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-rw-r--r--dep/src/g3dlite/AABox.cpp58
1 files changed, 58 insertions, 0 deletions
diff --git a/dep/src/g3dlite/AABox.cpp b/dep/src/g3dlite/AABox.cpp
index dd4f79394f7..f2f2b70535c 100644
--- a/dep/src/g3dlite/AABox.cpp
+++ b/dep/src/g3dlite/AABox.cpp
@@ -1,47 +1,61 @@
/**
@file AABox.cpp
+
@maintainer Morgan McGuire, matrix@graphics3d.com
+
@created 2004-01-10
@edited 2006-01-11
*/
+
#include "G3D/platform.h"
# if defined(_MSC_VER) && (_MSC_VER <= 1200)
// VC6 std:: has signed/unsigned problems
# pragma warning (disable : 4018)
# endif
+
#include <assert.h>
#include "G3D/AABox.h"
#include "G3D/Box.h"
#include "G3D/Plane.h"
#include "G3D/Sphere.h"
+
namespace G3D {
+
Box AABox::toBox() const {
return Box(lo, hi);
}
+
+
void AABox::split(const Vector3::Axis& axis, float location, AABox& low, AABox& high) const {
// Low, medium, and high along the chosen axis
float L = G3D::min(location, lo[axis]);
float M = G3D::min(G3D::max(location, lo[axis]), hi[axis]);
float H = G3D::max(location, hi[axis]);
+
// Copy over this box.
high = low = *this;
+
// Now move the split points along the special axis
low.lo[axis] = L;
low.hi[axis] = M;
high.lo[axis] = M;
high.hi[axis] = H;
}
+
#if 0
Vector3 AABox::randomSurfacePoint() const {
Vector3 extent = hi - lo;
float aXY = extent.x * extent.y;
float aYZ = extent.y * extent.z;
float aZX = extent.z * extent.x;
+
float r = (float)random(0, aXY + aYZ + aZX);
+
// Choose evenly between positive and negative face planes
float d = ((float)random(0, 1) < 0.5f) ? 0.0f : 1.0f;
+
// The probability of choosing a given face is proportional to
// its area.
if (r < aXY) {
@@ -68,6 +82,7 @@ Vector3 AABox::randomSurfacePoint() const {
}
}
+
Vector3 AABox::randomInteriorPoint() const {
return Vector3(
(float)random(lo.x, hi.x),
@@ -76,46 +91,60 @@ Vector3 AABox::randomInteriorPoint() const {
}
#endif
+
bool AABox::intersects(const AABox& other) const {
// Must be overlap along all three axes.
// Try to find a separating axis.
+
for (int a = 0; a < 3; ++a) {
+
// |--------|
// |------|
+
if ((lo[a] > other.hi[a]) ||
(hi[a] < other.lo[a])) {
return false;
}
}
+
return true;
}
+
bool AABox::culledBy(
const Array<Plane>& plane,
int& cullingPlaneIndex,
const uint32 inMask,
uint32& outMask) const {
+
return culledBy(plane.getCArray(), plane.size(), cullingPlaneIndex, inMask, outMask);
}
+
bool AABox::culledBy(
const Array<Plane>& plane,
int& cullingPlaneIndex,
const uint32 inMask) const {
+
return culledBy(plane.getCArray(), plane.size(), cullingPlaneIndex, inMask);
}
+
int AABox::dummy = 0;
+
bool AABox::culledBy(
const class Plane* plane,
int numPlanes,
int& cullingPlane,
const uint32 _inMask,
uint32& childMask) const {
+
uint32 inMask = _inMask;
assert(numPlanes < 31);
+
childMask = 0;
+
const bool finite =
(abs(lo.x) < G3D::inf()) &&
(abs(hi.x) < G3D::inf()) &&
@@ -123,14 +152,19 @@ bool AABox::culledBy(
(abs(hi.y) < G3D::inf()) &&
(abs(lo.z) < G3D::inf()) &&
(abs(hi.z) < G3D::inf());
+
// See if there is one plane for which all of the
// vertices are in the negative half space.
for (int p = 0; p < numPlanes; p++) {
+
// Only test planes that are not masked
if ((inMask & 1) != 0) {
+
Vector3 corner;
+
int numContained = 0;
int v = 0;
+
// We can early-out only if we have found one point on each
// side of the plane (i.e. if we are straddling). That
// occurs when (numContained < v) && (numContained > 0)
@@ -140,6 +174,7 @@ bool AABox::culledBy(
corner.x = (v & 1) ? hi.x : lo.x;
corner.y = (v & 2) ? hi.y : lo.y;
corner.z = (v & 4) ? hi.z : lo.z;
+
if (finite) { // this branch is highly predictable
if (plane[p].halfSpaceContainsFinite(corner)) {
++numContained;
@@ -150,36 +185,44 @@ bool AABox::culledBy(
}
}
}
+
if (numContained == 0) {
// Plane p culled the box
cullingPlane = p;
+
// The caller should not recurse into the children,
// since the parent is culled. If they do recurse,
// make them only test against this one plane, which
// will immediately cull the volume.
childMask = 1 << p;
return true;
+
} else if (numContained < v) {
// The bounding volume straddled the plane; we have
// to keep testing against this plane
childMask |= (1 << p);
}
}
+
// Move on to the next bit.
inMask = inMask >> 1;
}
+
// None of the planes could cull this box
cullingPlane = -1;
return false;
}
+
bool AABox::culledBy(
const class Plane* plane,
int numPlanes,
int& cullingPlane,
const uint32 _inMask) const {
+
uint32 inMask = _inMask;
assert(numPlanes < 31);
+
const bool finite =
(abs(lo.x) < G3D::inf()) &&
(abs(hi.x) < G3D::inf()) &&
@@ -187,45 +230,58 @@ bool AABox::culledBy(
(abs(hi.y) < G3D::inf()) &&
(abs(lo.z) < G3D::inf()) &&
(abs(hi.z) < G3D::inf());
+
// See if there is one plane for which all of the
// vertices are in the negative half space.
for (int p = 0; p < numPlanes; p++) {
+
// Only test planes that are not masked
if ((inMask & 1) != 0) {
+
bool culled = true;
Vector3 corner;
+
int v;
+
// Assume this plane culls all points. See if there is a point
// not culled by the plane... early out when at least one point
// is in the positive half space.
for (v = 0; (v < 8) && culled; ++v) {
+
// Unrolling these 3 if's into a switch decreases performance
// by about 2x
corner.x = (v & 1) ? hi.x : lo.x;
corner.y = (v & 2) ? hi.y : lo.y;
corner.z = (v & 4) ? hi.z : lo.z;
+
if (finite) { // this branch is highly predictable
culled = ! plane[p].halfSpaceContainsFinite(corner);
} else {
culled = ! plane[p].halfSpaceContains(corner);
}
}
+
if (culled) {
// Plane p culled the box
cullingPlane = p;
+
return true;
}
}
+
// Move on to the next bit.
inMask = inMask >> 1;
}
+
// None of the planes could cull this box
cullingPlane = -1;
return false;
}
+
bool AABox::intersects(const class Sphere& sphere) const {
double d = 0;
+
//find the square of the distance
//from the sphere to the box
for (int i = 0; i < 3; ++i) {
@@ -235,8 +291,10 @@ bool AABox::intersects(const class Sphere& sphere) const {
d += square(sphere.center[i] - hi[i]);
}
}
+
return d <= square(sphere.radius);
}
+
} // namespace