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@@ -32,254 +32,252 @@ OTHER DEALINGS IN THE SOFTWARE.
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namespace crown
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{
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-namespace math
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+
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+/// Returns the distance along ray (from, dir) to intersection point with plane @a p.
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+/// -1.0f if no collision.
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+float ray_plane_intersection(const Vector3& from, const Vector3& dir, const Plane& p)
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{
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- /// Returns the distance along ray (from, dir) to intersection point with plane @a p.
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- /// -1.0f if no collision.
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- float ray_plane_intersection(const Vector3& from, const Vector3& dir, const Plane& p)
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- {
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- float nd = vector3::dot(dir, p.n);
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- float orpn = vector3::dot(from, p.n);
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- float dist = -1.0f;
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+ float nd = vector3::dot(dir, p.n);
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+ float orpn = vector3::dot(from, p.n);
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+ float dist = -1.0f;
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- if (nd < 0.0f)
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- dist = (-p.d - orpn) / nd;
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+ if (nd < 0.0f)
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+ dist = (-p.d - orpn) / nd;
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- return dist > 0.0f ? dist : -1.0f;
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- }
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+ return dist > 0.0f ? dist : -1.0f;
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+}
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- /// Returns the distance along ray (from, dir) to intersection point with sphere @a s.
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- /// -1.0f if no collision.
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- float ray_sphere_intersection(const Vector3& from, const Vector3& dir, const Sphere& s)
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+/// Returns the distance along ray (from, dir) to intersection point with sphere @a s.
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+/// -1.0f if no collision.
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+float ray_sphere_intersection(const Vector3& from, const Vector3& dir, const Sphere& s)
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+{
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+ Vector3 v = s.c - from;
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+ float b = vector3::dot(v, dir);
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+ float det = (s.r * s.r) - vector3::dot(v, v) + (b * b);
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+
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+ if (det < 0.0 || b < s.r)
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{
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- Vector3 v = s.c - from;
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- float b = vector3::dot(v, dir);
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- float det = (s.r * s.r) - vector3::dot(v, v) + (b * b);
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+ return -1.0f;
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+ }
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- if (det < 0.0 || b < s.r)
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- {
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- return -1.0f;
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- }
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+ return b - sqrt(det);
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+}
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- return b - sqrt(det);
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- }
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+// http://www.opengl-tutorial.org/miscellaneous/clicking-on-objects/picking-with-custom-ray-obb-function/
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+float ray_oobb_intersection(const Vector3& from, const Vector3& dir, const OBB& obb)
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+{
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+ using namespace vector3;
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+
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+ float tmin = 0.0f;
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+ float tmax = 100000.0f;
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- // http://www.opengl-tutorial.org/miscellaneous/clicking-on-objects/picking-with-custom-ray-obb-function/
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- float ray_oobb_intersection(const Vector3& from, const Vector3& dir, const OBB& obb)
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- {
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- using namespace vector3;
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-
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- float tmin = 0.0f;
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- float tmax = 100000.0f;
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+ Vector3 obb_pos(obb.tm.t.x, obb.tm.t.y, obb.tm.t.z);
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+ Vector3 delta = obb_pos - from;
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- Vector3 obb_pos(obb.tm.t.x, obb.tm.t.y, obb.tm.t.z);
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- Vector3 delta = obb_pos - from;
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+ {
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+ const Vector3 xaxis(obb.tm.x.x, obb.tm.x.y, obb.tm.x.z);
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+ float e = dot(xaxis, delta);
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+ float f = dot(dir, xaxis);
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+ if (fabs(f) > 0.001f)
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{
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- const Vector3 xaxis(obb.tm.x.x, obb.tm.x.y, obb.tm.x.z);
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- float e = dot(xaxis, delta);
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- float f = dot(dir, xaxis);
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-
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- if (fabs(f) > 0.001f)
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- {
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- float t1 = (e+obb.aabb.min.x)/f;
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- float t2 = (e+obb.aabb.max.x)/f;
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+ float t1 = (e+obb.aabb.min.x)/f;
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+ float t2 = (e+obb.aabb.max.x)/f;
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- if (t1>t2){
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- float w=t1;t1=t2;t2=w;
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- }
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+ if (t1>t2){
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+ float w=t1;t1=t2;t2=w;
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+ }
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- if (t2 < tmax)
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- tmax = t2;
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- if (t1 > tmin)
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- tmin = t1;
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+ if (t2 < tmax)
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+ tmax = t2;
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+ if (t1 > tmin)
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+ tmin = t1;
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- if (tmax < tmin)
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- return -1.0f;
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+ if (tmax < tmin)
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+ return -1.0f;
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- }
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- else
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- {
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- if(-e+obb.aabb.min.x > 0.0f || -e+obb.aabb.max.x < 0.0f)
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- return -1.0f;
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- }
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}
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-
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+ else
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{
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- const Vector3 yaxis(obb.tm.y.x, obb.tm.y.y, obb.tm.y.z);
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- float e = dot(yaxis, delta);
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- float f = dot(dir, yaxis);
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+ if(-e+obb.aabb.min.x > 0.0f || -e+obb.aabb.max.x < 0.0f)
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+ return -1.0f;
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+ }
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+ }
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- if (fabs(f) > 0.001f){
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+ {
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+ const Vector3 yaxis(obb.tm.y.x, obb.tm.y.y, obb.tm.y.z);
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+ float e = dot(yaxis, delta);
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+ float f = dot(dir, yaxis);
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- float t1 = (e+obb.aabb.min.y)/f;
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- float t2 = (e+obb.aabb.max.y)/f;
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+ if (fabs(f) > 0.001f){
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- if (t1>t2){float w=t1;t1=t2;t2=w;}
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+ float t1 = (e+obb.aabb.min.y)/f;
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+ float t2 = (e+obb.aabb.max.y)/f;
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- if (t2 < tmax)
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- tmax = t2;
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- if (t1 > tmin)
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- tmin = t1;
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+ if (t1>t2){float w=t1;t1=t2;t2=w;}
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- if (tmin > tmax)
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- return -1.0f;
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- }
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- else
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- {
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- if(-e+obb.aabb.min.y > 0.0f || -e+obb.aabb.max.y < 0.0f)
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- return -1.0f;
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- }
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- }
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+ if (t2 < tmax)
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+ tmax = t2;
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+ if (t1 > tmin)
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+ tmin = t1;
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+ if (tmin > tmax)
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+ return -1.0f;
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+ }
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+ else
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{
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- const Vector3 zaxis(obb.tm.z.x, obb.tm.z.y, obb.tm.z.z);
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- float e = dot(zaxis, delta);
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- float f = dot(dir, zaxis);
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+ if(-e+obb.aabb.min.y > 0.0f || -e+obb.aabb.max.y < 0.0f)
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+ return -1.0f;
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+ }
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+ }
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- if (fabs(f) > 0.001f){
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+ {
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+ const Vector3 zaxis(obb.tm.z.x, obb.tm.z.y, obb.tm.z.z);
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+ float e = dot(zaxis, delta);
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+ float f = dot(dir, zaxis);
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- float t1 = (e+obb.aabb.min.z)/f;
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- float t2 = (e+obb.aabb.max.z)/f;
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+ if (fabs(f) > 0.001f){
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- if (t1>t2){float w=t1;t1=t2;t2=w;}
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+ float t1 = (e+obb.aabb.min.z)/f;
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+ float t2 = (e+obb.aabb.max.z)/f;
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- if (t2 < tmax)
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- tmax = t2;
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- if (t1 > tmin)
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- tmin = t1;
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+ if (t1>t2){float w=t1;t1=t2;t2=w;}
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- if (tmin > tmax)
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- return -1.0f;
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+ if (t2 < tmax)
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+ tmax = t2;
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+ if (t1 > tmin)
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+ tmin = t1;
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- }
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- else
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- {
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- if(-e+obb.aabb.min.z > 0.0f || -e+obb.aabb.max.z < 0.0f)
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- return -1.0f;
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- }
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- }
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+ if (tmin > tmax)
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+ return -1.0f;
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- return tmin;
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+ }
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+ else
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+ {
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+ if(-e+obb.aabb.min.z > 0.0f || -e+obb.aabb.max.z < 0.0f)
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+ return -1.0f;
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+ }
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}
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- bool plane_3_intersection(const Plane& p1, const Plane& p2, const Plane& p3, Vector3& ip)
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- {
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- const Vector3& n1 = p1.n;
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- const Vector3& n2 = p2.n;
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- const Vector3& n3 = p3.n;
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+ return tmin;
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+}
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- float den = -vector3::dot(vector3::cross(n1, n2), n3);
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-
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- if (equals(den, (float)0.0))
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- {
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- return false;
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- }
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+bool plane_3_intersection(const Plane& p1, const Plane& p2, const Plane& p3, Vector3& ip)
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+{
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+ const Vector3& n1 = p1.n;
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+ const Vector3& n2 = p2.n;
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+ const Vector3& n3 = p3.n;
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- Vector3 res = p1.d * vector3::cross(n2, n3) + p2.d * vector3::cross(n3, n1) + p3.d * vector3::cross(n1, n2);
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- ip = res / den;
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+ float den = -vector3::dot(vector3::cross(n1, n2), n3);
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- return true;
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+ if (equals(den, (float)0.0))
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+ {
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+ return false;
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}
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- bool frustum_sphere_intersection(const Frustum& f, const Sphere& s)
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- {
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- if (plane::distance_to_point(f.left, s.c) < -s.r ||
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- plane::distance_to_point(f.right, s.c) < -s.r)
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- {
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- return false;
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- }
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+ Vector3 res = p1.d * vector3::cross(n2, n3) + p2.d * vector3::cross(n3, n1) + p3.d * vector3::cross(n1, n2);
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+ ip = res / den;
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- if (plane::distance_to_point(f.bottom, s.c) < -s.r ||
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- plane::distance_to_point(f.top, s.c) < -s.r)
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- {
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- return false;
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- }
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+ return true;
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+}
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- if (plane::distance_to_point(f.near, s.c) < -s.r ||
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- plane::distance_to_point(f.far, s.c) < -s.r)
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- {
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- return false;
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- }
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+bool frustum_sphere_intersection(const Frustum& f, const Sphere& s)
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+{
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+ if (plane::distance_to_point(f.left, s.c) < -s.r ||
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+ plane::distance_to_point(f.right, s.c) < -s.r)
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+ {
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+ return false;
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+ }
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- return true;
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+ if (plane::distance_to_point(f.bottom, s.c) < -s.r ||
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+ plane::distance_to_point(f.top, s.c) < -s.r)
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+ {
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+ return false;
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}
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- bool frustum_box_intersection(const Frustum& f, const AABB& b)
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+ if (plane::distance_to_point(f.near, s.c) < -s.r ||
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+ plane::distance_to_point(f.far, s.c) < -s.r)
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{
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- uint8_t out;
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-
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- out = 0;
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- if (plane::distance_to_point(f.left, aabb::vertex(b, 0)) < 0.0) out++;
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- if (plane::distance_to_point(f.left, aabb::vertex(b, 1)) < 0.0) out++;
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- if (plane::distance_to_point(f.left, aabb::vertex(b, 2)) < 0.0) out++;
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- if (plane::distance_to_point(f.left, aabb::vertex(b, 3)) < 0.0) out++;
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- if (plane::distance_to_point(f.left, aabb::vertex(b, 4)) < 0.0) out++;
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- if (plane::distance_to_point(f.left, aabb::vertex(b, 5)) < 0.0) out++;
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- if (plane::distance_to_point(f.left, aabb::vertex(b, 6)) < 0.0) out++;
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- if (plane::distance_to_point(f.left, aabb::vertex(b, 7)) < 0.0) out++;
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-
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- // If all vertices are outside one face, then the box doesn't intersect the frustum
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- if (out == 8) return false;
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-
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- out = 0;
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- if (plane::distance_to_point(f.right, aabb::vertex(b, 0)) < 0.0) out++;
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- if (plane::distance_to_point(f.right, aabb::vertex(b, 1)) < 0.0) out++;
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- if (plane::distance_to_point(f.right, aabb::vertex(b, 2)) < 0.0) out++;
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- if (plane::distance_to_point(f.right, aabb::vertex(b, 3)) < 0.0) out++;
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- if (plane::distance_to_point(f.right, aabb::vertex(b, 4)) < 0.0) out++;
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- if (plane::distance_to_point(f.right, aabb::vertex(b, 5)) < 0.0) out++;
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- if (plane::distance_to_point(f.right, aabb::vertex(b, 6)) < 0.0) out++;
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- if (plane::distance_to_point(f.right, aabb::vertex(b, 7)) < 0.0) out++;
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- if (out == 8) return false;
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-
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- out = 0;
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- if (plane::distance_to_point(f.bottom, aabb::vertex(b, 0)) < 0.0) out++;
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- if (plane::distance_to_point(f.bottom, aabb::vertex(b, 1)) < 0.0) out++;
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- if (plane::distance_to_point(f.bottom, aabb::vertex(b, 2)) < 0.0) out++;
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- if (plane::distance_to_point(f.bottom, aabb::vertex(b, 3)) < 0.0) out++;
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- if (plane::distance_to_point(f.bottom, aabb::vertex(b, 4)) < 0.0) out++;
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- if (plane::distance_to_point(f.bottom, aabb::vertex(b, 5)) < 0.0) out++;
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- if (plane::distance_to_point(f.bottom, aabb::vertex(b, 6)) < 0.0) out++;
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- if (plane::distance_to_point(f.bottom, aabb::vertex(b, 7)) < 0.0) out++;
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- if (out == 8) return false;
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-
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- out = 0;
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- if (plane::distance_to_point(f.top, aabb::vertex(b, 0)) < 0.0) out++;
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- if (plane::distance_to_point(f.top, aabb::vertex(b, 1)) < 0.0) out++;
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- if (plane::distance_to_point(f.top, aabb::vertex(b, 2)) < 0.0) out++;
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- if (plane::distance_to_point(f.top, aabb::vertex(b, 3)) < 0.0) out++;
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- if (plane::distance_to_point(f.top, aabb::vertex(b, 4)) < 0.0) out++;
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- if (plane::distance_to_point(f.top, aabb::vertex(b, 5)) < 0.0) out++;
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- if (plane::distance_to_point(f.top, aabb::vertex(b, 6)) < 0.0) out++;
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- if (plane::distance_to_point(f.top, aabb::vertex(b, 7)) < 0.0) out++;
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- if (out == 8) return false;
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-
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- out = 0;
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- if (plane::distance_to_point(f.near, aabb::vertex(b, 0)) < 0.0) out++;
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- if (plane::distance_to_point(f.near, aabb::vertex(b, 1)) < 0.0) out++;
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- if (plane::distance_to_point(f.near, aabb::vertex(b, 2)) < 0.0) out++;
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- if (plane::distance_to_point(f.near, aabb::vertex(b, 3)) < 0.0) out++;
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- if (plane::distance_to_point(f.near, aabb::vertex(b, 4)) < 0.0) out++;
|
|
|
- if (plane::distance_to_point(f.near, aabb::vertex(b, 5)) < 0.0) out++;
|
|
|
- if (plane::distance_to_point(f.near, aabb::vertex(b, 6)) < 0.0) out++;
|
|
|
- if (plane::distance_to_point(f.near, aabb::vertex(b, 7)) < 0.0) out++;
|
|
|
- if (out == 8) return false;
|
|
|
-
|
|
|
- out = 0;
|
|
|
- if (plane::distance_to_point(f.far, aabb::vertex(b, 0)) < 0.0) out++;
|
|
|
- if (plane::distance_to_point(f.far, aabb::vertex(b, 1)) < 0.0) out++;
|
|
|
- if (plane::distance_to_point(f.far, aabb::vertex(b, 2)) < 0.0) out++;
|
|
|
- if (plane::distance_to_point(f.far, aabb::vertex(b, 3)) < 0.0) out++;
|
|
|
- if (plane::distance_to_point(f.far, aabb::vertex(b, 4)) < 0.0) out++;
|
|
|
- if (plane::distance_to_point(f.far, aabb::vertex(b, 5)) < 0.0) out++;
|
|
|
- if (plane::distance_to_point(f.far, aabb::vertex(b, 6)) < 0.0) out++;
|
|
|
- if (plane::distance_to_point(f.far, aabb::vertex(b, 7)) < 0.0) out++;
|
|
|
- if (out == 8) return false;
|
|
|
-
|
|
|
- // If we are here, it is because either the box intersects or it is contained in the frustum
|
|
|
- return true;
|
|
|
+ return false;
|
|
|
}
|
|
|
|
|
|
-} // namespace math
|
|
|
+ return true;
|
|
|
+}
|
|
|
+
|
|
|
+bool frustum_box_intersection(const Frustum& f, const AABB& b)
|
|
|
+{
|
|
|
+ uint8_t out;
|
|
|
+
|
|
|
+ out = 0;
|
|
|
+ if (plane::distance_to_point(f.left, aabb::vertex(b, 0)) < 0.0) out++;
|
|
|
+ if (plane::distance_to_point(f.left, aabb::vertex(b, 1)) < 0.0) out++;
|
|
|
+ if (plane::distance_to_point(f.left, aabb::vertex(b, 2)) < 0.0) out++;
|
|
|
+ if (plane::distance_to_point(f.left, aabb::vertex(b, 3)) < 0.0) out++;
|
|
|
+ if (plane::distance_to_point(f.left, aabb::vertex(b, 4)) < 0.0) out++;
|
|
|
+ if (plane::distance_to_point(f.left, aabb::vertex(b, 5)) < 0.0) out++;
|
|
|
+ if (plane::distance_to_point(f.left, aabb::vertex(b, 6)) < 0.0) out++;
|
|
|
+ if (plane::distance_to_point(f.left, aabb::vertex(b, 7)) < 0.0) out++;
|
|
|
+
|
|
|
+ // If all vertices are outside one face, then the box doesn't intersect the frustum
|
|
|
+ if (out == 8) return false;
|
|
|
+
|
|
|
+ out = 0;
|
|
|
+ if (plane::distance_to_point(f.right, aabb::vertex(b, 0)) < 0.0) out++;
|
|
|
+ if (plane::distance_to_point(f.right, aabb::vertex(b, 1)) < 0.0) out++;
|
|
|
+ if (plane::distance_to_point(f.right, aabb::vertex(b, 2)) < 0.0) out++;
|
|
|
+ if (plane::distance_to_point(f.right, aabb::vertex(b, 3)) < 0.0) out++;
|
|
|
+ if (plane::distance_to_point(f.right, aabb::vertex(b, 4)) < 0.0) out++;
|
|
|
+ if (plane::distance_to_point(f.right, aabb::vertex(b, 5)) < 0.0) out++;
|
|
|
+ if (plane::distance_to_point(f.right, aabb::vertex(b, 6)) < 0.0) out++;
|
|
|
+ if (plane::distance_to_point(f.right, aabb::vertex(b, 7)) < 0.0) out++;
|
|
|
+ if (out == 8) return false;
|
|
|
+
|
|
|
+ out = 0;
|
|
|
+ if (plane::distance_to_point(f.bottom, aabb::vertex(b, 0)) < 0.0) out++;
|
|
|
+ if (plane::distance_to_point(f.bottom, aabb::vertex(b, 1)) < 0.0) out++;
|
|
|
+ if (plane::distance_to_point(f.bottom, aabb::vertex(b, 2)) < 0.0) out++;
|
|
|
+ if (plane::distance_to_point(f.bottom, aabb::vertex(b, 3)) < 0.0) out++;
|
|
|
+ if (plane::distance_to_point(f.bottom, aabb::vertex(b, 4)) < 0.0) out++;
|
|
|
+ if (plane::distance_to_point(f.bottom, aabb::vertex(b, 5)) < 0.0) out++;
|
|
|
+ if (plane::distance_to_point(f.bottom, aabb::vertex(b, 6)) < 0.0) out++;
|
|
|
+ if (plane::distance_to_point(f.bottom, aabb::vertex(b, 7)) < 0.0) out++;
|
|
|
+ if (out == 8) return false;
|
|
|
+
|
|
|
+ out = 0;
|
|
|
+ if (plane::distance_to_point(f.top, aabb::vertex(b, 0)) < 0.0) out++;
|
|
|
+ if (plane::distance_to_point(f.top, aabb::vertex(b, 1)) < 0.0) out++;
|
|
|
+ if (plane::distance_to_point(f.top, aabb::vertex(b, 2)) < 0.0) out++;
|
|
|
+ if (plane::distance_to_point(f.top, aabb::vertex(b, 3)) < 0.0) out++;
|
|
|
+ if (plane::distance_to_point(f.top, aabb::vertex(b, 4)) < 0.0) out++;
|
|
|
+ if (plane::distance_to_point(f.top, aabb::vertex(b, 5)) < 0.0) out++;
|
|
|
+ if (plane::distance_to_point(f.top, aabb::vertex(b, 6)) < 0.0) out++;
|
|
|
+ if (plane::distance_to_point(f.top, aabb::vertex(b, 7)) < 0.0) out++;
|
|
|
+ if (out == 8) return false;
|
|
|
+
|
|
|
+ out = 0;
|
|
|
+ if (plane::distance_to_point(f.near, aabb::vertex(b, 0)) < 0.0) out++;
|
|
|
+ if (plane::distance_to_point(f.near, aabb::vertex(b, 1)) < 0.0) out++;
|
|
|
+ if (plane::distance_to_point(f.near, aabb::vertex(b, 2)) < 0.0) out++;
|
|
|
+ if (plane::distance_to_point(f.near, aabb::vertex(b, 3)) < 0.0) out++;
|
|
|
+ if (plane::distance_to_point(f.near, aabb::vertex(b, 4)) < 0.0) out++;
|
|
|
+ if (plane::distance_to_point(f.near, aabb::vertex(b, 5)) < 0.0) out++;
|
|
|
+ if (plane::distance_to_point(f.near, aabb::vertex(b, 6)) < 0.0) out++;
|
|
|
+ if (plane::distance_to_point(f.near, aabb::vertex(b, 7)) < 0.0) out++;
|
|
|
+ if (out == 8) return false;
|
|
|
+
|
|
|
+ out = 0;
|
|
|
+ if (plane::distance_to_point(f.far, aabb::vertex(b, 0)) < 0.0) out++;
|
|
|
+ if (plane::distance_to_point(f.far, aabb::vertex(b, 1)) < 0.0) out++;
|
|
|
+ if (plane::distance_to_point(f.far, aabb::vertex(b, 2)) < 0.0) out++;
|
|
|
+ if (plane::distance_to_point(f.far, aabb::vertex(b, 3)) < 0.0) out++;
|
|
|
+ if (plane::distance_to_point(f.far, aabb::vertex(b, 4)) < 0.0) out++;
|
|
|
+ if (plane::distance_to_point(f.far, aabb::vertex(b, 5)) < 0.0) out++;
|
|
|
+ if (plane::distance_to_point(f.far, aabb::vertex(b, 6)) < 0.0) out++;
|
|
|
+ if (plane::distance_to_point(f.far, aabb::vertex(b, 7)) < 0.0) out++;
|
|
|
+ if (out == 8) return false;
|
|
|
+
|
|
|
+ // If we are here, it is because either the box intersects or it is contained in the frustum
|
|
|
+ return true;
|
|
|
+}
|
|
|
+
|
|
|
} // namespace crown
|