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# ifndef B3_AABB_UTIL2
# define B3_AABB_UTIL2
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/*
Copyright ( c ) 2003 - 2006 Gino van den Bergen / Erwin Coumans https : //bulletphysics.org
This software is provided ' as - is ' , without any express or implied warranty .
In no event will the authors be held liable for any damages arising from the use of this software .
Permission is granted to anyone to use this software for any purpose ,
including commercial applications , and to alter it and redistribute it freely ,
subject to the following restrictions :
1. The origin of this software must not be misrepresented ; you must not claim that you wrote the original software . If you use this software in a product , an acknowledgment in the product documentation would be appreciated but is not required .
2. Altered source versions must be plainly marked as such , and must not be misrepresented as being the original software .
3. This notice may not be removed or altered from any source distribution .
*/
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# include "Bullet3Common/b3Transform.h"
# include "Bullet3Common/b3Vector3.h"
# include "Bullet3Common/b3MinMax.h"
B3_FORCE_INLINE void b3AabbExpand ( b3Vector3 & aabbMin ,
b3Vector3 & aabbMax ,
const b3Vector3 & expansionMin ,
const b3Vector3 & expansionMax )
{
aabbMin = aabbMin + expansionMin ;
aabbMax = aabbMax + expansionMax ;
}
/// conservative test for overlap between two aabbs
B3_FORCE_INLINE bool b3TestPointAgainstAabb2 ( const b3Vector3 & aabbMin1 , const b3Vector3 & aabbMax1 ,
const b3Vector3 & point )
{
bool overlap = true ;
overlap = ( aabbMin1 . getX ( ) > point . getX ( ) | | aabbMax1 . getX ( ) < point . getX ( ) ) ? false : overlap ;
overlap = ( aabbMin1 . getZ ( ) > point . getZ ( ) | | aabbMax1 . getZ ( ) < point . getZ ( ) ) ? false : overlap ;
overlap = ( aabbMin1 . getY ( ) > point . getY ( ) | | aabbMax1 . getY ( ) < point . getY ( ) ) ? false : overlap ;
return overlap ;
}
/// conservative test for overlap between two aabbs
B3_FORCE_INLINE bool b3TestAabbAgainstAabb2 ( const b3Vector3 & aabbMin1 , const b3Vector3 & aabbMax1 ,
const b3Vector3 & aabbMin2 , const b3Vector3 & aabbMax2 )
{
bool overlap = true ;
overlap = ( aabbMin1 . getX ( ) > aabbMax2 . getX ( ) | | aabbMax1 . getX ( ) < aabbMin2 . getX ( ) ) ? false : overlap ;
overlap = ( aabbMin1 . getZ ( ) > aabbMax2 . getZ ( ) | | aabbMax1 . getZ ( ) < aabbMin2 . getZ ( ) ) ? false : overlap ;
overlap = ( aabbMin1 . getY ( ) > aabbMax2 . getY ( ) | | aabbMax1 . getY ( ) < aabbMin2 . getY ( ) ) ? false : overlap ;
return overlap ;
}
/// conservative test for overlap between triangle and aabb
B3_FORCE_INLINE bool b3TestTriangleAgainstAabb2 ( const b3Vector3 * vertices ,
const b3Vector3 & aabbMin , const b3Vector3 & aabbMax )
{
const b3Vector3 & p1 = vertices [ 0 ] ;
const b3Vector3 & p2 = vertices [ 1 ] ;
const b3Vector3 & p3 = vertices [ 2 ] ;
if ( b3Min ( b3Min ( p1 [ 0 ] , p2 [ 0 ] ) , p3 [ 0 ] ) > aabbMax [ 0 ] ) return false ;
if ( b3Max ( b3Max ( p1 [ 0 ] , p2 [ 0 ] ) , p3 [ 0 ] ) < aabbMin [ 0 ] ) return false ;
if ( b3Min ( b3Min ( p1 [ 2 ] , p2 [ 2 ] ) , p3 [ 2 ] ) > aabbMax [ 2 ] ) return false ;
if ( b3Max ( b3Max ( p1 [ 2 ] , p2 [ 2 ] ) , p3 [ 2 ] ) < aabbMin [ 2 ] ) return false ;
if ( b3Min ( b3Min ( p1 [ 1 ] , p2 [ 1 ] ) , p3 [ 1 ] ) > aabbMax [ 1 ] ) return false ;
if ( b3Max ( b3Max ( p1 [ 1 ] , p2 [ 1 ] ) , p3 [ 1 ] ) < aabbMin [ 1 ] ) return false ;
return true ;
}
B3_FORCE_INLINE int b3Outcode ( const b3Vector3 & p , const b3Vector3 & halfExtent )
{
return ( p . getX ( ) < - halfExtent . getX ( ) ? 0x01 : 0x0 ) |
( p . getX ( ) > halfExtent . getX ( ) ? 0x08 : 0x0 ) |
( p . getY ( ) < - halfExtent . getY ( ) ? 0x02 : 0x0 ) |
( p . getY ( ) > halfExtent . getY ( ) ? 0x10 : 0x0 ) |
( p . getZ ( ) < - halfExtent . getZ ( ) ? 0x4 : 0x0 ) |
( p . getZ ( ) > halfExtent . getZ ( ) ? 0x20 : 0x0 ) ;
}
B3_FORCE_INLINE bool b3RayAabb2 ( const b3Vector3 & rayFrom ,
const b3Vector3 & rayInvDirection ,
const unsigned int raySign [ 3 ] ,
const b3Vector3 bounds [ 2 ] ,
b3Scalar & tmin ,
b3Scalar lambda_min ,
b3Scalar lambda_max )
{
b3Scalar tmax , tymin , tymax , tzmin , tzmax ;
tmin = ( bounds [ raySign [ 0 ] ] . getX ( ) - rayFrom . getX ( ) ) * rayInvDirection . getX ( ) ;
tmax = ( bounds [ 1 - raySign [ 0 ] ] . getX ( ) - rayFrom . getX ( ) ) * rayInvDirection . getX ( ) ;
tymin = ( bounds [ raySign [ 1 ] ] . getY ( ) - rayFrom . getY ( ) ) * rayInvDirection . getY ( ) ;
tymax = ( bounds [ 1 - raySign [ 1 ] ] . getY ( ) - rayFrom . getY ( ) ) * rayInvDirection . getY ( ) ;
if ( ( tmin > tymax ) | | ( tymin > tmax ) )
return false ;
if ( tymin > tmin )
tmin = tymin ;
if ( tymax < tmax )
tmax = tymax ;
tzmin = ( bounds [ raySign [ 2 ] ] . getZ ( ) - rayFrom . getZ ( ) ) * rayInvDirection . getZ ( ) ;
tzmax = ( bounds [ 1 - raySign [ 2 ] ] . getZ ( ) - rayFrom . getZ ( ) ) * rayInvDirection . getZ ( ) ;
if ( ( tmin > tzmax ) | | ( tzmin > tmax ) )
return false ;
if ( tzmin > tmin )
tmin = tzmin ;
if ( tzmax < tmax )
tmax = tzmax ;
return ( ( tmin < lambda_max ) & & ( tmax > lambda_min ) ) ;
}
B3_FORCE_INLINE bool b3RayAabb ( const b3Vector3 & rayFrom ,
const b3Vector3 & rayTo ,
const b3Vector3 & aabbMin ,
const b3Vector3 & aabbMax ,
b3Scalar & param , b3Vector3 & normal )
{
b3Vector3 aabbHalfExtent = ( aabbMax - aabbMin ) * b3Scalar ( 0.5 ) ;
b3Vector3 aabbCenter = ( aabbMax + aabbMin ) * b3Scalar ( 0.5 ) ;
b3Vector3 source = rayFrom - aabbCenter ;
b3Vector3 target = rayTo - aabbCenter ;
int sourceOutcode = b3Outcode ( source , aabbHalfExtent ) ;
int targetOutcode = b3Outcode ( target , aabbHalfExtent ) ;
if ( ( sourceOutcode & targetOutcode ) = = 0x0 )
{
b3Scalar lambda_enter = b3Scalar ( 0.0 ) ;
b3Scalar lambda_exit = param ;
b3Vector3 r = target - source ;
int i ;
b3Scalar normSign = 1 ;
b3Vector3 hitNormal = b3MakeVector3 ( 0 , 0 , 0 ) ;
int bit = 1 ;
for ( int j = 0 ; j < 2 ; j + + )
{
for ( i = 0 ; i ! = 3 ; + + i )
{
if ( sourceOutcode & bit )
{
b3Scalar lambda = ( - source [ i ] - aabbHalfExtent [ i ] * normSign ) / r [ i ] ;
if ( lambda_enter < = lambda )
{
lambda_enter = lambda ;
hitNormal . setValue ( 0 , 0 , 0 ) ;
hitNormal [ i ] = normSign ;
}
}
else if ( targetOutcode & bit )
{
b3Scalar lambda = ( - source [ i ] - aabbHalfExtent [ i ] * normSign ) / r [ i ] ;
b3SetMin ( lambda_exit , lambda ) ;
}
bit < < = 1 ;
}
normSign = b3Scalar ( - 1. ) ;
}
if ( lambda_enter < = lambda_exit )
{
param = lambda_enter ;
normal = hitNormal ;
return true ;
}
}
return false ;
}
B3_FORCE_INLINE void b3TransformAabb ( const b3Vector3 & halfExtents , b3Scalar margin , const b3Transform & t , b3Vector3 & aabbMinOut , b3Vector3 & aabbMaxOut )
{
b3Vector3 halfExtentsWithMargin = halfExtents + b3MakeVector3 ( margin , margin , margin ) ;
b3Matrix3x3 abs_b = t . getBasis ( ) . absolute ( ) ;
b3Vector3 center = t . getOrigin ( ) ;
b3Vector3 extent = halfExtentsWithMargin . dot3 ( abs_b [ 0 ] , abs_b [ 1 ] , abs_b [ 2 ] ) ;
aabbMinOut = center - extent ;
aabbMaxOut = center + extent ;
}
B3_FORCE_INLINE void b3TransformAabb ( const b3Vector3 & localAabbMin , const b3Vector3 & localAabbMax , b3Scalar margin , const b3Transform & trans , b3Vector3 & aabbMinOut , b3Vector3 & aabbMaxOut )
{
//b3Assert(localAabbMin.getX() <= localAabbMax.getX());
//b3Assert(localAabbMin.getY() <= localAabbMax.getY());
//b3Assert(localAabbMin.getZ() <= localAabbMax.getZ());
b3Vector3 localHalfExtents = b3Scalar ( 0.5 ) * ( localAabbMax - localAabbMin ) ;
localHalfExtents + = b3MakeVector3 ( margin , margin , margin ) ;
b3Vector3 localCenter = b3Scalar ( 0.5 ) * ( localAabbMax + localAabbMin ) ;
b3Matrix3x3 abs_b = trans . getBasis ( ) . absolute ( ) ;
b3Vector3 center = trans ( localCenter ) ;
b3Vector3 extent = localHalfExtents . dot3 ( abs_b [ 0 ] , abs_b [ 1 ] , abs_b [ 2 ] ) ;
aabbMinOut = center - extent ;
aabbMaxOut = center + extent ;
}
# define B3_USE_BANCHLESS 1
# ifdef B3_USE_BANCHLESS
//This block replaces the block below and uses no branches, and replaces the 8 bit return with a 32 bit return for improved performance (~3x on XBox 360)
B3_FORCE_INLINE unsigned b3TestQuantizedAabbAgainstQuantizedAabb ( const unsigned short int * aabbMin1 , const unsigned short int * aabbMax1 , const unsigned short int * aabbMin2 , const unsigned short int * aabbMax2 )
{
return static_cast < unsigned int > ( b3Select ( ( unsigned ) ( ( aabbMin1 [ 0 ] < = aabbMax2 [ 0 ] ) & ( aabbMax1 [ 0 ] > = aabbMin2 [ 0 ] ) & ( aabbMin1 [ 2 ] < = aabbMax2 [ 2 ] ) & ( aabbMax1 [ 2 ] > = aabbMin2 [ 2 ] ) & ( aabbMin1 [ 1 ] < = aabbMax2 [ 1 ] ) & ( aabbMax1 [ 1 ] > = aabbMin2 [ 1 ] ) ) ,
1 , 0 ) ) ;
}
# else
B3_FORCE_INLINE bool b3TestQuantizedAabbAgainstQuantizedAabb ( const unsigned short int * aabbMin1 , const unsigned short int * aabbMax1 , const unsigned short int * aabbMin2 , const unsigned short int * aabbMax2 )
{
bool overlap = true ;
overlap = ( aabbMin1 [ 0 ] > aabbMax2 [ 0 ] | | aabbMax1 [ 0 ] < aabbMin2 [ 0 ] ) ? false : overlap ;
overlap = ( aabbMin1 [ 2 ] > aabbMax2 [ 2 ] | | aabbMax1 [ 2 ] < aabbMin2 [ 2 ] ) ? false : overlap ;
overlap = ( aabbMin1 [ 1 ] > aabbMax2 [ 1 ] | | aabbMax1 [ 1 ] < aabbMin2 [ 1 ] ) ? false : overlap ;
return overlap ;
}
# endif //B3_USE_BANCHLESS
# endif //B3_AABB_UTIL2