) - dot(ro, ro)*cosaSq;
|
|
|
+
|
|
|
+ float det = bb*bb - 4.0f*aa*cc;
|
|
|
+
|
|
|
+ if (0.0f > det)
|
|
|
+ {
|
|
|
+ return hit;
|
|
|
+ }
|
|
|
+
|
|
|
+ det = 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 Vec3 hitPos = getPointAt(_ray, tt);
|
|
|
+ const Vec3 point = sub(hitPos, _cone.end);
|
|
|
+
|
|
|
+ const float hh = dot(normal, point);
|
|
|
+
|
|
|
+ if (0.0f > hh
|
|
|
+ || len < hh)
|
|
|
+ {
|
|
|
+ return hit;
|
|
|
+ }
|
|
|
+
|
|
|
+ if (NULL != _hit)
|
|
|
+ {
|
|
|
+ if (!hit
|
|
|
+ || tt < _hit->plane.dist)
|
|
|
+ {
|
|
|
+ _hit->plane.dist = tt;
|
|
|
+ _hit->pos = hitPos;
|
|
|
+
|
|
|
+ const float scale = hh / dot(point, point);
|
|
|
+ const Vec3 pointScaled = mul(point, scale);
|
|
|
+
|
|
|
+ const Vec3 tmp = sub(pointScaled, normal);
|
|
|
+ _hit->plane.normal = normalize(tmp);
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ return true;
|
|
|
+ }
|
|
|
+
|
|
|
+ bool intersect(const Ray& _ray, const Plane& _plane, bool _doublesided, Hit* _hit)
|
|
|
+ {
|
|
|
+ const float dist = distance(_plane, _ray.pos);
|
|
|
+ const float ndotd = dot(_ray.dir, _plane.normal);
|
|
|
+
|
|
|
+ if (!_doublesided
|
|
|
+ && (0.0f > dist || 0.0f < ndotd) )
|
|
|
+ {
|
|
|
+ return false;
|
|
|
+ }
|
|
|
+
|
|
|
+ if (NULL != _hit)
|
|
|
+ {
|
|
|
+ _hit->plane.normal = _plane.normal;
|
|
|
+
|
|
|
+ float tt = -dist/ndotd;
|
|
|
+ _hit->plane.dist = tt;
|
|
|
+ _hit->pos = getPointAt(_ray, tt);
|
|
|
+ }
|
|
|
+
|
|
|
+ return true;
|
|
|
+ }
|
|
|
+
|
|
|
+ bool intersect(const Ray& _ray, const Sphere& _sphere, Hit* _hit)
|
|
|
+ {
|
|
|
+ const Vec3 rs = sub(_ray.pos, _sphere.center);
|
|
|
+
|
|
|
+ const float bb = dot(rs, _ray.dir);
|
|
|
+ if (0.0f < bb)
|
|
|
+ {
|
|
|
+ return false;
|
|
|
+ }
|
|
|
+
|
|
|
+ const float aa = dot(_ray.dir, _ray.dir);
|
|
|
+ const float cc = dot(rs, rs) - square(_sphere.radius);
|
|
|
+
|
|
|
+ const float discriminant = bb*bb - aa*cc;
|
|
|
+
|
|
|
+ if (0.0f >= discriminant)
|
|
|
+ {
|
|
|
+ return false;
|
|
|
+ }
|
|
|
+
|
|
|
+ const float sqrtDiscriminant = sqrt(discriminant);
|
|
|
+ const float invA = 1.0f / aa;
|
|
|
+ const float tt = -(bb + sqrtDiscriminant)*invA;
|
|
|
+
|
|
|
+ if (0.0f >= tt)
|
|
|
+ {
|
|
|
+ return false;
|
|
|
+ }
|
|
|
+
|
|
|
+ if (NULL != _hit)
|
|
|
+ {
|
|
|
+ _hit->plane.dist = tt;
|
|
|
+
|
|
|
+ const Vec3 point = getPointAt(_ray, tt);
|
|
|
+ _hit->pos = point;
|
|
|
+
|
|
|
+ const Vec3 tmp = sub(point, _sphere.center);
|
|
|
+ _hit->plane.normal = normalize(tmp);
|
|
|
+ }
|
|
|
+
|
|
|
+ return true;
|
|
|
+ }
|
|
|
+
|
|
|
+ bool intersect(const Ray& _ray, const Triangle& _triangle, Hit* _hit)
|
|
|
+ {
|
|
|
+ const Vec3 edge10 = sub(_triangle.v1, _triangle.v0);
|
|
|
+ const Vec3 edge02 = sub(_triangle.v0, _triangle.v2);
|
|
|
+ const Vec3 normal = cross(edge02, edge10);
|
|
|
+ const Vec3 vo = sub(_triangle.v0, _ray.pos);
|
|
|
+ const Vec3 dxo = cross(_ray.dir, vo);
|
|
|
+ const float det = dot(normal, _ray.dir);
|
|
|
+
|
|
|
+ if (0.0f < det)
|
|
|
+ {
|
|
|
+ return false;
|
|
|
+ }
|
|
|
+
|
|
|
+ const float invDet = 1.0f/det;
|
|
|
+ const float bz = dot(dxo, edge02) * invDet;
|
|
|
+ const float by = dot(dxo, edge10) * invDet;
|
|
|
+ const float bx = 1.0f - by - bz;
|
|
|
+
|
|
|
+ if (0.0f > bx
|
|
|
+ || 0.0f > by
|
|
|
+ || 0.0f > bz)
|
|
|
+ {
|
|
|
+ return false;
|
|
|
+ }
|
|
|
+
|
|
|
+ if (NULL != _hit)
|
|
|
+ {
|
|
|
+ _hit->plane.normal = normalize(normal);
|
|
|
+
|
|
|
+ const float tt = dot(normal, vo) * invDet;
|
|
|
+ _hit->plane.dist = tt;
|
|
|
+ _hit->pos = getPointAt(_ray, tt);
|
|
|
+ }
|
|
|
+
|
|
|
+ return true;
|
|
|
+ }
|
|
|
+
|
|
|
+ Vec3 barycentric(const Triangle& _triangle, const Vec3& _pos)
|
|
|
+ {
|
|
|
+ const Vec3 v0 = sub(_triangle.v1, _triangle.v0);
|
|
|
+ const Vec3 v1 = sub(_triangle.v2, _triangle.v0);
|
|
|
+ const Vec3 v2 = sub(_pos, _triangle.v0);
|
|
|
+
|
|
|
+ const float dot00 = dot(v0, v0);
|
|
|
+ const float dot01 = dot(v0, v1);
|
|
|
+ const float dot02 = dot(v0, v2);
|
|
|
+ const float dot11 = dot(v1, v1);
|
|
|
+ const float dot12 = dot(v1, v2);
|
|
|
+
|
|
|
+ const float invDenom = 1.0f/(dot00*dot11 - square(dot01) );
|
|
|
+
|
|
|
+ const float vv = (dot11*dot02 - dot01*dot12)*invDenom;
|
|
|
+ const float ww = (dot00*dot12 - dot01*dot02)*invDenom;
|
|
|
+ const float uu = 1.0f - vv - ww;
|
|
|
+
|
|
|
+ return { uu, vv, ww };
|
|
|
+ }
|
|
|
+
|
|
|
+ Vec3 cartesian(const Triangle& _triangle, const Vec3& _uvw)
|
|
|
+ {
|
|
|
+ const Vec3 b0 = mul(_triangle.v0, _uvw.x);
|
|
|
+ const Vec3 b1 = mul(_triangle.v1, _uvw.y);
|
|
|
+ const Vec3 b2 = mul(_triangle.v2, _uvw.z);
|
|
|
+
|
|
|
+ return add(add(b0, b1), b2);
|
|
|
+ }
|
|
|
+
|
|
|
+ void calcPlane(Plane& _outPlane, const Disk& _disk)
|
|
|
+ {
|
|
|
+ calcPlane(_outPlane, _disk.normal, _disk.center);
|
|
|
+ }
|
|
|
+
|
|
|
+ void calcPlane(Plane& _outPlane, const Triangle& _triangle)
|
|
|
+ {
|
|
|
+ calcPlane(_outPlane, _triangle.v0, _triangle.v1, _triangle.v2);
|
|
|
+ }
|
|
|
+
|
|
|
+ struct Interval
|
|
|
+ {
|
|
|
+ Interval(float _val)
|
|
|
+ : start(_val)
|
|
|
+ , end(_val)
|
|
|
+ {
|
|
|
+ }
|
|
|
+
|
|
|
+ Interval(float _start, float _end)
|
|
|
+ : start(_start)
|
|
|
+ , end(_end)
|
|
|
+ {
|
|
|
+ }
|
|
|
+
|
|
|
+ void set(float _val)
|
|
|
+ {
|
|
|
+ start = _val;
|
|
|
+ end = _val;
|
|
|
+ }
|
|
|
+
|
|
|
+ void expand(float _val)
|
|
|
+ {
|
|
|
+ start = min(_val, start);
|
|
|
+ end = max(_val, end);
|
|
|
+ }
|
|
|
+
|
|
|
+ float start;
|
|
|
+ float end;
|
|
|
+ };
|
|
|
+
|
|
|
+ bool overlap(const Interval& _a, const Interval& _b)
|
|
|
+ {
|
|
|
+ return _a.end > _b.start
|
|
|
+ && _b.end > _a.start
|
|
|
+ ;
|
|
|
+ }
|
|
|
+
|
|
|
+ float projectToAxis(const Vec3& _axis, const Vec3& _point)
|
|
|
+ {
|
|
|
+ return dot(_axis, _point);
|
|
|
+ }
|
|
|
+
|
|
|
+ Interval projectToAxis(const Vec3& _axis, const Vec3* _points, uint32_t _num)
|
|
|
+ {
|
|
|
+ Interval interval(projectToAxis(_axis, _points[0]) );
|
|
|
+
|
|
|
+ for (uint32_t ii = 1; ii < _num; ++ii)
|
|
|
+ {
|
|
|
+ interval.expand(projectToAxis(_axis, _points[ii]) );
|
|
|
+ }
|
|
|
+
|
|
|
+ return interval;
|
|
|
+ }
|
|
|
+
|
|
|
+ Interval projectToAxis(const Vec3& _axis, const Aabb& _aabb)
|
|
|
+ {
|
|
|
+ const float extent = abs(projectToAxis(abs(_axis), getExtents(_aabb) ) );
|
|
|
+ const float center = projectToAxis( _axis , getCenter (_aabb) );
|
|
|
+ return
|
|
|
+ {
|
|
|
+ center - extent,
|
|
|
+ center + extent,
|
|
|
+ };
|
|
|
+ }
|
|
|
+
|
|
|
+ Interval projectToAxis(const Vec3& _axis, const Triangle& _triangle)
|
|
|
+ {
|
|
|
+ const float a0 = projectToAxis(_axis, _triangle.v0);
|
|
|
+ const float a1 = projectToAxis(_axis, _triangle.v1);
|
|
|
+ const float a2 = projectToAxis(_axis, _triangle.v2);
|
|
|
+ return
|
|
|
+ {
|
|
|
+ min(a0, a1, a2),
|
|
|
+ max(a0, a1, a2),
|
|
|
+ };
|
|
|
+ }
|
|
|
+
|
|
|
+ struct Srt
|
|
|
+ {
|
|
|
+ Quaternion rotation = init::Identity;
|
|
|
+ Vec3 translation = init::Zero;
|
|
|
+ Vec3 scale = init::Zero;
|
|
|
+ };
|
|
|
+
|
|
|
+ Srt toSrt(const Aabb& _aabb)
|
|
|
+ {
|
|
|
+ return { init::Identity, getCenter(_aabb), getExtents(_aabb) };
|
|
|
+ }
|
|
|
+
|
|
|
+ Srt toSrt(const void* _mtx)
|
|
|
+ {
|
|
|
+ Srt result;
|
|
|
+
|
|
|
+ const float* mtx = (const float*)_mtx;
|
|
|
+
|
|
|
+ result.translation = { mtx[12], mtx[13], mtx[14] };
|
|
|
+
|
|
|
+ float xx = mtx[ 0];
|
|
|
+ float xy = mtx[ 1];
|
|
|
+ float xz = mtx[ 2];
|
|
|
+ float yx = mtx[ 4];
|
|
|
+ float yy = mtx[ 5];
|
|
|
+ float yz = mtx[ 6];
|
|
|
+ float zx = mtx[ 8];
|
|
|
+ float zy = mtx[ 9];
|
|
|
+ float zz = mtx[10];
|
|
|
+
|
|
|
+ result.scale =
|
|
|
+ {
|
|
|
+ sqrt(xx*xx + xy*xy + xz*xz),
|
|
|
+ sqrt(yx*yx + yy*yy + yz*yz),
|
|
|
+ sqrt(zx*zx + zy*zy + zz*zz),
|
|
|
+ };
|
|
|
+
|
|
|
+ const Vec3 invScale = rcp(result.scale);
|
|
|
+
|
|
|
+ xx *= invScale.x;
|
|
|
+ xy *= invScale.x;
|
|
|
+ xz *= invScale.x;
|
|
|
+ yx *= invScale.y;
|
|
|
+ yy *= invScale.y;
|
|
|
+ yz *= invScale.y;
|
|
|
+ zx *= invScale.z;
|
|
|
+ zy *= invScale.z;
|
|
|
+ zz *= invScale.z;
|
|
|
+
|
|
|
+ const float trace = xx + yy + zz;
|
|
|
+
|
|
|
+ if (0.0f < trace)
|
|
|
+ {
|
|
|
+ const float invS = 0.5f * rsqrt(trace + 1.0f);
|
|
|
+ result.rotation =
|
|
|
+ {
|
|
|
+ (yz - zy) * invS,
|
|
|
+ (zx - xz) * invS,
|
|
|
+ (xy - yx) * invS,
|
|
|
+ 0.25f / invS,
|
|
|
+ };
|
|
|
+ }
|
|
|
+ else
|
|
|
+ {
|
|
|
+ if (xx > yy
|
|
|
+ && xx > zz)
|
|
|
+ {
|
|
|
+ const float invS = 0.5f * sqrt(max(1.0f + xx - yy - zz, 1e-8f) );
|
|
|
+ result.rotation =
|
|
|
+ {
|
|
|
+ 0.25f / invS,
|
|
|
+ (xy + yx) * invS,
|
|
|
+ (xz + zx) * invS,
|
|
|
+ (yz - zy) * invS,
|
|
|
+ };
|
|
|
+ }
|
|
|
+ else if (yy > zz)
|
|
|
+ {
|
|
|
+ const float invS = 0.5f * sqrt(max(1.0f + yy - xx - zz, 1e-8f) );
|
|
|
+ result.rotation =
|
|
|
+ {
|
|
|
+ (xy + yx) * invS,
|
|
|
+ 0.25f / invS,
|
|
|
+ (yz + zy) * invS,
|
|
|
+ (zx - xz) * invS,
|
|
|
+ };
|
|
|
+ }
|
|
|
+ else
|
|
|
+ {
|
|
|
+ const float invS = 0.5f * sqrt(max(1.0f + zz - xx - yy, 1e-8f) );
|
|
|
+ result.rotation =
|
|
|
+ {
|
|
|
+ (xz + zx) * invS,
|
|
|
+ (yz + zy) * invS,
|
|
|
+ 0.25f / invS,
|
|
|
+ (xy - yx) * invS,
|
|
|
+ };
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ return result;
|
|
|
+ }
|
|
|
+
|
|
|
+ void mtxFromSrt(float* _outMtx, const Srt& _srt)
|
|
|
+ {
|
|
|
+ mtxFromQuaternion(_outMtx, _srt.rotation);
|
|
|
+
|
|
|
+ store<Vec3>(&_outMtx[0], mul(load<Vec3>(&_outMtx[0]), _srt.scale.x) );
|
|
|
+ store<Vec3>(&_outMtx[4], mul(load<Vec3>(&_outMtx[4]), _srt.scale.y) );
|
|
|
+ store<Vec3>(&_outMtx[8], mul(load<Vec3>(&_outMtx[8]), _srt.scale.z) );
|
|
|
+
|
|
|
+ store<Vec3>(&_outMtx[12], _srt.translation);
|
|
|
+ }
|
|
|
+
|
|
|
+ bool isNearZero(float _v)
|
|
|
+ {
|
|
|
+ return isEqual(_v, 0.0f, 0.00001f);
|
|
|
+ }
|
|
|
+
|
|
|
+ bool isNearZero(const Vec3& _v)
|
|
|
+ {
|
|
|
+ return isNearZero(dot(_v, _v) );
|
|
|
+ }
|
|
|
+
|
|
|
+ struct Line
|
|
|
+ {
|
|
|
+ Vec3 pos = init::None;
|
|
|
+ Vec3 dir = init::None;
|
|
|
+ };
|
|
|
+
|
|
|
+ inline Vec3 getPointAt(const Line& _line, float _t)
|
|
|
+ {
|
|
|
+ return mad(_line.dir, _t, _line.pos);
|
|
|
+ }
|
|
|
+
|
|
|
+ bool intersect(Line& _outLine, const Plane& _planeA, const Plane& _planeB)
|
|
|
+ {
|
|
|
+ const Vec3 axb = cross(_planeA.normal, _planeB.normal);
|
|
|
+ const float denom = dot(axb, axb);
|
|
|
+
|
|
|
+ if (isNearZero(denom) )
|
|
|
+ {
|
|
|
+ return false;
|
|
|
+ }
|
|
|
+
|
|
|
+ const Vec3 bxaxb = cross(_planeB.normal, axb);
|
|
|
+ const Vec3 axbxa = cross(axb, _planeA.normal);
|
|
|
+ const Vec3 tmp0 = mul(bxaxb, _planeA.dist);
|
|
|
+ const Vec3 tmp1 = mul(axbxa, _planeB.dist);
|
|
|
+ const Vec3 tmp2 = add(tmp0, tmp1);
|
|
|
+
|
|
|
+ _outLine.pos = mul(tmp2, -1.0f/denom);
|
|
|
+ _outLine.dir = normalize(axb);
|
|
|
+
|
|
|
+ return true;
|
|
|
+ }
|
|
|
+
|
|
|
+ Vec3 intersectPlanes(const Plane& _pa, const Plane& _pb, const Plane& _pc)
|
|
|
+ {
|
|
|
+ const Vec3 axb = cross(_pa.normal, _pb.normal);
|
|
|
+ const Vec3 bxc = cross(_pb.normal, _pc.normal);
|
|
|
+ const Vec3 cxa = cross(_pc.normal, _pa.normal);
|
|
|
+ const Vec3 tmp0 = mul(bxc, _pa.dist);
|
|
|
+ const Vec3 tmp1 = mul(cxa, _pb.dist);
|
|
|
+ const Vec3 tmp2 = mul(axb, _pc.dist);
|
|
|
+ const Vec3 tmp3 = add(tmp0, tmp1);
|
|
|
+ const Vec3 tmp4 = add(tmp3, tmp2);
|
|
|
+
|
|
|
+ const float denom = dot(_pa.normal, bxc);
|
|
|
+ const Vec3 result = mul(tmp4, -1.0f/denom);
|
|
|
+
|
|
|
+ return result;
|
|
|
+ }
|
|
|
+
|
|
|
+ struct LineSegment
|
|
|
+ {
|
|
|
+ Vec3 pos;
|
|
|
+ Vec3 end;
|
|
|
+ };
|
|
|
+
|
|
|
+ inline Vec3 getPointAt(const LineSegment& _line, float _t)
|
|
|
+ {
|
|
|
+ return lerp(_line.pos, _line.end, _t);
|
|
|
+ }
|
|
|
+
|
|
|
+ bool intersect(float& _outTa, float& _outTb, const LineSegment& _a, const LineSegment& _b)
|
|
|
+ {
|
|
|
+ // Reference(s):
|
|
|
+ //
|
|
|
+ // - The shortest line between two lines in 3D
|
|
|
+ // https://web.archive.org/web/20120309093234/http://paulbourke.net/geometry/lineline3d/
|
|
|
+
|
|
|
+ const Vec3 bd = sub(_b.end, _b.pos);
|
|
|
+ if (isNearZero(bd) )
|
|
|
+ {
|
|
|
+ return false;
|
|
|
+ }
|
|
|
+
|
|
|
+ const Vec3 ad = sub(_a.end, _a.pos);
|
|
|
+ if (isNearZero(ad) )
|
|
|
+ {
|
|
|
+ return false;
|
|
|
+ }
|
|
|
+
|
|
|
+ const Vec3 ab = sub(_a.pos, _b.pos);
|
|
|
+
|
|
|
+ const float d0 = projectToAxis(ab, bd);
|
|
|
+ const float d1 = projectToAxis(ad, bd);
|
|
|
+ const float d2 = projectToAxis(ab, ad);
|
|
|
+ const float d3 = projectToAxis(bd, bd);
|
|
|
+ const float d4 = projectToAxis(ad, ad);
|
|
|
+
|
|
|
+ const float denom = d4*d3 - square(d1);
|
|
|
+
|
|
|
+ float ta = 0.0f;
|
|
|
+
|
|
|
+ if (!isNearZero(denom) )
|
|
|
+ {
|
|
|
+ ta = (d0*d1 - d2*d3)/denom;
|
|
|
+ }
|
|
|
+
|
|
|
+ _outTa = ta;
|
|
|
+ _outTb = (d0+d1*ta)/d3;
|
|
|
+
|
|
|
+ return true;
|
|
|
+ }
|
|
|
+
|
|
|
+ bool intersect(const LineSegment& _a, const LineSegment& _b)
|
|
|
+ {
|
|
|
+ float ta, tb;
|
|
|
+ if (!intersect(ta, tb, _a, _b) )
|
|
|
+ {
|
|
|
+ return false;
|
|
|
+ }
|
|
|
+
|
|
|
+ return 0.0f >= ta
|
|
|
+ && 1.0f <= ta
|
|
|
+ && 0.0f >= tb
|
|
|
+ && 1.0f <= tb
|
|
|
+ ;
|
|
|
+ }
|
|
|
+
|
|
|
+ bool intersect(const LineSegment& _line, const Plane& _plane, Hit* _hit)
|
|
|
+ {
|
|
|
+ const float dist = distance(_plane, _line.pos);
|
|
|
+ const float flip = sign(dist);
|
|
|
+ const Vec3 dir = normalize(sub(_line.end, _line.pos) );
|
|
|
+ const float ndotd = dot(dir, _plane.normal);
|
|
|
+ const float tt = -dist/ndotd;
|
|
|
+ const float len = length(sub(_line.end, _line.pos) );
|
|
|
+
|
|
|
+ if (tt < 0.0f || tt > len)
|
|
|
+ {
|
|
|
+ return false;
|
|
|
+ }
|
|
|
+
|
|
|
+ if (NULL != _hit)
|
|
|
+ {
|
|
|
+ _hit->pos = mad(dir, tt, _line.pos);
|
|
|
+
|
|
|
+ _hit->plane.normal = mul(_plane.normal, flip);
|
|
|
+ _hit->plane.dist = -dot(_hit->plane.normal, _hit->pos);
|
|
|
+ }
|
|
|
+
|
|
|
+ return true;
|
|
|
+ }
|
|
|
+
|
|
|
+ float distance(const Plane& _plane, const LineSegment& _line)
|
|
|
+ {
|
|
|
+ const float pd = distance(_plane, _line.pos);
|
|
|
+ const float ed = distance(_plane, _line.end);
|
|
|
+ return min(max(pd*ed, 0.0f), abs(pd), abs(ed) );
|
|
|
+ }
|
|
|
+
|
|
|
+ Vec3 closestPoint(const Line& _line, const Vec3& _point)
|
|
|
+ {
|
|
|
+ const float tt = projectToAxis(_line.dir, sub(_point, _line.pos) );
|
|
|
+ return getPointAt(_line, tt);
|
|
|
+ }
|
|
|
+
|
|
|
+ Vec3 closestPoint(const LineSegment& _line, const Vec3& _point, float& _outT)
|
|
|
+ {
|
|
|
+ const Vec3 axis = sub(_line.end, _line.pos);
|
|
|
+ const float lengthSq = dot(axis, axis);
|
|
|
+ const float tt = clamp(projectToAxis(axis, sub(_point, _line.pos) ) / lengthSq, 0.0f, 1.0f);
|
|
|
+ _outT = tt;
|
|
|
+ return mad(axis, tt, _line.pos);
|
|
|
+ }
|
|
|
+
|
|
|
+ Vec3 closestPoint(const LineSegment& _line, const Vec3& _point)
|
|
|
+ {
|
|
|
+ float ignored;
|
|
|
+ return closestPoint(_line, _point, ignored);
|
|
|
+ }
|
|
|
+
|
|
|
+ Vec3 closestPoint(const Plane& _plane, const Vec3& _point)
|
|
|
+ {
|
|
|
+ const float dist = distance(_plane, _point);
|
|
|
+ return sub(_point, mul(_plane.normal, dist) );
|
|
|
+ }
|
|
|
+
|
|
|
+ Vec3 closestPoint(const Aabb& _aabb, const Vec3& _point)
|
|
|
+ {
|
|
|
+ return clamp(_point, _aabb.min, _aabb.max);
|
|
|
+ }
|
|
|
+
|
|
|
+ Vec3 closestPoint(const Obb& _obb, const Vec3& _point)
|
|
|
+ {
|
|
|
+ const Srt srt = toSrt(_obb.mtx);
|
|
|
+
|
|
|
+ Aabb aabb;
|
|
|
+ toAabb(aabb, srt.scale);
|
|
|
+
|
|
|
+ const Quaternion invRotation = invert(srt.rotation);
|
|
|
+ const Vec3 obbSpacePos = mul(sub(_point, srt.translation), srt.rotation);
|
|
|
+ const Vec3 pos = closestPoint(aabb, obbSpacePos);
|
|
|
+
|
|
|
+ return add(mul(pos, invRotation), srt.translation);
|
|
|
+ }
|
|
|
+
|
|
|
+ Vec3 closestPoint(const Triangle& _triangle, const Vec3& _point)
|
|
|
+ {
|
|
|
+ Plane plane(init::None);
|
|
|
+ calcPlane(plane, _triangle);
|
|
|
+
|
|
|
+ const Vec3 pos = closestPoint(plane, _point);
|
|
|
+ const Vec3 uvw = barycentric(_triangle, pos);
|
|
|
+
|
|
|
+ return cartesian(_triangle, clamp<Vec3>(uvw, Vec3(0.0f), Vec3(1.0f) ) );
|
|
|
+ }
|
|
|
+
|
|
|
+ bool overlap(const Aabb& _aabb, const Vec3& _pos)
|
|
|
+ {
|
|
|
+ const Vec3 ac = getCenter(_aabb);
|
|
|
+ const Vec3 ae = getExtents(_aabb);
|
|
|
+ const Vec3 abc = abs(sub(ac, _pos) );
|
|
|
+
|
|
|
+ return abc.x <= ae.x
|
|
|
+ && abc.y <= ae.y
|
|
|
+ && abc.z <= ae.z
|
|
|
+ ;
|
|
|
+ }
|
|
|
+
|
|
|
+ bool overlap(const Aabb& _aabbA, const Aabb& _aabbB)
|
|
|
+ {
|
|
|
+ return true
|
|
|
+ && overlap(Interval{_aabbA.min.x, _aabbA.max.x}, Interval{_aabbB.min.x, _aabbB.max.x})
|
|
|
+ && overlap(Interval{_aabbA.min.y, _aabbA.max.y}, Interval{_aabbB.min.y, _aabbB.max.y})
|
|
|
+ && overlap(Interval{_aabbA.min.z, _aabbA.max.z}, Interval{_aabbB.min.z, _aabbB.max.z})
|
|
|
+ ;
|
|
|
+ }
|
|
|
+
|
|
|
+ bool overlap(const Aabb& _aabb, const Plane& _plane)
|
|
|
+ {
|
|
|
+ const Vec3 center = getCenter(_aabb);
|
|
|
+ const float dist = distance(_plane, center);
|
|
|
+
|
|
|
+ const Vec3 extents = getExtents(_aabb);
|
|
|
+ const Vec3 normal = abs(_plane.normal);
|
|
|
+ const float radius = dot(extents, normal);
|
|
|
+
|
|
|
+ return abs(dist) <= radius;
|
|
|
+ }
|
|
|
+
|
|
|
+ static constexpr Vec3 kAxis[] =
|
|
|
+ {
|
|
|
+ { 1.0f, 0.0f, 0.0f },
|
|
|
+ { 0.0f, 1.0f, 0.0f },
|
|
|
+ { 0.0f, 0.0f, 1.0f },
|
|
|
+ };
|
|
|
+
|
|
|
+ bool overlap(const Aabb& _aabb, const Triangle& _triangle)
|
|
|
+ {
|
|
|
+ Aabb triAabb;
|
|
|
+ toAabb(triAabb, _triangle);
|
|
|
+
|
|
|
+ if (!overlap(_aabb, triAabb) )
|
|
|
+ {
|
|
|
+ return false;
|
|
|
+ }
|
|
|
+
|
|
|
+ Plane plane(init::None);
|
|
|
+ calcPlane(plane, _triangle);
|
|
|
+
|
|
|
+ if (!overlap(_aabb, plane) )
|
|
|
+ {
|
|
|
+ return false;
|
|
|
+ }
|
|
|
+
|
|
|
+ const Vec3 center = getCenter(_aabb);
|
|
|
+ const Vec3 v0 = sub(_triangle.v0, center);
|
|
|
+ const Vec3 v1 = sub(_triangle.v1, center);
|
|
|
+ const Vec3 v2 = sub(_triangle.v2, center);
|
|
|
+
|
|
|
+ const Vec3 edge[] =
|
|
|
+ {
|
|
|
+ sub(v1, v0),
|
|
|
+ sub(v2, v1),
|
|
|
+ sub(v0, v2),
|
|
|
+ };
|
|
|
+
|
|
|
+ for (uint32_t ii = 0; ii < 3; ++ii)
|
|
|
+ {
|
|
|
+ for (uint32_t jj = 0; jj < 3; ++jj)
|
|
|
+ {
|
|
|
+ const Vec3 axis = cross(kAxis[ii], edge[jj]);
|
|
|
+
|
|
|
+ const Interval aabbR = projectToAxis(axis, _aabb);
|
|
|
+ const Interval triR = projectToAxis(axis, _triangle);
|
|
|
+
|
|
|
+ if (!overlap(aabbR, triR) )
|
|
|
+ {
|
|
|
+ return false;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ return true;
|
|
|
+ }
|
|
|
+
|
|
|
+ bool overlap(const Aabb& _aabb, const Capsule& _capsule)
|
|
|
+ {
|
|
|
+ const Vec3 pos = closestPoint(LineSegment{_capsule.pos, _capsule.end}, getCenter(_aabb) );
|
|
|
+ return overlap(_aabb, Sphere{pos, _capsule.radius});
|
|
|
+ }
|
|
|
+
|
|
|
+ bool overlap(const Aabb& _aabb, const Cone& _cone)
|
|
|
+ {
|
|
|
+ float tt;
|
|
|
+ const Vec3 pos = closestPoint(LineSegment{_cone.pos, _cone.end}, getCenter(_aabb), tt);
|
|
|
+ return overlap(_aabb, Sphere{pos, lerp(_cone.radius, 0.0f, tt)});
|
|
|
+ }
|
|
|
+
|
|
|
+ bool overlap(const Aabb& _aabb, const Disk& _disk)
|
|
|
+ {
|
|
|
+ if (!overlap(_aabb, Sphere{_disk.center, _disk.radius}) )
|
|
|
+ {
|
|
|
+ return false;
|
|
|
+ }
|
|
|
+
|
|
|
+ Plane plane(init::None);
|
|
|
+ calcPlane(plane, _disk.normal, _disk.center);
|
|
|
+
|
|
|
+ return overlap(_aabb, plane);
|
|
|
+ }
|
|
|
+
|
|
|
+ static void calcObbVertices(
|
|
|
+ Vec3* _outVertices
|
|
|
+ , const Vec3& _axisX
|
|
|
+ , const Vec3& _axisY
|
|
|
+ , const Vec3& _axisZ
|
|
|
+ , const Vec3& _pos
|
|
|
+ , const Vec3& _scale
|
|
|
+ )
|
|
|
+ {
|
|
|
+ const Vec3 ax = mul(_axisX, _scale.x);
|
|
|
+ const Vec3 ay = mul(_axisY, _scale.y);
|
|
|
+ const Vec3 az = mul(_axisZ, _scale.z);
|
|
|
+
|
|
|
+ const Vec3 ppx = add(_pos, ax);
|
|
|
+ const Vec3 pmx = sub(_pos, ax);
|
|
|
+ const Vec3 ypz = add(ay, az);
|
|
|
+ const Vec3 ymz = sub(ay, az);
|
|
|
+
|
|
|
+ _outVertices[0] = sub(pmx, ymz);
|
|
|
+ _outVertices[1] = sub(ppx, ymz);
|
|
|
+ _outVertices[2] = add(ppx, ymz);
|
|
|
+ _outVertices[3] = add(pmx, ymz);
|
|
|
+ _outVertices[4] = sub(pmx, ypz);
|
|
|
+ _outVertices[5] = sub(ppx, ypz);
|
|
|
+ _outVertices[6] = add(ppx, ypz);
|
|
|
+ _outVertices[7] = add(pmx, ypz);
|
|
|
+ }
|
|
|
+
|
|
|
+ static bool overlaps(const Vec3& _axis, const Vec3* _vertsA, const Vec3* _vertsB)
|
|
|
+ {
|
|
|
+ Interval ia = projectToAxis(_axis, _vertsA, 8);
|
|
|
+ Interval ib = projectToAxis(_axis, _vertsB, 8);
|
|
|
+
|
|
|
+ return overlap(ia, ib);
|
|
|
+ }
|
|
|
+
|
|
|
+ static bool overlap(const Srt& _srtA, const Srt& _srtB)
|
|
|
+ {
|
|
|
+ const Vec3 ax = toXAxis(_srtA.rotation);
|
|
|
+ const Vec3 ay = toYAxis(_srtA.rotation);
|
|
|
+ const Vec3 az = toZAxis(_srtA.rotation);
|
|
|
+
|
|
|
+ const Vec3 bx = toXAxis(_srtB.rotation);
|
|
|
+ const Vec3 by = toYAxis(_srtB.rotation);
|
|
|
+ const Vec3 bz = toZAxis(_srtB.rotation);
|
|
|
+
|
|
|
+ Vec3 vertsA[8] = { init::None, init::None, init::None, init::None, init::None, init::None, init::None, init::None };
|
|
|
+ calcObbVertices(vertsA, ax, ay, az, init::Zero, _srtA.scale);
|
|
|
+
|
|
|
+ Vec3 vertsB[8] = { init::None, init::None, init::None, init::None, init::None, init::None, init::None, init::None };
|
|
|
+ calcObbVertices(vertsB, bx, by, bz, sub(_srtB.translation, _srtA.translation), _srtB.scale);
|
|
|
+
|
|
|
+ return overlaps(ax, vertsA, vertsB)
|
|
|
+ && overlaps(ay, vertsA, vertsB)
|
|
|
+ && overlaps(az, vertsA, vertsB)
|
|
|
+ && overlaps(bx, vertsA, vertsB)
|
|
|
+ && overlaps(by, vertsA, vertsB)
|
|
|
+ && overlaps(bz, vertsA, vertsB)
|
|
|
+ && overlaps(cross(ax, bx), vertsA, vertsB)
|
|
|
+ && overlaps(cross(ax, by), vertsA, vertsB)
|
|
|
+ && overlaps(cross(ax, bz), vertsA, vertsB)
|
|
|
+ && overlaps(cross(ay, bx), vertsA, vertsB)
|
|
|
+ && overlaps(cross(ay, by), vertsA, vertsB)
|
|
|
+ && overlaps(cross(ay, bz), vertsA, vertsB)
|
|
|
+ && overlaps(cross(az, bx), vertsA, vertsB)
|
|
|
+ && overlaps(cross(az, by), vertsA, vertsB)
|
|
|
+ && overlaps(cross(az, bz), vertsA, vertsB)
|
|
|
+ ;
|
|
|
+ }
|
|
|
+
|
|
|
+ bool overlap(const Aabb& _aabb, const Obb& _obb)
|
|
|
+ {
|
|
|
+ const Srt srtA = toSrt(_aabb);
|
|
|
+ const Srt srtB = toSrt(_obb.mtx);
|
|
|
+
|
|
|
+ return overlap(srtA, srtB);
|
|
|
+ }
|
|
|
+
|
|
|
+ bool overlap(const Capsule& _capsule, const Vec3& _pos)
|
|
|
+ {
|
|
|
+ const Vec3 pos = closestPoint(LineSegment{_capsule.pos, _capsule.end}, _pos);
|
|
|
+ return overlap(Sphere{pos, _capsule.radius}, _pos);
|
|
|
+ }
|
|
|
+
|
|
|
+ bool overlap(const Capsule& _capsule, const Plane& _plane)
|
|
|
+ {
|
|
|
+ return distance(_plane, LineSegment{_capsule.pos, _capsule.end}) <= _capsule.radius;
|
|
|
+ }
|
|
|
+
|
|
|
+ bool overlap(const Capsule& _capsuleA, const Capsule& _capsuleB)
|
|
|
+ {
|
|
|
+ float ta, tb;
|
|
|
+ if (!intersect(ta, tb, {_capsuleA.pos, _capsuleA.end}, {_capsuleB.pos, _capsuleB.end}) )
|
|
|
+ {
|
|
|
+ return false;
|
|
|
+ }
|
|
|
+
|
|
|
+ if (0.0f <= ta
|
|
|
+ && 1.0f >= ta
|
|
|
+ && 0.0f <= tb
|
|
|
+ && 1.0f >= tb)
|
|
|
+ {
|
|
|
+ const Vec3 ad = sub(_capsuleA.end, _capsuleA.pos);
|
|
|
+ const Vec3 bd = sub(_capsuleB.end, _capsuleB.pos);
|
|
|
+
|
|
|
+ return overlap(
|
|
|
+ Sphere{mad(ad, ta, _capsuleA.pos), _capsuleA.radius}
|
|
|
+ , Sphere{mad(bd, tb, _capsuleB.pos), _capsuleB.radius}
|
|
|
+ );
|
|
|
+ }
|
|
|
+
|
|
|
+ if (0.0f <= ta
|
|
|
+ && 1.0f >= ta)
|
|
|
+ {
|
|
|
+ return overlap(_capsuleA, Sphere{0.0f >= tb ? _capsuleB.pos : _capsuleB.end, _capsuleB.radius});
|
|
|
+ }
|
|
|
+
|
|
|
+ if (0.0f <= tb
|
|
|
+ && 1.0f >= tb)
|
|
|
+ {
|
|
|
+ return overlap(_capsuleB, Sphere{0.0f >= ta ? _capsuleA.pos : _capsuleA.end, _capsuleA.radius});
|
|
|
+ }
|
|
|
+
|
|
|
+ const Vec3 pa = 0.0f > ta ? _capsuleA.pos : _capsuleA.end;
|
|
|
+ const Vec3 pb = 0.0f > tb ? _capsuleB.pos : _capsuleB.end;
|
|
|
+ const Vec3 closestA = closestPoint(LineSegment{_capsuleA.pos, _capsuleA.end}, pb);
|
|
|
+ const Vec3 closestB = closestPoint(LineSegment{_capsuleB.pos, _capsuleB.end}, pa);
|
|
|
+
|
|
|
+ if (dot(closestA, pb) <= dot(closestB, pa) )
|
|
|
+ {
|
|
|
+ return overlap(_capsuleA, Sphere{closestB, _capsuleB.radius});
|
|
|
+ }
|
|
|
+
|
|
|
+ return overlap(_capsuleB, Sphere{closestA, _capsuleA.radius});
|
|
|
+ }
|
|
|
+
|
|
|
+ bool overlap(const Cone& _cone, const Vec3& _pos)
|
|
|
+ {
|
|
|
+ float tt;
|
|
|
+ const Vec3 pos = closestPoint(LineSegment{_cone.pos, _cone.end}, _pos, tt);
|
|
|
+ return overlap(Disk{pos, normalize(sub(_cone.end, _cone.pos) ), lerp(_cone.radius, 0.0f, tt)}, _pos);
|
|
|
+ }
|
|
|
+
|
|
|
+ bool overlap(const Cone& _cone, const Cylinder& _cylinder)
|
|
|
+ {
|
|
|
+ BX_UNUSED(_cone, _cylinder);
|
|
|
+ return false;
|
|
|
+ }
|
|
|
+
|
|
|
+ bool overlap(const Cone& _cone, const Capsule& _capsule)
|
|
|
+ {
|
|
|
+ BX_UNUSED(_cone, _capsule);
|
|
|
+ return false;
|
|
|
+ }
|
|
|
+
|
|
|
+ bool overlap(const Cone& _coneA, const Cone& _coneB)
|
|
|
+ {
|
|
|
+ BX_UNUSED(_coneA, _coneB);
|
|
|
+ return false;
|
|
|
+ }
|
|
|
+
|
|
|
+ bool overlap(const Cone& _cone, const Disk& _disk)
|
|
|
+ {
|
|
|
+ BX_UNUSED(_cone, _disk);
|
|
|
+ return false;
|
|
|
+ }
|
|
|
+
|
|
|
+ bool overlap(const Cone& _cone, const Obb& _obb)
|
|
|
+ {
|
|
|
+ BX_UNUSED(_cone, _obb);
|
|
|
+ return false;
|
|
|
+ }
|
|
|
+
|
|
|
+ bool overlap(const Cylinder& _cylinder, const Vec3& _pos)
|
|
|
+ {
|
|
|
+ const Vec3 pos = closestPoint(LineSegment{_cylinder.pos, _cylinder.end}, _pos);
|
|
|
+ return overlap(Disk{pos, normalize(sub(_cylinder.end, _cylinder.pos) ), _cylinder.radius}, _pos);
|
|
|
+ }
|
|
|
+
|
|
|
+ bool overlap(const Cylinder& _cylinder, const Sphere& _sphere)
|
|
|
+ {
|
|
|
+ const Vec3 pos = closestPoint(LineSegment{_cylinder.pos, _cylinder.end}, _sphere.center);
|
|
|
+ return overlap(Disk{pos, normalize(sub(_cylinder.end, _cylinder.pos) ), _cylinder.radius}, _sphere);
|
|
|
+ }
|
|
|
+
|
|
|
+ bool overlap(const Cylinder& _cylinder, const Aabb& _aabb)
|
|
|
+ {
|
|
|
+ const Vec3 pos = closestPoint(LineSegment{_cylinder.pos, _cylinder.end}, getCenter(_aabb) );
|
|
|
+ return overlap(Disk{pos, normalize(sub(_cylinder.end, _cylinder.pos) ), _cylinder.radius}, _aabb);
|
|
|
+ }
|
|
|
+
|
|
|
+ bool overlap(const Cylinder& _cylinder, const Plane& _plane)
|
|
|
+ {
|
|
|
+ BX_UNUSED(_cylinder, _plane);
|
|
|
+ return false;
|
|
|
+ }
|
|
|
+
|
|
|
+ bool overlap(const Cylinder& _cylinderA, const Cylinder& _cylinderB)
|
|
|
+ {
|
|
|
+ BX_UNUSED(_cylinderA, _cylinderB);
|
|
|
+ return false;
|
|
|
+ }
|
|
|
+
|
|
|
+ bool overlap(const Cylinder& _cylinder, const Capsule& _capsule)
|
|
|
+ {
|
|
|
+ BX_UNUSED(_cylinder, _capsule);
|
|
|
+ return false;
|
|
|
+ }
|
|
|
+
|
|
|
+ bool overlap(const Cylinder& _cylinder, const Disk& _disk)
|
|
|
+ {
|
|
|
+ BX_UNUSED(_cylinder, _disk);
|
|
|
+ return false;
|
|
|
+ }
|
|
|
+
|
|
|
+ bool overlap(const Cylinder& _cylinder, const Obb& _obb)
|
|
|
+ {
|
|
|
+ BX_UNUSED(_cylinder, _obb);
|
|
|
+ return false;
|
|
|
+ }
|
|
|
+
|
|
|
+ bool overlap(const Disk& _disk, const Vec3& _pos)
|
|
|
+ {
|
|
|
+ Plane plane(init::None);
|
|
|
+ calcPlane(plane, _disk.normal, _disk.center);
|
|
|
+
|
|
|
+ if (!isNearZero(distance(plane, _pos) ) )
|
|
|
+ {
|
|
|
+ return false;
|
|
|
+ }
|
|
|
+
|
|
|
+ return distanceSq(_disk.center, _pos) <= square(_disk.radius);
|
|
|
+ }
|
|
|
+
|
|
|
+ bool overlap(const Disk& _disk, const Plane& _plane)
|
|
|
+ {
|
|
|
+ Plane plane(init::None);
|
|
|
+ calcPlane(plane, _disk.normal, _disk.center);
|
|
|
+
|
|
|
+ if (!overlap(plane, _plane) )
|
|
|
+ {
|
|
|
+ return false;
|
|
|
+ }
|
|
|
+
|
|
|
+ return overlap(_plane, Sphere{_disk.center, _disk.radius});
|
|
|
+ }
|
|
|
+
|
|
|
+ bool overlap(const Disk& _disk, const Capsule& _capsule)
|
|
|
+ {
|
|
|
+ if (!overlap(_capsule, Sphere{_disk.center, _disk.radius}) )
|
|
|
+ {
|
|
|
+ return false;
|
|
|
+ }
|
|
|
+
|
|
|
+ Plane plane(init::None);
|
|
|
+ calcPlane(plane, _disk.normal, _disk.center);
|
|
|
+
|
|
|
+ return overlap(_capsule, plane);
|
|
|
+ }
|
|
|
+
|
|
|
+ bool overlap(const Disk& _diskA, const Disk& _diskB)
|
|
|
+ {
|
|
|
+ Plane planeA(init::None);
|
|
|
+ calcPlane(planeA, _diskA.normal, _diskA.center);
|
|
|
+
|
|
|
+ Plane planeB(init::None);
|
|
|
+ calcPlane(planeB, _diskB);
|
|
|
+
|
|
|
+ Line line;
|
|
|
+
|
|
|
+ if (!intersect(line, planeA, planeB) )
|
|
|
+ {
|
|
|
+ return false;
|
|
|
+ }
|
|
|
+
|
|
|
+ const Vec3 pa = closestPoint(line, _diskA.center);
|
|
|
+ const Vec3 pb = closestPoint(line, _diskB.center);
|
|
|
+
|
|
|
+ const float lenA = distance(pa, _diskA.center);
|
|
|
+ const float lenB = distance(pb, _diskB.center);
|
|
|
+
|
|
|
+ return sqrt(square(_diskA.radius) - square(lenA) )
|
|
|
+ + sqrt(square(_diskB.radius) - square(lenB) )
|
|
|
+ >= distance(pa, pb)
|
|
|
+ ;
|
|
|
+ }
|
|
|
+
|
|
|
+ bool overlap(const Disk& _disk, const Obb& _obb)
|
|
|
+ {
|
|
|
+ if (!overlap(_obb, Sphere{_disk.center, _disk.radius}) )
|
|
|
+ {
|
|
|
+ return false;
|
|
|
+ }
|
|
|
+
|
|
|
+ Plane plane(init::None);
|
|
|
+ calcPlane(plane, _disk.normal, _disk.center);
|
|
|
+
|
|
|
+ return overlap(_obb, plane);
|
|
|
+ }
|
|
|
+
|
|
|
+ bool overlap(const Obb& _obb, const Vec3& _pos)
|
|
|
+ {
|
|
|
+ const Srt srt = toSrt(_obb.mtx);
|
|
|
+
|
|
|
+ Aabb aabb;
|
|
|
+ toAabb(aabb, srt.scale);
|
|
|
+
|
|
|
+ const Quaternion invRotation = invert(srt.rotation);
|
|
|
+ const Vec3 pos = mul(sub(_pos, srt.translation), invRotation);
|
|
|
+
|
|
|
+ return overlap(aabb, pos);
|
|
|
+ }
|
|
|
+
|
|
|
+ bool overlap(const Obb& _obb, const Plane& _plane)
|
|
|
+ {
|
|
|
+ const Srt srt = toSrt(_obb.mtx);
|
|
|
+
|
|
|
+ const Quaternion invRotation = invert(srt.rotation);
|
|
|
+ const Vec3 axis =
|
|
|
+ {
|
|
|
+ projectToAxis(_plane.normal, mul(Vec3{1.0f, 0.0f, 0.0f}, invRotation) ),
|
|
|
+ projectToAxis(_plane.normal, mul(Vec3{0.0f, 1.0f, 0.0f}, invRotation) ),
|
|
|
+ projectToAxis(_plane.normal, mul(Vec3{0.0f, 0.0f, 1.0f}, invRotation) ),
|
|
|
+ };
|
|
|
+
|
|
|
+ const float dist = abs(distance(_plane, srt.translation) );
|
|
|
+ const float radius = dot(srt.scale, abs(axis) );
|
|
|
+
|
|
|
+ return dist <= radius;
|
|
|
+ }
|
|
|
+
|
|
|
+ bool overlap(const Obb& _obb, const Capsule& _capsule)
|
|
|
+ {
|
|
|
+ const Srt srt = toSrt(_obb.mtx);
|
|
|
+
|
|
|
+ Aabb aabb;
|
|
|
+ toAabb(aabb, srt.scale);
|
|
|
+
|
|
|
+ const Quaternion invRotation = invert(srt.rotation);
|
|
|
+
|
|
|
+ const Capsule capsule =
|
|
|
+ {
|
|
|
+ mul(sub(_capsule.pos, srt.translation), invRotation),
|
|
|
+ mul(sub(_capsule.end, srt.translation), invRotation),
|
|
|
+ _capsule.radius,
|
|
|
+ };
|
|
|
+
|
|
|
+ return overlap(aabb, capsule);
|
|
|
+ }
|
|
|
+
|
|
|
+ bool overlap(const Obb& _obbA, const Obb& _obbB)
|
|
|
+ {
|
|
|
+ const Srt srtA = toSrt(_obbA.mtx);
|
|
|
+ const Srt srtB = toSrt(_obbB.mtx);
|
|
|
+
|
|
|
+ return overlap(srtA, srtB);
|
|
|
+ }
|
|
|
+
|
|
|
+ bool overlap(const Plane& _plane, const LineSegment& _line)
|
|
|
+ {
|
|
|
+ return isNearZero(distance(_plane, _line) );
|
|
|
+ }
|
|
|
+
|
|
|
+ bool overlap(const Plane& _plane, const Vec3& _pos)
|
|
|
+ {
|
|
|
+ return isNearZero(distance(_plane, _pos) );
|
|
|
+ }
|
|
|
+
|
|
|
+ bool overlap(const Plane& _planeA, const Plane& _planeB)
|
|
|
+ {
|
|
|
+ const Vec3 dir = cross(_planeA.normal, _planeB.normal);
|
|
|
+ const float len = length(dir);
|
|
|
+
|
|
|
+ return !isNearZero(len);
|
|
|
+ }
|
|
|
+
|
|
|
+ bool overlap(const Plane& _plane, const Cone& _cone)
|
|
|
+ {
|
|
|
+ const Vec3 axis = sub(_cone.pos, _cone.end);
|
|
|
+ const float len = length(axis);
|
|
|
+ const Vec3 dir = normalize(axis);
|
|
|
+
|
|
|
+ const Vec3 v1 = cross(_plane.normal, dir);
|
|
|
+ const Vec3 v2 = cross(v1, dir);
|
|
|
+
|
|
|
+ const float bb = len;
|
|
|
+ const float aa = _cone.radius;
|
|
|
+ const float cc = sqrt(square(aa) + square(bb) );
|
|
|
+
|
|
|
+ const Vec3 pos = add(add(_cone.end
|
|
|
+ , mul(dir, len * bb/cc) )
|
|
|
+ , mul(v2, len * aa/cc)
|
|
|
+ );
|
|
|
+
|
|
|
+ return overlap(_plane, LineSegment{pos, _cone.end});
|
|
|
+ }
|
|
|
+
|
|
|
+ bool overlap(const Sphere& _sphere, const Vec3& _pos)
|
|
|
+ {
|
|
|
+ const float distSq = distanceSq(_sphere.center, _pos);
|
|
|
+ const float radiusSq = square(_sphere.radius);
|
|
|
+ return distSq <= radiusSq;
|
|
|
+ }
|
|
|
+
|
|
|
+ bool overlap(const Sphere& _sphereA, const Sphere& _sphereB)
|
|
|
+ {
|
|
|
+ const float distSq = distanceSq(_sphereA.center, _sphereB.center);
|
|
|
+ const float radiusSq = square(_sphereA.radius + _sphereB.radius);
|
|
|
+ return distSq <= radiusSq;
|
|
|
+ }
|
|
|
+
|
|
|
+ bool overlap(const Sphere& _sphere, const Aabb& _aabb)
|
|
|
+ {
|
|
|
+ const Vec3 pos = closestPoint(_aabb, _sphere.center);
|
|
|
+ return overlap(_sphere, pos);
|
|
|
+ }
|
|
|
+
|
|
|
+ bool overlap(const Sphere& _sphere, const Plane& _plane)
|
|
|
+ {
|
|
|
+ return abs(distance(_plane, _sphere.center) ) <= _sphere.radius;
|
|
|
+ }
|
|
|
+
|
|
|
+ bool overlap(const Sphere& _sphere, const Triangle& _triangle)
|
|
|
+ {
|
|
|
+ Plane plane(init::None);
|
|
|
+ calcPlane(plane, _triangle);
|
|
|
+
|
|
|
+ if (!overlap(_sphere, plane) )
|
|
|
+ {
|
|
|
+ return false;
|
|
|
+ }
|
|
|
+
|
|
|
+ const Vec3 pos = closestPoint(plane, _sphere.center);
|
|
|
+ const Vec3 uvw = barycentric(_triangle, pos);
|
|
|
+ const float nr = -_sphere.radius;
|
|
|
+
|
|
|
+ return uvw.x >= nr
|
|
|
+ && uvw.y >= nr
|
|
|
+ && uvw.z >= nr
|
|
|
+ ;
|
|
|
+ }
|
|
|
+
|
|
|
+ bool overlap(const Sphere& _sphere, const Capsule& _capsule)
|
|
|
+ {
|
|
|
+ const Vec3 pos = closestPoint(LineSegment{_capsule.pos, _capsule.end}, _sphere.center);
|
|
|
+ return overlap(_sphere, Sphere{pos, _capsule.radius});
|
|
|
+ }
|
|
|
+
|
|
|
+ bool overlap(const Sphere& _sphere, const Cone& _cone)
|
|
|
+ {
|
|
|
+ float tt;
|
|
|
+ const Vec3 pos = closestPoint(LineSegment{_cone.pos, _cone.end}, _sphere.center, tt);
|
|
|
+ return overlap(_sphere, Sphere{pos, lerp(_cone.radius, 0.0f, tt)});
|
|
|
+ }
|
|
|
+
|
|
|
+ bool overlap(const Sphere& _sphere, const Disk& _disk)
|
|
|
+ {
|
|
|
+ if (!overlap(_sphere, Sphere{_disk.center, _disk.radius}) )
|
|
|
+ {
|
|
|
+ return false;
|
|
|
+ }
|
|
|
+
|
|
|
+ Plane plane(init::None);
|
|
|
+ calcPlane(plane, _disk.normal, _disk.center);
|
|
|
+
|
|
|
+ return overlap(_sphere, plane);
|
|
|
+ }
|
|
|
+
|
|
|
+ bool overlap(const Sphere& _sphere, const Obb& _obb)
|
|
|
+ {
|
|
|
+ const Vec3 pos = closestPoint(_obb, _sphere.center);
|
|
|
+ return overlap(_sphere, pos);
|
|
|
+ }
|
|
|
+
|
|
|
+ bool overlap(const Triangle& _triangle, const Vec3& _pos)
|
|
|
+ {
|
|
|
+ const Vec3 uvw = barycentric(_triangle, _pos);
|
|
|
+
|
|
|
+ return uvw.x >= 0.0f
|
|
|
+ && uvw.y >= 0.0f
|
|
|
+ && uvw.z >= 0.0f
|
|
|
+ ;
|
|
|
+ }
|
|
|
+
|
|
|
+ bool overlap(const Triangle& _triangle, const Plane& _plane)
|
|
|
+ {
|
|
|
+ const float dist0 = distance(_plane, _triangle.v0);
|
|
|
+ const float dist1 = distance(_plane, _triangle.v1);
|
|
|
+ const float dist2 = distance(_plane, _triangle.v2);
|
|
|
+
|
|
|
+ const float minDist = min(dist0, dist1, dist2);
|
|
|
+ const float maxDist = max(dist0, dist1, dist2);
|
|
|
+
|
|
|
+ return 0.0f > minDist
|
|
|
+ && 0.0f < maxDist
|
|
|
+ ;
|
|
|
+ }
|
|
|
+
|
|
|
+ inline bool overlap(const Triangle& _triangleA, const Triangle& _triangleB, const Vec3& _axis)
|
|
|
+ {
|
|
|
+ const Interval ia = projectToAxis(_axis, _triangleA);
|
|
|
+ const Interval ib = projectToAxis(_axis, _triangleB);
|
|
|
+ return overlap(ia, ib);
|
|
|
+ }
|
|
|
+
|
|
|
+ bool overlap(const Triangle& _triangleA, const Triangle& _triangleB)
|
|
|
+ {
|
|
|
+ const Vec3 baA = sub(_triangleA.v1, _triangleA.v0);
|
|
|
+ const Vec3 cbA = sub(_triangleA.v2, _triangleA.v1);
|
|
|
+ const Vec3 acA = sub(_triangleA.v0, _triangleA.v2);
|
|
|
+
|
|
|
+ const Vec3 baB = sub(_triangleB.v1, _triangleB.v0);
|
|
|
+ const Vec3 cbB = sub(_triangleB.v2, _triangleB.v1);
|
|
|
+ const Vec3 acB = sub(_triangleB.v0, _triangleB.v2);
|
|
|
+
|
|
|
+ return overlap(_triangleA, _triangleB, cross(baA, cbA) )
|
|
|
+ && overlap(_triangleA, _triangleB, cross(baB, cbB) )
|
|
|
+ && overlap(_triangleA, _triangleB, cross(baB, baA) )
|
|
|
+ && overlap(_triangleA, _triangleB, cross(baB, cbA) )
|
|
|
+ && overlap(_triangleA, _triangleB, cross(baB, acA) )
|
|
|
+ && overlap(_triangleA, _triangleB, cross(cbB, baA) )
|
|
|
+ && overlap(_triangleA, _triangleB, cross(cbB, cbA) )
|
|
|
+ && overlap(_triangleA, _triangleB, cross(cbB, acA) )
|
|
|
+ && overlap(_triangleA, _triangleB, cross(acB, baA) )
|
|
|
+ && overlap(_triangleA, _triangleB, cross(acB, cbA) )
|
|
|
+ && overlap(_triangleA, _triangleB, cross(acB, acA) )
|
|
|
+ ;
|
|
|
+ }
|
|
|
+
|
|
|
+ template<typename Ty>
|
|
|
+ bool overlap(const Triangle& _triangle, const Ty& _ty)
|
|
|
+ {
|
|
|
+ Plane plane(init::None);
|
|
|
+ calcPlane(plane, _triangle);
|
|
|
+
|
|
|
+ plane.normal = neg(plane.normal);
|
|
|
+ plane.dist = -plane.dist;
|
|
|
+
|
|
|
+ const LineSegment line =
|
|
|
+ {
|
|
|
+ _ty.pos,
|
|
|
+ _ty.end,
|
|
|
+ };
|
|
|
+
|
|
|
+ Hit hit;
|
|
|
+ if (intersect(line, plane, &hit) )
|
|
|
+ {
|
|
|
+ return true;
|
|
|
+ }
|
|
|
+
|
|
|
+ const Vec3 pos = closestPoint(plane, hit.pos);
|
|
|
+ const Vec3 uvw = barycentric(_triangle, pos);
|
|
|
+
|
|
|
+ const float nr = -_ty.radius;
|
|
|
+
|
|
|
+ if (uvw.x >= nr
|
|
|
+ && uvw.y >= nr
|
|
|
+ && uvw.z >= nr)
|
|
|
+ {
|
|
|
+ return true;
|
|
|
+ }
|
|
|
+
|
|
|
+ const LineSegment ab = LineSegment{_triangle.v0, _triangle.v1};
|
|
|
+ const LineSegment bc = LineSegment{_triangle.v1, _triangle.v2};
|
|
|
+ const LineSegment ca = LineSegment{_triangle.v2, _triangle.v0};
|
|
|
+
|
|
|
+ float ta0 = 0.0f, tb0 = 0.0f;
|
|
|
+ const bool i0 = intersect(ta0, tb0, ab, line);
|
|
|
+
|
|
|
+ float ta1, tb1;
|
|
|
+ const bool i1 = intersect(ta1, tb1, bc, line);
|
|
|
+
|
|
|
+ float ta2, tb2;
|
|
|
+ const bool i2 = intersect(ta2, tb2, ca, line);
|
|
|
+
|
|
|
+ if (!i0
|
|
|
+ || !i1
|
|
|
+ || !i2)
|
|
|
+ {
|
|
|
+ return false;
|
|
|
+ }
|
|
|
+
|
|
|
+ ta0 = clamp(ta0, 0.0f, 1.0f);
|
|
|
+ ta1 = clamp(ta1, 0.0f, 1.0f);
|
|
|
+ ta2 = clamp(ta2, 0.0f, 1.0f);
|
|
|
+ tb0 = clamp(tb0, 0.0f, 1.0f);
|
|
|
+ tb1 = clamp(tb1, 0.0f, 1.0f);
|
|
|
+ tb2 = clamp(tb2, 0.0f, 1.0f);
|
|
|
+
|
|
|
+ const Vec3 pa0 = getPointAt(ab, ta0);
|
|
|
+ const Vec3 pa1 = getPointAt(bc, ta1);
|
|
|
+ const Vec3 pa2 = getPointAt(ca, ta2);
|
|
|
+
|
|
|
+ const Vec3 pb0 = getPointAt(line, tb0);
|
|
|
+ const Vec3 pb1 = getPointAt(line, tb1);
|
|
|
+ const Vec3 pb2 = getPointAt(line, tb2);
|
|
|
+
|
|
|
+ const float d0 = distanceSq(pa0, pb0);
|
|
|
+ const float d1 = distanceSq(pa1, pb1);
|
|
|
+ const float d2 = distanceSq(pa2, pb2);
|
|
|
+
|
|
|
+ if (d0 <= d1
|
|
|
+ && d0 <= d2)
|
|
|
+ {
|
|
|
+ return overlap(_ty, pa0);
|
|
|
+ }
|
|
|
+ else if (d1 <= d2)
|
|
|
+ {
|
|
|
+ return overlap(_ty, pa1);
|
|
|
+ }
|
|
|
+
|
|
|
+ return overlap(_ty, pa2);
|
|
|
+ }
|
|
|
+
|
|
|
+ bool overlap(const Triangle& _triangle, const Cylinder& _cylinder)
|
|
|
+ {
|
|
|
+ return overlap<Cylinder>(_triangle, _cylinder);
|
|
|
+ }
|
|
|
+
|
|
|
+ bool overlap(const Triangle& _triangle, const Capsule& _capsule)
|
|
|
+ {
|
|
|
+ return overlap<Capsule>(_triangle, _capsule);
|
|
|
+ }
|
|
|
+
|
|
|
+ bool overlap(const Triangle& _triangle, const Cone& _cone)
|
|
|
+ {
|
|
|
+ const LineSegment ab = LineSegment{_triangle.v0, _triangle.v1};
|
|
|
+ const LineSegment bc = LineSegment{_triangle.v1, _triangle.v2};
|
|
|
+ const LineSegment ca = LineSegment{_triangle.v2, _triangle.v0};
|
|
|
+
|
|
|
+ const LineSegment line =
|
|
|
+ {
|
|
|
+ _cone.pos,
|
|
|
+ _cone.end,
|
|
|
+ };
|
|
|
+
|
|
|
+ float ta0 = 0.0f, tb0 = 0.0f;
|
|
|
+ const bool i0 = intersect(ta0, tb0, ab, line);
|
|
|
+
|
|
|
+ float ta1, tb1;
|
|
|
+ const bool i1 = intersect(ta1, tb1, bc, line);
|
|
|
+
|
|
|
+ float ta2, tb2;
|
|
|
+ const bool i2 = intersect(ta2, tb2, ca, line);
|
|
|
+
|
|
|
+ if (!i0
|
|
|
+ || !i1
|
|
|
+ || !i2)
|
|
|
+ {
|
|
|
+ return false;
|
|
|
+ }
|
|
|
+
|
|
|
+ ta0 = clamp(ta0, 0.0f, 1.0f);
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|
+ ta1 = clamp(ta1, 0.0f, 1.0f);
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|
+ ta2 = clamp(ta2, 0.0f, 1.0f);
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+ tb0 = clamp(tb0, 0.0f, 1.0f);
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|
+ tb1 = clamp(tb1, 0.0f, 1.0f);
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+ tb2 = clamp(tb2, 0.0f, 1.0f);
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+
|
|
|
+ const Vec3 pa0 = getPointAt(ab, ta0);
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|
+ const Vec3 pa1 = getPointAt(bc, ta1);
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|
|
+ const Vec3 pa2 = getPointAt(ca, ta2);
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|
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+
|
|
|
+ const Vec3 pb0 = getPointAt(line, tb0);
|
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|
+ const Vec3 pb1 = getPointAt(line, tb1);
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|
|
+ const Vec3 pb2 = getPointAt(line, tb2);
|
|
|
+
|
|
|
+ const float d0 = distanceSq(pa0, pb0);
|
|
|
+ const float d1 = distanceSq(pa1, pb1);
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|
|
+ const float d2 = distanceSq(pa2, pb2);
|
|
|
+
|
|
|
+ if (d0 <= d1
|
|
|
+ && d0 <= d2)
|
|
|
+ {
|
|
|
+ return overlap(_cone, pa0);
|
|
|
+ }
|
|
|
+ else if (d1 <= d2)
|
|
|
+ {
|
|
|
+ return overlap(_cone, pa1);
|
|
|
+ }
|
|
|
+
|
|
|
+ return overlap(_cone, pa2);
|
|
|
+ }
|
|
|
+
|
|
|
+ bool overlap(const Triangle& _triangle, const Disk& _disk)
|
|
|
+ {
|
|
|
+ if (!overlap(_triangle, Sphere{_disk.center, _disk.radius}) )
|
|
|
+ {
|
|
|
+ return false;
|
|
|
+ }
|
|
|
+
|
|
|
+ Plane plane(init::None);
|
|
|
+ calcPlane(plane, _disk.normal, _disk.center);
|
|
|
+
|
|
|
+ return overlap(_triangle, plane);
|
|
|
+ }
|
|
|
+
|
|
|
+ bool overlap(const Triangle& _triangle, const Obb& _obb)
|
|
|
+ {
|
|
|
+ const Srt srt = toSrt(_obb.mtx);
|
|
|
+
|
|
|
+ Aabb aabb;
|
|
|
+ toAabb(aabb, srt.scale);
|
|
|
+
|
|
|
+ const Quaternion invRotation = invert(srt.rotation);
|
|
|
+
|
|
|
+ const Triangle triangle =
|
|
|
+ {
|
|
|
+ mul(sub(_triangle.v0, srt.translation), invRotation),
|
|
|
+ mul(sub(_triangle.v1, srt.translation), invRotation),
|
|
|
+ mul(sub(_triangle.v2, srt.translation), invRotation),
|
|
|
+ };
|
|
|
+
|
|
|
+ return overlap(triangle, aabb);
|
|
|
+ }
|
|
|
+
|
|
|
+} // namespace bx
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