mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 20:54:46 +00:00
193 lines
6.7 KiB
C++
193 lines
6.7 KiB
C++
|
|
//-----------------------------------------------------------------------------
|
|||
|
|
// Copyright (c) 2012 GarageGames, LLC
|
|||
|
|
//
|
|||
|
|
// Permission is hereby granted, free of charge, to any person obtaining a copy
|
|||
|
|
// of this software and associated documentation files (the "Software"), to
|
|||
|
|
// deal in the Software without restriction, including without limitation the
|
|||
|
|
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
|
|||
|
|
// sell copies of the Software, and to permit persons to whom the Software is
|
|||
|
|
// furnished to do so, subject to the following conditions:
|
|||
|
|
//
|
|||
|
|
// The above copyright notice and this permission notice shall be included in
|
|||
|
|
// all copies or substantial portions of the Software.
|
|||
|
|
//
|
|||
|
|
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
|||
|
|
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
|||
|
|
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
|||
|
|
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
|||
|
|
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
|
|||
|
|
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
|
|||
|
|
// IN THE SOFTWARE.
|
|||
|
|
//-----------------------------------------------------------------------------
|
|||
|
|
|
|||
|
|
//-----------------------------------------------------------------------------
|
|||
|
|
// AABB-triangle overlap test code originally by Tomas Akenine-M<>ller
|
|||
|
|
// Assisted by Pierre Terdiman and David Hunt
|
|||
|
|
// http://www.cs.lth.se/home/Tomas_Akenine_Moller/code/
|
|||
|
|
// Ported to TSE by BJG, 2005-4-14
|
|||
|
|
// Modified to avoid a lot of copying by ASM, 2007-9-28
|
|||
|
|
//-----------------------------------------------------------------------------
|
|||
|
|
|
|||
|
|
#include "util/triBoxCheck.h"
|
|||
|
|
|
|||
|
|
#define FINDMINMAX(x0,x1,x2,theMin,theMax) \
|
|||
|
|
theMin = theMax = x0; \
|
|||
|
|
if(x1<theMin) theMin=x1;\
|
|||
|
|
if(x1>theMax) theMax=x1;\
|
|||
|
|
if(x2<theMin) theMin=x2;\
|
|||
|
|
if(x2>theMax) theMax=x2;
|
|||
|
|
|
|||
|
|
static bool planeBoxOverlap(const Point3F &normal, const Point3F &vert, const Point3F &maxbox)
|
|||
|
|
{
|
|||
|
|
S32 q;
|
|||
|
|
F32 v;
|
|||
|
|
Point3F vmin, vmax;
|
|||
|
|
|
|||
|
|
for(q=0;q<=2;q++)
|
|||
|
|
{
|
|||
|
|
v=vert[q];
|
|||
|
|
if(normal[q]>0.0f)
|
|||
|
|
{
|
|||
|
|
vmin[q]=-maxbox[q] - v;
|
|||
|
|
vmax[q]= maxbox[q] - v;
|
|||
|
|
}
|
|||
|
|
else
|
|||
|
|
{
|
|||
|
|
vmin[q]= maxbox[q] - v;
|
|||
|
|
vmax[q]=-maxbox[q] - v;
|
|||
|
|
}
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
if(mDot(normal, vmin) > 0.f)
|
|||
|
|
return false;
|
|||
|
|
|
|||
|
|
if(mDot(normal, vmax) >= 0.f)
|
|||
|
|
return true;
|
|||
|
|
|
|||
|
|
return false;
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
|
|||
|
|
/*======================== X-tests ========================*/
|
|||
|
|
#define AXISTEST_X01(a, b, fa, fb) \
|
|||
|
|
p0 = a*v0.y - b*v0.z; \
|
|||
|
|
p2 = a*v2.y - b*v2.z; \
|
|||
|
|
if(p0<p2) {min=p0; max=p2;} else {min=p2; max=p0;} \
|
|||
|
|
rad = fa * boxhalfsize.y + fb * boxhalfsize.z; \
|
|||
|
|
if(min>rad || max<-rad) return false;
|
|||
|
|
|
|||
|
|
#define AXISTEST_X2(a, b, fa, fb) \
|
|||
|
|
p0 = a*v0.y - b*v0.z; \
|
|||
|
|
p1 = a*v1.y - b*v1.z; \
|
|||
|
|
if(p0<p1) {min=p0; max=p1;} else {min=p1; max=p0;} \
|
|||
|
|
rad = fa * boxhalfsize.y + fb * boxhalfsize.z; \
|
|||
|
|
if(min>rad || max<-rad) return false;
|
|||
|
|
|
|||
|
|
/*======================== Y-tests ========================*/
|
|||
|
|
#define AXISTEST_Y02(a, b, fa, fb) \
|
|||
|
|
p0 = -a*v0.x + b*v0.z; \
|
|||
|
|
p2 = -a*v2.x + b*v2.z; \
|
|||
|
|
if(p0<p2) {min=p0; max=p2;} else {min=p2; max=p0;} \
|
|||
|
|
rad = fa * boxhalfsize.x + fb * boxhalfsize.z; \
|
|||
|
|
if(min>rad || max<-rad) return false;
|
|||
|
|
|
|||
|
|
#define AXISTEST_Y1(a, b, fa, fb) \
|
|||
|
|
p0 = -a*v0.x + b*v0.z; \
|
|||
|
|
p1 = -a*v1.x + b*v1.z; \
|
|||
|
|
if(p0<p1) {min=p0; max=p1;} else {min=p1; max=p0;} \
|
|||
|
|
rad = fa * boxhalfsize.x + fb * boxhalfsize.z; \
|
|||
|
|
if(min>rad || max<-rad) return false;
|
|||
|
|
|
|||
|
|
/*======================== Z-tests ========================*/
|
|||
|
|
|
|||
|
|
#define AXISTEST_Z12(a, b, fa, fb) \
|
|||
|
|
p1 = a*v1.x - b*v1.y; \
|
|||
|
|
p2 = a*v2.x - b*v2.y; \
|
|||
|
|
if(p2<p1) {min=p2; max=p1;} else {min=p1; max=p2;} \
|
|||
|
|
rad = fa * boxhalfsize.x + fb * boxhalfsize.y; \
|
|||
|
|
if(min>rad || max<-rad) return false;
|
|||
|
|
|
|||
|
|
#define AXISTEST_Z0(a, b, fa, fb) \
|
|||
|
|
p0 = a*v0.x - b*v0.y; \
|
|||
|
|
p1 = a*v1.x - b*v1.y; \
|
|||
|
|
if(p0<p1) {min=p0; max=p1;} else {min=p1; max=p0;} \
|
|||
|
|
rad = fa * boxhalfsize.x + fb * boxhalfsize.y; \
|
|||
|
|
if(min>rad || max<-rad) return false;
|
|||
|
|
|
|||
|
|
bool triBoxOverlap(const Point3F &boxcenter, const Point3F &boxhalfsize, const Point3F triverts[3])
|
|||
|
|
{
|
|||
|
|
/* use separating axis theorem to test overlap between triangle and box */
|
|||
|
|
/* need to test for overlap in these directions: */
|
|||
|
|
/* 1) the {x,y,z}-directions (actually, since we use the AABB of the triangle */
|
|||
|
|
/* we do not even need to test these) */
|
|||
|
|
/* 2) normal of the triangle */
|
|||
|
|
/* 3) crossproduct(edge from tri, {x,y,z}-directin) */
|
|||
|
|
/* this gives 3x3=9 more tests */
|
|||
|
|
|
|||
|
|
Point3F v0,v1,v2;
|
|||
|
|
|
|||
|
|
F32 min,max,p0,p1,p2,rad,fex,fey,fez; // -NJMP- "d" local variable removed
|
|||
|
|
Point3F normal,e0,e1,e2;
|
|||
|
|
|
|||
|
|
/* This is the fastest branch on Sun */
|
|||
|
|
/* move everything so that the boxcenter is in (0,0,0) */
|
|||
|
|
v0 = triverts[0] - boxcenter;
|
|||
|
|
v1 = triverts[1] - boxcenter;
|
|||
|
|
v2 = triverts[2] - boxcenter;
|
|||
|
|
|
|||
|
|
/* compute triangle edges */
|
|||
|
|
e0 = v1 - v0; /* tri edge 0 */
|
|||
|
|
e1 = v2 - v1; /* tri edge 1 */
|
|||
|
|
e2 = v0 - v2; /* tri edge 2 */
|
|||
|
|
|
|||
|
|
/* Bullet 3: */
|
|||
|
|
/* test the 9 tests first (this was faster) */
|
|||
|
|
fex = mFabs(e0.x);
|
|||
|
|
fey = mFabs(e0.y);
|
|||
|
|
fez = mFabs(e0.z);
|
|||
|
|
AXISTEST_X01(e0.z, e0.y, fez, fey);
|
|||
|
|
AXISTEST_Y02(e0.z, e0.x, fez, fex);
|
|||
|
|
AXISTEST_Z12(e0.y, e0.x, fey, fex);
|
|||
|
|
|
|||
|
|
fex = mFabs(e1.x);
|
|||
|
|
fey = mFabs(e1.y);
|
|||
|
|
fez = mFabs(e1.z);
|
|||
|
|
AXISTEST_X01(e1.z, e1.y, fez, fey);
|
|||
|
|
AXISTEST_Y02(e1.z, e1.x, fez, fex);
|
|||
|
|
AXISTEST_Z0(e1.y, e1.x, fey, fex);
|
|||
|
|
|
|||
|
|
fex = mFabs(e2.x);
|
|||
|
|
fey = mFabs(e2.y);
|
|||
|
|
fez = mFabs(e2.z);
|
|||
|
|
AXISTEST_X2(e2.z, e2.y, fez, fey);
|
|||
|
|
AXISTEST_Y1(e2.z, e2.x, fez, fex);
|
|||
|
|
AXISTEST_Z12(e2.y, e2.x, fey, fex);
|
|||
|
|
|
|||
|
|
/* Bullet 1: */
|
|||
|
|
/* first test overlap in the {x,y,z}-directions */
|
|||
|
|
/* find min, max of the triangle each direction, and test for overlap in */
|
|||
|
|
/* that direction -- this is equivalent to testing a minimal AABB around */
|
|||
|
|
/* the triangle against the AABB */
|
|||
|
|
|
|||
|
|
/* test in X-direction */
|
|||
|
|
FINDMINMAX(v0.x,v1.x,v2.x,min,max);
|
|||
|
|
if(min>boxhalfsize.x || max<-boxhalfsize.x) return false;
|
|||
|
|
|
|||
|
|
/* test in Y-direction */
|
|||
|
|
FINDMINMAX(v0.y,v1.y,v2.y,min,max);
|
|||
|
|
if(min>boxhalfsize.y || max<-boxhalfsize.y) return false;
|
|||
|
|
|
|||
|
|
/* test in Z-direction */
|
|||
|
|
FINDMINMAX(v0.z,v1.z,v2.z,min,max);
|
|||
|
|
if(min>boxhalfsize.z || max<-boxhalfsize.z) return false;
|
|||
|
|
|
|||
|
|
/* Bullet 2: */
|
|||
|
|
/* test if the box intersects the plane of the triangle */
|
|||
|
|
/* compute plane equation of triangle: normal*x+d=0 */
|
|||
|
|
normal = mCross(e0, e1);
|
|||
|
|
|
|||
|
|
if(!planeBoxOverlap(normal,v0,boxhalfsize)) return false;
|
|||
|
|
|
|||
|
|
return true; /* box and triangle overlaps */
|
|||
|
|
}
|