/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// /** * 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 Plane* 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<