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Engine directory for ticket #1
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128
Engine/lib/opcode/OPC_SphereAABBOverlap.h
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128
Engine/lib/opcode/OPC_SphereAABBOverlap.h
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Sphere-AABB overlap test, based on Jim Arvo's code.
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* \param center [in] box center
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* \param extents [in] box extents
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* \return TRUE on overlap
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*/
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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inline_ BOOL SphereCollider::SphereAABBOverlap(const Point& center, const Point& extents)
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{
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// Stats
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mNbVolumeBVTests++;
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float d = 0.0f;
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//find the square of the distance
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//from the sphere to the box
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#ifdef OLDIES
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for(udword i=0;i<3;i++)
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{
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float tmp = mCenter[i] - center[i];
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float s = tmp + extents[i];
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if(s<0.0f) d += s*s;
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else
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{
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s = tmp - extents[i];
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if(s>0.0f) d += s*s;
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}
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}
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#endif
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//#ifdef NEW_TEST
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// float tmp = mCenter.x - center.x;
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// float s = tmp + extents.x;
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float tmp,s;
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tmp = mCenter.x - center.x;
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s = tmp + extents.x;
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if(s<0.0f)
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{
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d += s*s;
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if(d>mRadius2) return FALSE;
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}
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else
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{
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s = tmp - extents.x;
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if(s>0.0f)
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{
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d += s*s;
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if(d>mRadius2) return FALSE;
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}
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}
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tmp = mCenter.y - center.y;
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s = tmp + extents.y;
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if(s<0.0f)
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{
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d += s*s;
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if(d>mRadius2) return FALSE;
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}
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else
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{
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s = tmp - extents.y;
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if(s>0.0f)
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{
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d += s*s;
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if(d>mRadius2) return FALSE;
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}
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}
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tmp = mCenter.z - center.z;
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s = tmp + extents.z;
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if(s<0.0f)
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{
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d += s*s;
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if(d>mRadius2) return FALSE;
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}
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else
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{
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s = tmp - extents.z;
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if(s>0.0f)
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{
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d += s*s;
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if(d>mRadius2) return FALSE;
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}
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}
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//#endif
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#ifdef OLDIES
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// Point Min = center - extents;
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// Point Max = center + extents;
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float d = 0.0f;
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//find the square of the distance
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//from the sphere to the box
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for(udword i=0;i<3;i++)
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{
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float Min = center[i] - extents[i];
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// if(mCenter[i]<Min[i])
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if(mCenter[i]<Min)
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{
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// float s = mCenter[i] - Min[i];
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float s = mCenter[i] - Min;
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d += s*s;
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}
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else
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{
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float Max = center[i] + extents[i];
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// if(mCenter[i]>Max[i])
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if(mCenter[i]>Max)
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{
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float s = mCenter[i] - Max;
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d += s*s;
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}
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}
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}
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#endif
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return d <= mRadius2;
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}
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