//! This macro quickly finds the min & max values among 3 variables #define FINDMINMAX(x0, x1, x2, min, max) \ min = max = x0; \ if(x1max) max=x1; \ if(x2max) max=x2; //! TO BE DOCUMENTED inline_ BOOL planeBoxOverlap(const IcePoint& normal, const float d, const IcePoint& maxbox) { IcePoint vmin, vmax; for(udword q=0;q<=2;q++) { if(normal[q]>0.0f) { vmin[q]=-maxbox[q]; vmax[q]=maxbox[q]; } else { vmin[q]=maxbox[q]; vmax[q]=-maxbox[q]; } } if((normal|vmin)+d>0.0f) return FALSE; if((normal|vmax)+d>=0.0f) return TRUE; return FALSE; } //! TO BE DOCUMENTED #define AXISTEST_X01(a, b, fa, fb) \ min = a*v0.y - b*v0.z; \ max = a*v2.y - b*v2.z; \ if(min>max) {const float tmp=max; max=min; min=tmp; } \ rad = fa * extents.y + fb * extents.z; \ if(min>rad || max<-rad) return FALSE; //! TO BE DOCUMENTED #define AXISTEST_X2(a, b, fa, fb) \ min = a*v0.y - b*v0.z; \ max = a*v1.y - b*v1.z; \ if(min>max) {const float tmp=max; max=min; min=tmp; } \ rad = fa * extents.y + fb * extents.z; \ if(min>rad || max<-rad) return FALSE; //! TO BE DOCUMENTED #define AXISTEST_Y02(a, b, fa, fb) \ min = b*v0.z - a*v0.x; \ max = b*v2.z - a*v2.x; \ if(min>max) {const float tmp=max; max=min; min=tmp; } \ rad = fa * extents.x + fb * extents.z; \ if(min>rad || max<-rad) return FALSE; //! TO BE DOCUMENTED #define AXISTEST_Y1(a, b, fa, fb) \ min = b*v0.z - a*v0.x; \ max = b*v1.z - a*v1.x; \ if(min>max) {const float tmp=max; max=min; min=tmp; } \ rad = fa * extents.x + fb * extents.z; \ if(min>rad || max<-rad) return FALSE; //! TO BE DOCUMENTED #define AXISTEST_Z12(a, b, fa, fb) \ min = a*v1.x - b*v1.y; \ max = a*v2.x - b*v2.y; \ if(min>max) {const float tmp=max; max=min; min=tmp; } \ rad = fa * extents.x + fb * extents.y; \ if(min>rad || max<-rad) return FALSE; //! TO BE DOCUMENTED #define AXISTEST_Z0(a, b, fa, fb) \ min = a*v0.x - b*v0.y; \ max = a*v1.x - b*v1.y; \ if(min>max) {const float tmp=max; max=min; min=tmp; } \ rad = fa * extents.x + fb * extents.y; \ if(min>rad || max<-rad) return FALSE; // compute triangle edges // - edges lazy evaluated to take advantage of early exits // - fabs precomputed (half less work, possible since extents are always >0) // - customized macros to take advantage of the null component // - axis vector discarded, possibly saves useless movs #define IMPLEMENT_CLASS3_TESTS \ float rad; \ float min, max; \ \ const float fey0 = fabsf(e0.y); \ const float fez0 = fabsf(e0.z); \ AXISTEST_X01(e0.z, e0.y, fez0, fey0); \ const float fex0 = fabsf(e0.x); \ AXISTEST_Y02(e0.z, e0.x, fez0, fex0); \ AXISTEST_Z12(e0.y, e0.x, fey0, fex0); \ \ const float fey1 = fabsf(e1.y); \ const float fez1 = fabsf(e1.z); \ AXISTEST_X01(e1.z, e1.y, fez1, fey1); \ const float fex1 = fabsf(e1.x); \ AXISTEST_Y02(e1.z, e1.x, fez1, fex1); \ AXISTEST_Z0(e1.y, e1.x, fey1, fex1); \ \ const IcePoint e2 = mLeafVerts[0] - mLeafVerts[2]; \ const float fey2 = fabsf(e2.y); \ const float fez2 = fabsf(e2.z); \ AXISTEST_X2(e2.z, e2.y, fez2, fey2); \ const float fex2 = fabsf(e2.x); \ AXISTEST_Y1(e2.z, e2.x, fez2, fex2); \ AXISTEST_Z12(e2.y, e2.x, fey2, fex2); /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// /** * Triangle-Box overlap test using the separating axis theorem. * This is the code from Tomas Möller, a bit optimized: * - with some more lazy evaluation (faster path on PC) * - with a tiny bit of assembly * - with "SAT-lite" applied if needed * - and perhaps with some more minor modifs... * * \param center [in] box center * \param extents [in] box extents * \return true if triangle & box overlap */ /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// inline_ BOOL AABBTreeCollider::TriBoxOverlap(const IcePoint& center, const IcePoint& extents) { // Stats mNbBVPrimTests++; // use separating axis theorem to test overlap between triangle and box // need to test for overlap in these directions: // 1) the {x,y,z}-directions (actually, since we use the AABB of the triangle // we do not even need to test these) // 2) normal of the triangle // 3) crossproduct(edge from tri, {x,y,z}-directin) // this gives 3x3=9 more tests // move everything so that the boxcenter is in (0,0,0) IcePoint v0, v1, v2; v0.x = mLeafVerts[0].x - center.x; v1.x = mLeafVerts[1].x - center.x; v2.x = mLeafVerts[2].x - center.x; // First, test overlap in the {x,y,z}-directions #ifdef OPC_USE_FCOMI // find min, max of the triangle in x-direction, and test for overlap in X if(FCMin3(v0.x, v1.x, v2.x)>extents.x) return FALSE; if(FCMax3(v0.x, v1.x, v2.x)<-extents.x) return FALSE; // same for Y v0.y = mLeafVerts[0].y - center.y; v1.y = mLeafVerts[1].y - center.y; v2.y = mLeafVerts[2].y - center.y; if(FCMin3(v0.y, v1.y, v2.y)>extents.y) return FALSE; if(FCMax3(v0.y, v1.y, v2.y)<-extents.y) return FALSE; // same for Z v0.z = mLeafVerts[0].z - center.z; v1.z = mLeafVerts[1].z - center.z; v2.z = mLeafVerts[2].z - center.z; if(FCMin3(v0.z, v1.z, v2.z)>extents.z) return FALSE; if(FCMax3(v0.z, v1.z, v2.z)<-extents.z) return FALSE; #else float min,max; // Find min, max of the triangle in x-direction, and test for overlap in X FINDMINMAX(v0.x, v1.x, v2.x, min, max); if(min>extents.x || max<-extents.x) return FALSE; // Same for Y v0.y = mLeafVerts[0].y - center.y; v1.y = mLeafVerts[1].y - center.y; v2.y = mLeafVerts[2].y - center.y; FINDMINMAX(v0.y, v1.y, v2.y, min, max); if(min>extents.y || max<-extents.y) return FALSE; // Same for Z v0.z = mLeafVerts[0].z - center.z; v1.z = mLeafVerts[1].z - center.z; v2.z = mLeafVerts[2].z - center.z; FINDMINMAX(v0.z, v1.z, v2.z, min, max); if(min>extents.z || max<-extents.z) return FALSE; #endif // 2) Test if the box intersects the plane of the triangle // compute plane equation of triangle: normal*x+d=0 // ### could be precomputed since we use the same leaf triangle several times const IcePoint e0 = v1 - v0; const IcePoint e1 = v2 - v1; const IcePoint normal = e0 ^ e1; const float d = -normal|v0; if(!planeBoxOverlap(normal, d, extents)) return FALSE; // 3) "Class III" tests if(mFullPrimBoxTest) { IMPLEMENT_CLASS3_TESTS } return TRUE; } //! A dedicated version where the box is constant inline_ BOOL OBBCollider::TriBoxOverlap() { // Stats mNbVolumePrimTests++; // Hook const IcePoint& extents = mBoxExtents; const IcePoint& v0 = mLeafVerts[0]; const IcePoint& v1 = mLeafVerts[1]; const IcePoint& v2 = mLeafVerts[2]; // use separating axis theorem to test overlap between triangle and box // need to test for overlap in these directions: // 1) the {x,y,z}-directions (actually, since we use the AABB of the triangle // we do not even need to test these) // 2) normal of the triangle // 3) crossproduct(edge from tri, {x,y,z}-directin) // this gives 3x3=9 more tests // Box center is already in (0,0,0) // First, test overlap in the {x,y,z}-directions #ifdef OPC_USE_FCOMI // find min, max of the triangle in x-direction, and test for overlap in X if(FCMin3(v0.x, v1.x, v2.x)>mBoxExtents.x) return FALSE; if(FCMax3(v0.x, v1.x, v2.x)<-mBoxExtents.x) return FALSE; if(FCMin3(v0.y, v1.y, v2.y)>mBoxExtents.y) return FALSE; if(FCMax3(v0.y, v1.y, v2.y)<-mBoxExtents.y) return FALSE; if(FCMin3(v0.z, v1.z, v2.z)>mBoxExtents.z) return FALSE; if(FCMax3(v0.z, v1.z, v2.z)<-mBoxExtents.z) return FALSE; #else float min,max; // Find min, max of the triangle in x-direction, and test for overlap in X FINDMINMAX(v0.x, v1.x, v2.x, min, max); if(min>mBoxExtents.x || max<-mBoxExtents.x) return FALSE; FINDMINMAX(v0.y, v1.y, v2.y, min, max); if(min>mBoxExtents.y || max<-mBoxExtents.y) return FALSE; FINDMINMAX(v0.z, v1.z, v2.z, min, max); if(min>mBoxExtents.z || max<-mBoxExtents.z) return FALSE; #endif // 2) Test if the box intersects the plane of the triangle // compute plane equation of triangle: normal*x+d=0 // ### could be precomputed since we use the same leaf triangle several times const IcePoint e0 = v1 - v0; const IcePoint e1 = v2 - v1; const IcePoint normal = e0 ^ e1; const float d = -normal|v0; if(!planeBoxOverlap(normal, d, mBoxExtents)) return FALSE; // 3) "Class III" tests - here we always do full tests since the box is a primitive (not a BV) { IMPLEMENT_CLASS3_TESTS } return TRUE; } //! ...and another one, jeez inline_ BOOL AABBCollider::TriBoxOverlap() { // Stats mNbVolumePrimTests++; // Hook const IcePoint& center = mBox.mCenter; const IcePoint& extents = mBox.mExtents; // use separating axis theorem to test overlap between triangle and box // need to test for overlap in these directions: // 1) the {x,y,z}-directions (actually, since we use the AABB of the triangle // we do not even need to test these) // 2) normal of the triangle // 3) crossproduct(edge from tri, {x,y,z}-directin) // this gives 3x3=9 more tests // move everything so that the boxcenter is in (0,0,0) IcePoint v0, v1, v2; v0.x = mLeafVerts[0].x - center.x; v1.x = mLeafVerts[1].x - center.x; v2.x = mLeafVerts[2].x - center.x; // First, test overlap in the {x,y,z}-directions #ifdef OPC_USE_FCOMI // find min, max of the triangle in x-direction, and test for overlap in X if(FCMin3(v0.x, v1.x, v2.x)>extents.x) return FALSE; if(FCMax3(v0.x, v1.x, v2.x)<-extents.x) return FALSE; // same for Y v0.y = mLeafVerts[0].y - center.y; v1.y = mLeafVerts[1].y - center.y; v2.y = mLeafVerts[2].y - center.y; if(FCMin3(v0.y, v1.y, v2.y)>extents.y) return FALSE; if(FCMax3(v0.y, v1.y, v2.y)<-extents.y) return FALSE; // same for Z v0.z = mLeafVerts[0].z - center.z; v1.z = mLeafVerts[1].z - center.z; v2.z = mLeafVerts[2].z - center.z; if(FCMin3(v0.z, v1.z, v2.z)>extents.z) return FALSE; if(FCMax3(v0.z, v1.z, v2.z)<-extents.z) return FALSE; #else float min,max; // Find min, max of the triangle in x-direction, and test for overlap in X FINDMINMAX(v0.x, v1.x, v2.x, min, max); if(min>extents.x || max<-extents.x) return FALSE; // Same for Y v0.y = mLeafVerts[0].y - center.y; v1.y = mLeafVerts[1].y - center.y; v2.y = mLeafVerts[2].y - center.y; FINDMINMAX(v0.y, v1.y, v2.y, min, max); if(min>extents.y || max<-extents.y) return FALSE; // Same for Z v0.z = mLeafVerts[0].z - center.z; v1.z = mLeafVerts[1].z - center.z; v2.z = mLeafVerts[2].z - center.z; FINDMINMAX(v0.z, v1.z, v2.z, min, max); if(min>extents.z || max<-extents.z) return FALSE; #endif // 2) Test if the box intersects the plane of the triangle // compute plane equation of triangle: normal*x+d=0 // ### could be precomputed since we use the same leaf triangle several times const IcePoint e0 = v1 - v0; const IcePoint e1 = v2 - v1; const IcePoint normal = e0 ^ e1; const float d = -normal|v0; if(!planeBoxOverlap(normal, d, extents)) return FALSE; // 3) "Class III" tests - here we always do full tests since the box is a primitive (not a BV) { IMPLEMENT_CLASS3_TESTS } return TRUE; }