[216] | 1 | |
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| 2 | //! This macro quickly finds the min & max values among 3 variables |
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| 3 | #define FINDMINMAX(x0, x1, x2, min, max) \ |
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| 4 | min = max = x0; \ |
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| 5 | if(x1<min) min=x1; \ |
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| 6 | if(x1>max) max=x1; \ |
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| 7 | if(x2<min) min=x2; \ |
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| 8 | if(x2>max) max=x2; |
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| 9 | |
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| 10 | //! TO BE DOCUMENTED |
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| 11 | inline_ BOOL planeBoxOverlap(const Point& normal, const float d, const Point& maxbox) |
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| 12 | { |
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| 13 | Point vmin, vmax; |
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| 14 | for(udword q=0;q<=2;q++) |
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| 15 | { |
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| 16 | if(normal[q]>0.0f) { vmin[q]=-maxbox[q]; vmax[q]=maxbox[q]; } |
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| 17 | else { vmin[q]=maxbox[q]; vmax[q]=-maxbox[q]; } |
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| 18 | } |
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| 19 | if((normal|vmin)+d>0.0f) return FALSE; |
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| 20 | if((normal|vmax)+d>=0.0f) return TRUE; |
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| 21 | |
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| 22 | return FALSE; |
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| 23 | } |
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| 24 | |
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| 25 | //! TO BE DOCUMENTED |
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| 26 | #define AXISTEST_X01(a, b, fa, fb) \ |
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| 27 | min = a*v0.y - b*v0.z; \ |
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| 28 | max = a*v2.y - b*v2.z; \ |
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| 29 | if(min>max) {const float tmp=max; max=min; min=tmp; } \ |
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| 30 | rad = fa * extents.y + fb * extents.z; \ |
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| 31 | if(min>rad || max<-rad) return FALSE; |
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| 32 | |
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| 33 | //! TO BE DOCUMENTED |
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| 34 | #define AXISTEST_X2(a, b, fa, fb) \ |
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| 35 | min = a*v0.y - b*v0.z; \ |
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| 36 | max = a*v1.y - b*v1.z; \ |
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| 37 | if(min>max) {const float tmp=max; max=min; min=tmp; } \ |
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| 38 | rad = fa * extents.y + fb * extents.z; \ |
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| 39 | if(min>rad || max<-rad) return FALSE; |
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| 40 | |
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| 41 | //! TO BE DOCUMENTED |
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| 42 | #define AXISTEST_Y02(a, b, fa, fb) \ |
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| 43 | min = b*v0.z - a*v0.x; \ |
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| 44 | max = b*v2.z - a*v2.x; \ |
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| 45 | if(min>max) {const float tmp=max; max=min; min=tmp; } \ |
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| 46 | rad = fa * extents.x + fb * extents.z; \ |
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| 47 | if(min>rad || max<-rad) return FALSE; |
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| 48 | |
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| 49 | //! TO BE DOCUMENTED |
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| 50 | #define AXISTEST_Y1(a, b, fa, fb) \ |
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| 51 | min = b*v0.z - a*v0.x; \ |
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| 52 | max = b*v1.z - a*v1.x; \ |
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| 53 | if(min>max) {const float tmp=max; max=min; min=tmp; } \ |
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| 54 | rad = fa * extents.x + fb * extents.z; \ |
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| 55 | if(min>rad || max<-rad) return FALSE; |
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| 56 | |
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| 57 | //! TO BE DOCUMENTED |
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| 58 | #define AXISTEST_Z12(a, b, fa, fb) \ |
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| 59 | min = a*v1.x - b*v1.y; \ |
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| 60 | max = a*v2.x - b*v2.y; \ |
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| 61 | if(min>max) {const float tmp=max; max=min; min=tmp; } \ |
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| 62 | rad = fa * extents.x + fb * extents.y; \ |
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| 63 | if(min>rad || max<-rad) return FALSE; |
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| 64 | |
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| 65 | //! TO BE DOCUMENTED |
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| 66 | #define AXISTEST_Z0(a, b, fa, fb) \ |
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| 67 | min = a*v0.x - b*v0.y; \ |
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| 68 | max = a*v1.x - b*v1.y; \ |
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| 69 | if(min>max) {const float tmp=max; max=min; min=tmp; } \ |
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| 70 | rad = fa * extents.x + fb * extents.y; \ |
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| 71 | if(min>rad || max<-rad) return FALSE; |
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| 72 | |
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| 73 | // compute triangle edges |
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| 74 | // - edges lazy evaluated to take advantage of early exits |
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| 75 | // - fabs precomputed (half less work, possible since extents are always >0) |
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| 76 | // - customized macros to take advantage of the null component |
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| 77 | // - axis vector discarded, possibly saves useless movs |
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| 78 | #define IMPLEMENT_CLASS3_TESTS \ |
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| 79 | float rad; \ |
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| 80 | float min, max; \ |
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| 81 | \ |
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| 82 | const float fey0 = fabsf(e0.y); \ |
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| 83 | const float fez0 = fabsf(e0.z); \ |
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| 84 | AXISTEST_X01(e0.z, e0.y, fez0, fey0); \ |
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| 85 | const float fex0 = fabsf(e0.x); \ |
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| 86 | AXISTEST_Y02(e0.z, e0.x, fez0, fex0); \ |
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| 87 | AXISTEST_Z12(e0.y, e0.x, fey0, fex0); \ |
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| 88 | \ |
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| 89 | const float fey1 = fabsf(e1.y); \ |
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| 90 | const float fez1 = fabsf(e1.z); \ |
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| 91 | AXISTEST_X01(e1.z, e1.y, fez1, fey1); \ |
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| 92 | const float fex1 = fabsf(e1.x); \ |
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| 93 | AXISTEST_Y02(e1.z, e1.x, fez1, fex1); \ |
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| 94 | AXISTEST_Z0(e1.y, e1.x, fey1, fex1); \ |
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| 95 | \ |
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| 96 | const Point e2 = mLeafVerts[0] - mLeafVerts[2]; \ |
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| 97 | const float fey2 = fabsf(e2.y); \ |
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| 98 | const float fez2 = fabsf(e2.z); \ |
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| 99 | AXISTEST_X2(e2.z, e2.y, fez2, fey2); \ |
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| 100 | const float fex2 = fabsf(e2.x); \ |
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| 101 | AXISTEST_Y1(e2.z, e2.x, fez2, fex2); \ |
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| 102 | AXISTEST_Z12(e2.y, e2.x, fey2, fex2); |
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| 103 | |
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| 104 | /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// |
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| 105 | /** |
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| 106 | * Triangle-Box overlap test using the separating axis theorem. |
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| 107 | * This is the code from Tomas Möller, a bit optimized: |
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| 108 | * - with some more lazy evaluation (faster path on PC) |
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| 109 | * - with a tiny bit of assembly |
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| 110 | * - with "SAT-lite" applied if needed |
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| 111 | * - and perhaps with some more minor modifs... |
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| 112 | * |
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| 113 | * \param center [in] box center |
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| 114 | * \param extents [in] box extents |
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| 115 | * \return true if triangle & box overlap |
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| 116 | */ |
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| 117 | /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// |
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| 118 | inline_ BOOL AABBTreeCollider::TriBoxOverlap(const Point& center, const Point& extents) |
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| 119 | { |
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| 120 | // Stats |
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| 121 | mNbBVPrimTests++; |
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| 122 | |
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| 123 | // use separating axis theorem to test overlap between triangle and box |
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| 124 | // need to test for overlap in these directions: |
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| 125 | // 1) the {x,y,z}-directions (actually, since we use the AABB of the triangle |
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| 126 | // we do not even need to test these) |
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| 127 | // 2) normal of the triangle |
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| 128 | // 3) crossproduct(edge from tri, {x,y,z}-directin) |
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| 129 | // this gives 3x3=9 more tests |
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| 130 | |
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| 131 | // move everything so that the boxcenter is in (0,0,0) |
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| 132 | Point v0, v1, v2; |
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| 133 | v0.x = mLeafVerts[0].x - center.x; |
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| 134 | v1.x = mLeafVerts[1].x - center.x; |
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| 135 | v2.x = mLeafVerts[2].x - center.x; |
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| 136 | |
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| 137 | // First, test overlap in the {x,y,z}-directions |
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| 138 | #ifdef OPC_USE_FCOMI |
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| 139 | // find min, max of the triangle in x-direction, and test for overlap in X |
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| 140 | if(FCMin3(v0.x, v1.x, v2.x)>extents.x) return FALSE; |
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| 141 | if(FCMax3(v0.x, v1.x, v2.x)<-extents.x) return FALSE; |
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| 142 | |
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| 143 | // same for Y |
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| 144 | v0.y = mLeafVerts[0].y - center.y; |
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| 145 | v1.y = mLeafVerts[1].y - center.y; |
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| 146 | v2.y = mLeafVerts[2].y - center.y; |
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| 147 | |
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| 148 | if(FCMin3(v0.y, v1.y, v2.y)>extents.y) return FALSE; |
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| 149 | if(FCMax3(v0.y, v1.y, v2.y)<-extents.y) return FALSE; |
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| 150 | |
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| 151 | // same for Z |
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| 152 | v0.z = mLeafVerts[0].z - center.z; |
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| 153 | v1.z = mLeafVerts[1].z - center.z; |
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| 154 | v2.z = mLeafVerts[2].z - center.z; |
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| 155 | |
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| 156 | if(FCMin3(v0.z, v1.z, v2.z)>extents.z) return FALSE; |
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| 157 | if(FCMax3(v0.z, v1.z, v2.z)<-extents.z) return FALSE; |
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| 158 | #else |
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| 159 | float min,max; |
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| 160 | // Find min, max of the triangle in x-direction, and test for overlap in X |
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| 161 | FINDMINMAX(v0.x, v1.x, v2.x, min, max); |
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| 162 | if(min>extents.x || max<-extents.x) return FALSE; |
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| 163 | |
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| 164 | // Same for Y |
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| 165 | v0.y = mLeafVerts[0].y - center.y; |
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| 166 | v1.y = mLeafVerts[1].y - center.y; |
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| 167 | v2.y = mLeafVerts[2].y - center.y; |
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| 168 | |
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| 169 | FINDMINMAX(v0.y, v1.y, v2.y, min, max); |
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| 170 | if(min>extents.y || max<-extents.y) return FALSE; |
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| 171 | |
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| 172 | // Same for Z |
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| 173 | v0.z = mLeafVerts[0].z - center.z; |
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| 174 | v1.z = mLeafVerts[1].z - center.z; |
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| 175 | v2.z = mLeafVerts[2].z - center.z; |
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| 176 | |
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| 177 | FINDMINMAX(v0.z, v1.z, v2.z, min, max); |
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| 178 | if(min>extents.z || max<-extents.z) return FALSE; |
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| 179 | #endif |
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| 180 | // 2) Test if the box intersects the plane of the triangle |
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| 181 | // compute plane equation of triangle: normal*x+d=0 |
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| 182 | // ### could be precomputed since we use the same leaf triangle several times |
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| 183 | const Point e0 = v1 - v0; |
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| 184 | const Point e1 = v2 - v1; |
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| 185 | const Point normal = e0 ^ e1; |
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| 186 | const float d = -normal|v0; |
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| 187 | if(!planeBoxOverlap(normal, d, extents)) return FALSE; |
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| 188 | |
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| 189 | // 3) "Class III" tests |
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| 190 | if(mFullPrimBoxTest) |
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| 191 | { |
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| 192 | IMPLEMENT_CLASS3_TESTS |
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| 193 | } |
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| 194 | return TRUE; |
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| 195 | } |
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| 196 | |
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| 197 | //! A dedicated version where the box is constant |
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| 198 | inline_ BOOL OBBCollider::TriBoxOverlap() |
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| 199 | { |
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| 200 | // Stats |
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| 201 | mNbVolumePrimTests++; |
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| 202 | |
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| 203 | // Hook |
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| 204 | const Point& extents = mBoxExtents; |
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| 205 | const Point& v0 = mLeafVerts[0]; |
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| 206 | const Point& v1 = mLeafVerts[1]; |
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| 207 | const Point& v2 = mLeafVerts[2]; |
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| 208 | |
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| 209 | // use separating axis theorem to test overlap between triangle and box |
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| 210 | // need to test for overlap in these directions: |
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| 211 | // 1) the {x,y,z}-directions (actually, since we use the AABB of the triangle |
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| 212 | // we do not even need to test these) |
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| 213 | // 2) normal of the triangle |
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| 214 | // 3) crossproduct(edge from tri, {x,y,z}-directin) |
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| 215 | // this gives 3x3=9 more tests |
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| 216 | |
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| 217 | // Box center is already in (0,0,0) |
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| 218 | |
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| 219 | // First, test overlap in the {x,y,z}-directions |
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| 220 | #ifdef OPC_USE_FCOMI |
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| 221 | // find min, max of the triangle in x-direction, and test for overlap in X |
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| 222 | if(FCMin3(v0.x, v1.x, v2.x)>mBoxExtents.x) return FALSE; |
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| 223 | if(FCMax3(v0.x, v1.x, v2.x)<-mBoxExtents.x) return FALSE; |
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| 224 | |
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| 225 | if(FCMin3(v0.y, v1.y, v2.y)>mBoxExtents.y) return FALSE; |
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| 226 | if(FCMax3(v0.y, v1.y, v2.y)<-mBoxExtents.y) return FALSE; |
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| 227 | |
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| 228 | if(FCMin3(v0.z, v1.z, v2.z)>mBoxExtents.z) return FALSE; |
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| 229 | if(FCMax3(v0.z, v1.z, v2.z)<-mBoxExtents.z) return FALSE; |
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| 230 | #else |
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| 231 | float min,max; |
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| 232 | // Find min, max of the triangle in x-direction, and test for overlap in X |
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| 233 | FINDMINMAX(v0.x, v1.x, v2.x, min, max); |
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| 234 | if(min>mBoxExtents.x || max<-mBoxExtents.x) return FALSE; |
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| 235 | |
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| 236 | FINDMINMAX(v0.y, v1.y, v2.y, min, max); |
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| 237 | if(min>mBoxExtents.y || max<-mBoxExtents.y) return FALSE; |
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| 238 | |
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| 239 | FINDMINMAX(v0.z, v1.z, v2.z, min, max); |
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| 240 | if(min>mBoxExtents.z || max<-mBoxExtents.z) return FALSE; |
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| 241 | #endif |
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| 242 | // 2) Test if the box intersects the plane of the triangle |
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| 243 | // compute plane equation of triangle: normal*x+d=0 |
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| 244 | // ### could be precomputed since we use the same leaf triangle several times |
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| 245 | const Point e0 = v1 - v0; |
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| 246 | const Point e1 = v2 - v1; |
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| 247 | const Point normal = e0 ^ e1; |
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| 248 | const float d = -normal|v0; |
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| 249 | if(!planeBoxOverlap(normal, d, mBoxExtents)) return FALSE; |
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| 250 | |
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| 251 | // 3) "Class III" tests - here we always do full tests since the box is a primitive (not a BV) |
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| 252 | { |
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| 253 | IMPLEMENT_CLASS3_TESTS |
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| 254 | } |
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| 255 | return TRUE; |
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| 256 | } |
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| 257 | |
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| 258 | //! ...and another one, jeez |
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| 259 | inline_ BOOL AABBCollider::TriBoxOverlap() |
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| 260 | { |
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| 261 | // Stats |
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| 262 | mNbVolumePrimTests++; |
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| 263 | |
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| 264 | // Hook |
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| 265 | const Point& center = mBox.mCenter; |
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| 266 | const Point& extents = mBox.mExtents; |
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| 267 | |
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| 268 | // use separating axis theorem to test overlap between triangle and box |
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| 269 | // need to test for overlap in these directions: |
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| 270 | // 1) the {x,y,z}-directions (actually, since we use the AABB of the triangle |
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| 271 | // we do not even need to test these) |
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| 272 | // 2) normal of the triangle |
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| 273 | // 3) crossproduct(edge from tri, {x,y,z}-directin) |
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| 274 | // this gives 3x3=9 more tests |
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| 275 | |
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| 276 | // move everything so that the boxcenter is in (0,0,0) |
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| 277 | Point v0, v1, v2; |
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| 278 | v0.x = mLeafVerts[0].x - center.x; |
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| 279 | v1.x = mLeafVerts[1].x - center.x; |
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| 280 | v2.x = mLeafVerts[2].x - center.x; |
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| 281 | |
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| 282 | // First, test overlap in the {x,y,z}-directions |
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| 283 | #ifdef OPC_USE_FCOMI |
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| 284 | // find min, max of the triangle in x-direction, and test for overlap in X |
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| 285 | if(FCMin3(v0.x, v1.x, v2.x)>extents.x) return FALSE; |
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| 286 | if(FCMax3(v0.x, v1.x, v2.x)<-extents.x) return FALSE; |
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| 287 | |
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| 288 | // same for Y |
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| 289 | v0.y = mLeafVerts[0].y - center.y; |
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| 290 | v1.y = mLeafVerts[1].y - center.y; |
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| 291 | v2.y = mLeafVerts[2].y - center.y; |
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| 292 | |
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| 293 | if(FCMin3(v0.y, v1.y, v2.y)>extents.y) return FALSE; |
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| 294 | if(FCMax3(v0.y, v1.y, v2.y)<-extents.y) return FALSE; |
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| 295 | |
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| 296 | // same for Z |
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| 297 | v0.z = mLeafVerts[0].z - center.z; |
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| 298 | v1.z = mLeafVerts[1].z - center.z; |
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| 299 | v2.z = mLeafVerts[2].z - center.z; |
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| 300 | |
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| 301 | if(FCMin3(v0.z, v1.z, v2.z)>extents.z) return FALSE; |
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| 302 | if(FCMax3(v0.z, v1.z, v2.z)<-extents.z) return FALSE; |
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| 303 | #else |
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| 304 | float min,max; |
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| 305 | // Find min, max of the triangle in x-direction, and test for overlap in X |
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| 306 | FINDMINMAX(v0.x, v1.x, v2.x, min, max); |
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| 307 | if(min>extents.x || max<-extents.x) return FALSE; |
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| 308 | |
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| 309 | // Same for Y |
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| 310 | v0.y = mLeafVerts[0].y - center.y; |
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| 311 | v1.y = mLeafVerts[1].y - center.y; |
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| 312 | v2.y = mLeafVerts[2].y - center.y; |
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| 313 | |
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| 314 | FINDMINMAX(v0.y, v1.y, v2.y, min, max); |
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| 315 | if(min>extents.y || max<-extents.y) return FALSE; |
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| 316 | |
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| 317 | // Same for Z |
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| 318 | v0.z = mLeafVerts[0].z - center.z; |
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| 319 | v1.z = mLeafVerts[1].z - center.z; |
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| 320 | v2.z = mLeafVerts[2].z - center.z; |
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| 321 | |
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| 322 | FINDMINMAX(v0.z, v1.z, v2.z, min, max); |
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| 323 | if(min>extents.z || max<-extents.z) return FALSE; |
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| 324 | #endif |
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| 325 | // 2) Test if the box intersects the plane of the triangle |
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| 326 | // compute plane equation of triangle: normal*x+d=0 |
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| 327 | // ### could be precomputed since we use the same leaf triangle several times |
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| 328 | const Point e0 = v1 - v0; |
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| 329 | const Point e1 = v2 - v1; |
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| 330 | const Point normal = e0 ^ e1; |
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| 331 | const float d = -normal|v0; |
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| 332 | if(!planeBoxOverlap(normal, d, extents)) return FALSE; |
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| 333 | |
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| 334 | // 3) "Class III" tests - here we always do full tests since the box is a primitive (not a BV) |
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| 335 | { |
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| 336 | IMPLEMENT_CLASS3_TESTS |
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| 337 | } |
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| 338 | return TRUE; |
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| 339 | } |
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