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