From 81bb6873f1c0291fecbf6e429ad15ac3db66a4c0 Mon Sep 17 00:00:00 2001 From: Aki Date: Tue, 12 Mar 2024 22:07:03 +0100 Subject: Legal notices updated Rename contrib -> third-party intendes to express the origin and purpose of that part of the code better. I plan to readd contrib/ again but with more in-project things like bash-completions, dev workflow scripts etc. --- third-party/Opcode/OPC_PlanesAABBOverlap.h | 50 ++++++++++++++++++++++++++++++ 1 file changed, 50 insertions(+) create mode 100644 third-party/Opcode/OPC_PlanesAABBOverlap.h (limited to 'third-party/Opcode/OPC_PlanesAABBOverlap.h') diff --git a/third-party/Opcode/OPC_PlanesAABBOverlap.h b/third-party/Opcode/OPC_PlanesAABBOverlap.h new file mode 100644 index 0000000..2bc70d7 --- /dev/null +++ b/third-party/Opcode/OPC_PlanesAABBOverlap.h @@ -0,0 +1,50 @@ +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +/** + * 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<