[216] | 1 | /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// |
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| 2 | /** |
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| 3 | * OBB-OBB overlap test using the separating axis theorem. |
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| 4 | * - original code by Gomez / Gamasutra (similar to Gottschalk's one in RAPID) |
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| 5 | * - optimized for AABB trees by computing the rotation matrix once (SOLID-fashion) |
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| 6 | * - the fabs matrix is precomputed as well and epsilon-tweaked (RAPID-style, we found this almost mandatory) |
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| 7 | * - Class III axes can be disabled... (SOLID & Intel fashion) |
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| 8 | * - ...or enabled to perform some profiling |
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| 9 | * - CPU comparisons used when appropriate |
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| 10 | * - lazy evaluation sometimes saves some work in case of early exits (unlike SOLID) |
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| 11 | * |
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| 12 | * \param ea [in] extents from box A |
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| 13 | * \param ca [in] center from box A |
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| 14 | * \param eb [in] extents from box B |
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| 15 | * \param cb [in] center from box B |
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| 16 | * \return true if boxes overlap |
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| 17 | */ |
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| 18 | /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// |
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| 19 | inline_ BOOL AABBTreeCollider::BoxBoxOverlap(const Point& ea, const Point& ca, const Point& eb, const Point& cb) |
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| 20 | { |
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| 21 | // Stats |
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| 22 | mNbBVBVTests++; |
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| 23 | |
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| 24 | float t,t2; |
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| 25 | |
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| 26 | // Class I : A's basis vectors |
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| 27 | float Tx = (mR1to0.m[0][0]*cb.x + mR1to0.m[1][0]*cb.y + mR1to0.m[2][0]*cb.z) + mT1to0.x - ca.x; |
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| 28 | t = ea.x + eb.x*mAR.m[0][0] + eb.y*mAR.m[1][0] + eb.z*mAR.m[2][0]; |
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| 29 | if(GREATER(Tx, t)) return FALSE; |
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| 30 | |
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| 31 | float Ty = (mR1to0.m[0][1]*cb.x + mR1to0.m[1][1]*cb.y + mR1to0.m[2][1]*cb.z) + mT1to0.y - ca.y; |
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| 32 | t = ea.y + eb.x*mAR.m[0][1] + eb.y*mAR.m[1][1] + eb.z*mAR.m[2][1]; |
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| 33 | if(GREATER(Ty, t)) return FALSE; |
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| 34 | |
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| 35 | float Tz = (mR1to0.m[0][2]*cb.x + mR1to0.m[1][2]*cb.y + mR1to0.m[2][2]*cb.z) + mT1to0.z - ca.z; |
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| 36 | t = ea.z + eb.x*mAR.m[0][2] + eb.y*mAR.m[1][2] + eb.z*mAR.m[2][2]; |
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| 37 | if(GREATER(Tz, t)) return FALSE; |
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| 38 | |
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| 39 | // Class II : B's basis vectors |
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| 40 | t = Tx*mR1to0.m[0][0] + Ty*mR1to0.m[0][1] + Tz*mR1to0.m[0][2]; t2 = ea.x*mAR.m[0][0] + ea.y*mAR.m[0][1] + ea.z*mAR.m[0][2] + eb.x; |
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| 41 | if(GREATER(t, t2)) return FALSE; |
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| 42 | |
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| 43 | t = Tx*mR1to0.m[1][0] + Ty*mR1to0.m[1][1] + Tz*mR1to0.m[1][2]; t2 = ea.x*mAR.m[1][0] + ea.y*mAR.m[1][1] + ea.z*mAR.m[1][2] + eb.y; |
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| 44 | if(GREATER(t, t2)) return FALSE; |
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| 45 | |
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| 46 | t = Tx*mR1to0.m[2][0] + Ty*mR1to0.m[2][1] + Tz*mR1to0.m[2][2]; t2 = ea.x*mAR.m[2][0] + ea.y*mAR.m[2][1] + ea.z*mAR.m[2][2] + eb.z; |
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| 47 | if(GREATER(t, t2)) return FALSE; |
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| 48 | |
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| 49 | // Class III : 9 cross products |
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| 50 | // Cool trick: always perform the full test for first level, regardless of settings. |
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| 51 | // That way pathological cases (such as the pencils scene) are quickly rejected anyway ! |
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| 52 | if(mFullBoxBoxTest || mNbBVBVTests==1) |
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| 53 | { |
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| 54 | t = Tz*mR1to0.m[0][1] - Ty*mR1to0.m[0][2]; t2 = ea.y*mAR.m[0][2] + ea.z*mAR.m[0][1] + eb.y*mAR.m[2][0] + eb.z*mAR.m[1][0]; if(GREATER(t, t2)) return FALSE; // L = A0 x B0 |
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| 55 | t = Tz*mR1to0.m[1][1] - Ty*mR1to0.m[1][2]; t2 = ea.y*mAR.m[1][2] + ea.z*mAR.m[1][1] + eb.x*mAR.m[2][0] + eb.z*mAR.m[0][0]; if(GREATER(t, t2)) return FALSE; // L = A0 x B1 |
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| 56 | t = Tz*mR1to0.m[2][1] - Ty*mR1to0.m[2][2]; t2 = ea.y*mAR.m[2][2] + ea.z*mAR.m[2][1] + eb.x*mAR.m[1][0] + eb.y*mAR.m[0][0]; if(GREATER(t, t2)) return FALSE; // L = A0 x B2 |
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| 57 | t = Tx*mR1to0.m[0][2] - Tz*mR1to0.m[0][0]; t2 = ea.x*mAR.m[0][2] + ea.z*mAR.m[0][0] + eb.y*mAR.m[2][1] + eb.z*mAR.m[1][1]; if(GREATER(t, t2)) return FALSE; // L = A1 x B0 |
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| 58 | t = Tx*mR1to0.m[1][2] - Tz*mR1to0.m[1][0]; t2 = ea.x*mAR.m[1][2] + ea.z*mAR.m[1][0] + eb.x*mAR.m[2][1] + eb.z*mAR.m[0][1]; if(GREATER(t, t2)) return FALSE; // L = A1 x B1 |
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| 59 | t = Tx*mR1to0.m[2][2] - Tz*mR1to0.m[2][0]; t2 = ea.x*mAR.m[2][2] + ea.z*mAR.m[2][0] + eb.x*mAR.m[1][1] + eb.y*mAR.m[0][1]; if(GREATER(t, t2)) return FALSE; // L = A1 x B2 |
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| 60 | t = Ty*mR1to0.m[0][0] - Tx*mR1to0.m[0][1]; t2 = ea.x*mAR.m[0][1] + ea.y*mAR.m[0][0] + eb.y*mAR.m[2][2] + eb.z*mAR.m[1][2]; if(GREATER(t, t2)) return FALSE; // L = A2 x B0 |
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| 61 | t = Ty*mR1to0.m[1][0] - Tx*mR1to0.m[1][1]; t2 = ea.x*mAR.m[1][1] + ea.y*mAR.m[1][0] + eb.x*mAR.m[2][2] + eb.z*mAR.m[0][2]; if(GREATER(t, t2)) return FALSE; // L = A2 x B1 |
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| 62 | t = Ty*mR1to0.m[2][0] - Tx*mR1to0.m[2][1]; t2 = ea.x*mAR.m[2][1] + ea.y*mAR.m[2][0] + eb.x*mAR.m[1][2] + eb.y*mAR.m[0][2]; if(GREATER(t, t2)) return FALSE; // L = A2 x B2 |
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| 63 | } |
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| 64 | return TRUE; |
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| 65 | } |
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| 66 | |
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| 67 | //! A dedicated version when one box is constant |
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| 68 | inline_ BOOL OBBCollider::BoxBoxOverlap(const Point& extents, const Point& center) |
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| 69 | { |
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| 70 | // Stats |
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| 71 | mNbVolumeBVTests++; |
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| 72 | |
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| 73 | float t,t2; |
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| 74 | |
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| 75 | // Class I : A's basis vectors |
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| 76 | float Tx = mTBoxToModel.x - center.x; t = extents.x + mBBx1; if(GREATER(Tx, t)) return FALSE; |
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| 77 | float Ty = mTBoxToModel.y - center.y; t = extents.y + mBBy1; if(GREATER(Ty, t)) return FALSE; |
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| 78 | float Tz = mTBoxToModel.z - center.z; t = extents.z + mBBz1; if(GREATER(Tz, t)) return FALSE; |
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| 79 | |
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| 80 | // Class II : B's basis vectors |
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| 81 | t = Tx*mRBoxToModel.m[0][0] + Ty*mRBoxToModel.m[0][1] + Tz*mRBoxToModel.m[0][2]; |
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| 82 | t2 = extents.x*mAR.m[0][0] + extents.y*mAR.m[0][1] + extents.z*mAR.m[0][2] + mBoxExtents.x; |
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| 83 | if(GREATER(t, t2)) return FALSE; |
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| 84 | |
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| 85 | t = Tx*mRBoxToModel.m[1][0] + Ty*mRBoxToModel.m[1][1] + Tz*mRBoxToModel.m[1][2]; |
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| 86 | t2 = extents.x*mAR.m[1][0] + extents.y*mAR.m[1][1] + extents.z*mAR.m[1][2] + mBoxExtents.y; |
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| 87 | if(GREATER(t, t2)) return FALSE; |
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| 88 | |
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| 89 | t = Tx*mRBoxToModel.m[2][0] + Ty*mRBoxToModel.m[2][1] + Tz*mRBoxToModel.m[2][2]; |
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| 90 | t2 = extents.x*mAR.m[2][0] + extents.y*mAR.m[2][1] + extents.z*mAR.m[2][2] + mBoxExtents.z; |
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| 91 | if(GREATER(t, t2)) return FALSE; |
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| 92 | |
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| 93 | // Class III : 9 cross products |
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| 94 | // Cool trick: always perform the full test for first level, regardless of settings. |
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| 95 | // That way pathological cases (such as the pencils scene) are quickly rejected anyway ! |
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| 96 | if(mFullBoxBoxTest || mNbVolumeBVTests==1) |
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| 97 | { |
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| 98 | t = Tz*mRBoxToModel.m[0][1] - Ty*mRBoxToModel.m[0][2]; t2 = extents.y*mAR.m[0][2] + extents.z*mAR.m[0][1] + mBB_1; if(GREATER(t, t2)) return FALSE; // L = A0 x B0 |
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| 99 | t = Tz*mRBoxToModel.m[1][1] - Ty*mRBoxToModel.m[1][2]; t2 = extents.y*mAR.m[1][2] + extents.z*mAR.m[1][1] + mBB_2; if(GREATER(t, t2)) return FALSE; // L = A0 x B1 |
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| 100 | t = Tz*mRBoxToModel.m[2][1] - Ty*mRBoxToModel.m[2][2]; t2 = extents.y*mAR.m[2][2] + extents.z*mAR.m[2][1] + mBB_3; if(GREATER(t, t2)) return FALSE; // L = A0 x B2 |
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| 101 | t = Tx*mRBoxToModel.m[0][2] - Tz*mRBoxToModel.m[0][0]; t2 = extents.x*mAR.m[0][2] + extents.z*mAR.m[0][0] + mBB_4; if(GREATER(t, t2)) return FALSE; // L = A1 x B0 |
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| 102 | t = Tx*mRBoxToModel.m[1][2] - Tz*mRBoxToModel.m[1][0]; t2 = extents.x*mAR.m[1][2] + extents.z*mAR.m[1][0] + mBB_5; if(GREATER(t, t2)) return FALSE; // L = A1 x B1 |
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| 103 | t = Tx*mRBoxToModel.m[2][2] - Tz*mRBoxToModel.m[2][0]; t2 = extents.x*mAR.m[2][2] + extents.z*mAR.m[2][0] + mBB_6; if(GREATER(t, t2)) return FALSE; // L = A1 x B2 |
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| 104 | t = Ty*mRBoxToModel.m[0][0] - Tx*mRBoxToModel.m[0][1]; t2 = extents.x*mAR.m[0][1] + extents.y*mAR.m[0][0] + mBB_7; if(GREATER(t, t2)) return FALSE; // L = A2 x B0 |
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| 105 | t = Ty*mRBoxToModel.m[1][0] - Tx*mRBoxToModel.m[1][1]; t2 = extents.x*mAR.m[1][1] + extents.y*mAR.m[1][0] + mBB_8; if(GREATER(t, t2)) return FALSE; // L = A2 x B1 |
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| 106 | t = Ty*mRBoxToModel.m[2][0] - Tx*mRBoxToModel.m[2][1]; t2 = extents.x*mAR.m[2][1] + extents.y*mAR.m[2][0] + mBB_9; if(GREATER(t, t2)) return FALSE; // L = A2 x B2 |
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| 107 | } |
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| 108 | return TRUE; |
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| 109 | } |
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| 110 | |
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| 111 | //! A special version for 2 axis-aligned boxes |
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| 112 | inline_ BOOL AABBCollider::AABBAABBOverlap(const Point& extents, const Point& center) |
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| 113 | { |
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| 114 | // Stats |
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| 115 | mNbVolumeBVTests++; |
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| 116 | |
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| 117 | float tx = mBox.mCenter.x - center.x; float ex = extents.x + mBox.mExtents.x; if(GREATER(tx, ex)) return FALSE; |
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| 118 | float ty = mBox.mCenter.y - center.y; float ey = extents.y + mBox.mExtents.y; if(GREATER(ty, ey)) return FALSE; |
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| 119 | float tz = mBox.mCenter.z - center.z; float ez = extents.z + mBox.mExtents.z; if(GREATER(tz, ez)) return FALSE; |
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| 120 | |
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| 121 | return TRUE; |
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| 122 | } |
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