From 373dc625f82b47096893add42c4472e4a57ab7eb Mon Sep 17 00:00:00 2001 From: Aki Date: Wed, 9 Feb 2022 22:23:03 +0100 Subject: Moved third-party libraries to a separate subdirectory --- Opcode/OPC_PlanesAABBOverlap.h | 50 ------------------------------------------ 1 file changed, 50 deletions(-) delete mode 100644 Opcode/OPC_PlanesAABBOverlap.h (limited to 'Opcode/OPC_PlanesAABBOverlap.h') diff --git a/Opcode/OPC_PlanesAABBOverlap.h b/Opcode/OPC_PlanesAABBOverlap.h deleted file mode 100644 index 2bc70d7..0000000 --- a/Opcode/OPC_PlanesAABBOverlap.h +++ /dev/null @@ -1,50 +0,0 @@ -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// -/** - * Planes-AABB overlap test. - * - original code by Ville Miettinen, from Umbra/dPVS (released on the GD-Algorithms mailing list) - * - almost used "as-is", I even left the comments (hence the frustum-related notes) - * - * \param center [in] box center - * \param extents [in] box extents - * \param out_clip_mask [out] bitmask for active planes - * \param in_clip_mask [in] bitmask for active planes - * \return TRUE if boxes overlap planes - */ -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// -inline_ BOOL PlanesCollider::PlanesAABBOverlap(const IcePoint& center, const IcePoint& extents, udword& out_clip_mask, udword in_clip_mask) -{ - // Stats - mNbVolumeBVTests++; - - const IcePlane* p = mPlanes; - - // Evaluate through all active frustum planes. We determine the relation - // between the AABB and a plane by using the concept of "near" and "far" - // vertices originally described by Zhang (and later by Möller). Our - // variant here uses 3 fabs ops, 6 muls, 7 adds and two floating IcePoint - // comparisons per plane. The routine early-exits if the AABB is found - // to be outside any of the planes. The loop also constructs a new output - // clip mask. Most FPUs have a native single-cycle fabsf() operation. - - udword Mask = 1; // current mask index (1,2,4,8,..) - udword TmpOutClipMask = 0; // initialize output clip mask into empty. - - while(Mask<=in_clip_mask) // keep looping while we have active planes left... - { - if(in_clip_mask & Mask) // if clip plane is active, process it.. - { - float NP = extents.x*fabsf(p->n.x) + extents.y*fabsf(p->n.y) + extents.z*fabsf(p->n.z); // ### fabsf could be precomputed - float MP = center.x*p->n.x + center.y*p->n.y + center.z*p->n.z + p->d; - - if(NP < MP) // near vertex behind the clip plane... - return FALSE; // .. so there is no intersection.. - if((-NP) < MP) // near and far vertices on different sides of plane.. - TmpOutClipMask |= Mask; // .. so update the clip mask... - } - Mask+=Mask; // mk = (1<