Add 2D/3D boxes/AABBs and intersection tests.
Added support for 2D/3D boxes (or AABBs) and intersection tests between them and rays/segments.
This commit is contained in:
472
src/Math.c
472
src/Math.c
@@ -4,6 +4,11 @@
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#include <string.h>
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/*#define EPSILON 0.00001f*/
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#define EPSILON 0.00001f
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#define PI 3.14159265358979323846f
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void BH_Vec4fAdd(const float *a,
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const float *b,
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float *out)
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@@ -79,7 +84,7 @@ float BH_Vec4fDot(const float *a,
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float BH_Vec4fLength(const float *in)
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{
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return sqrt(BH_Vec4fDot(in, in));
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return sqrtf(BH_Vec4fDot(in, in));
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}
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@@ -246,7 +251,7 @@ void BH_Vec3fCross(const float *a,
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float BH_Vec3fLength(const float *in)
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{
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return sqrt(BH_Vec3fDot(in, in));
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return sqrtf(BH_Vec3fDot(in, in));
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}
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@@ -399,7 +404,7 @@ float BH_Vec2fCross(const float *a,
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float BH_Vec2fLength(const float *in)
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{
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return sqrt(BH_Vec2fDot(in, in));
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return sqrtf(BH_Vec2fDot(in, in));
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}
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@@ -779,16 +784,16 @@ void BH_Quat4fSlerp(const float *a,
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float angle, denom;
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float from[4], to[4];
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angle = acos(BH_Vec4fDot(a, b));
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if (angle == 0.0f)
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angle = acosf(BH_Vec4fDot(a, b));
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if (fabsf(angle) < EPSILON)
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{
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BH_Vec4fLerp(a, b, t, out);
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return;
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}
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denom = 1.0f / sin(angle);
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BH_Vec4fScale(a, sin((1 - t) * angle) * denom, from);
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BH_Vec4fScale(b, sin(t * angle) * denom, to);
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denom = 1.0f / sinf(angle);
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BH_Vec4fScale(a, sinf((1 - t) * angle) * denom, from);
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BH_Vec4fScale(b, sinf(t * angle) * denom, to);
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BH_Vec4fAdd(from, to, out);
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}
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@@ -800,12 +805,12 @@ void BH_Quat4fFromEuler(float roll,
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{
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float cr, cp, cy, sr, sp, sy;
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cr = cos(roll / 2.0f);
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cp = cos(pitch / 2.0f);
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cy = cos(yaw / 2.0f);
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sr = sin(roll / 2.0f);
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sp = sin(pitch / 2.0f);
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sy = sin(yaw / 2.0f);
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cr = cosf(roll / 2.0f);
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cp = cosf(pitch / 2.0f);
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cy = cosf(yaw / 2.0f);
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sr = sinf(roll / 2.0f);
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sp = sinf(pitch / 2.0f);
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sy = sinf(yaw / 2.0f);
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out[0] = sr * cp * cy - cr * sp * sy;
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out[1] = cr * sp * cy + sr * cp * sy;
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@@ -820,8 +825,8 @@ void BH_Quat4fFromAxis(const float *axis,
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{
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float c, s;
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c = cos(angle / 2.0f);
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s = sin(angle / 2.0f);
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c = cosf(angle / 2.0f);
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s = sinf(angle / 2.0f);
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out[0] = axis[0] * s;
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out[1] = axis[1] * s;
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@@ -854,22 +859,22 @@ void BH_Quat4fToEuler(const float *in,
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if (angle < -1.0f)
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angle = -1.0f;
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*pitch = asin(angle);
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*pitch = asinf(angle);
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if (*pitch == (M_PI / 2.0f))
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if (fabsf(*pitch - (PI / 2.0f)) < EPSILON)
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{
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*roll = 0.0f;
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*yaw = -2.0f * atan2(in[0], in[3]);
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*yaw = -2.0f * atan2f(in[0], in[3]);
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}
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else if (*pitch == (M_PI / -2.0f))
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else if (fabsf(*pitch - (PI / -2.0f)) < EPSILON)
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{
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*roll = 0.0f;
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*yaw = 2.0f * atan2(in[0], in[3]);
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*yaw = 2.0f * atan2f(in[0], in[3]);
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}
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else
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{
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*roll = atan2(2.0f * (xw + yz), ww - xx - yy + zz);
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*yaw = atan2(2.0f * (zw + xy), ww + xx - yy - zz);
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*roll = atan2f(2.0f * (xw + yz), ww - xx - yy + zz);
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*yaw = atan2f(2.0f * (zw + xy), ww + xx - yy - zz);
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}
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}
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@@ -878,9 +883,9 @@ void BH_Quat4fToAxis(const float *in,
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float *axis,
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float *angle)
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{
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*angle = 2.0f * acos(in[3]);
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*angle = 2.0f * acosf(in[3]);
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if (*angle == 0.0f)
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if (fabsf(*angle) < EPSILON)
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{
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axis[0] = 1.0f;
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axis[1] = 0.0f;
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@@ -890,7 +895,7 @@ void BH_Quat4fToAxis(const float *in,
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{
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float tmp;
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tmp = sqrt(1.0f - in[3] * in[3]);
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tmp = sqrtf(1.0f - in[3] * in[3]);
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axis[0] = in[0] / tmp;
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axis[1] = in[1] / tmp;
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axis[2] = in[2] / tmp;
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@@ -1068,7 +1073,7 @@ int BH_Mat4fInverse(const float *in,
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det += in[8] * tmp[2];
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det += in[12] * tmp[3];
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if (det == 0.0f)
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if (fabsf(det) < EPSILON)
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return BH_ERROR;
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tmp[4] = -(in[4] * f - in[8] * e + in[12] * d);
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@@ -1134,8 +1139,8 @@ void BH_Mat4fFromRotationX(float angle,
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{
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float c, s;
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c = cos(angle);
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s = sin(angle);
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c = cosf(angle);
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s = sinf(angle);
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BH_Mat4fIdentity(out);
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out[5] = c;
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@@ -1150,8 +1155,8 @@ void BH_Mat4fFromRotationY(float angle,
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{
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float c, s;
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c = cos(angle);
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s = sin(angle);
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c = cosf(angle);
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s = sinf(angle);
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BH_Mat4fIdentity(out);
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out[0] = c;
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@@ -1166,8 +1171,8 @@ void BH_Mat4fFromRotationZ(float angle,
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{
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float c, s;
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c = cos(angle);
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s = sin(angle);
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c = cosf(angle);
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s = sinf(angle);
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BH_Mat4fIdentity(out);
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out[0] = c;
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@@ -1187,15 +1192,15 @@ void BH_Mat4fFromAxis(const float *axis,
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length = BH_Vec3fLength(axis);
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BH_Mat4fIdentity(out);
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if (length == 0.0f)
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if (fabsf(length) < EPSILON)
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return;
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x = axis[0] / length;
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y = axis[1] / length;
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z = axis[2] / length;
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c = cos(angle);
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s = sin(angle);
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c = cosf(angle);
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s = sinf(angle);
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moc = 1.0f - c;
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xx = x * x;
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@@ -1226,12 +1231,12 @@ void BH_Mat4fFromEuler(float roll,
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{
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float rs, rc, ys, yc, ps, pc;
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rs = sin(roll);
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rc = cos(roll);
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ps = sin(pitch);
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pc = cos(pitch);
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ys = sin(yaw);
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yc = cos(yaw);
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rs = sinf(roll);
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rc = cosf(roll);
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ps = sinf(pitch);
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pc = cosf(pitch);
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ys = sinf(yaw);
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yc = cosf(yaw);
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BH_Mat4fIdentity(out);
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out[0] = pc * yc;
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@@ -1485,7 +1490,7 @@ int BH_Mat3fInverse(const float *in,
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det += in[3] * tmp[1];
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det += in[6] * tmp[2];
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if (det == 0.0f)
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if (fabsf(det) < EPSILON)
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return BH_ERROR;
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a = in[3] * in[8] - in[6] * in[5];
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@@ -1534,8 +1539,8 @@ void BH_Mat3fFromRotation(float angle,
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{
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float c, s;
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c = cos(angle);
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s = sin(angle);
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c = cosf(angle);
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s = sinf(angle);
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BH_Mat3fIdentity(out);
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out[0] = c;
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@@ -1583,7 +1588,7 @@ int BH_PlaneFromPoints(const float *a,
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BH_Vec3fSub(b, a, tmp1);
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BH_Vec3fSub(c, a, tmp2);
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BH_Vec3fCross(tmp2, tmp1, tmp1);
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if (BH_Vec3fNormalEx(tmp1, tmp1) == 0.0f)
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if (BH_Vec3fNormalEx(tmp1, tmp1) < EPSILON)
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return BH_ERROR;
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out[3] = BH_Vec3fDot(a, tmp1);
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@@ -1624,7 +1629,7 @@ int BH_Ray3fIntersectPlane(const float *start,
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time = (plane[3] - BH_Vec3fDot(plane, start)) / denom;
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/* Check for ray/plane parallel to each other or point is behing the ray. */
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if (denom == 0.0f || time < 0.0f)
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if (fabsf(denom) < EPSILON || time < 0.0f)
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return BH_ERROR;
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/* Compute intersection point */
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@@ -1696,7 +1701,7 @@ int BH_Segment3fIntersectPlane(const float *start,
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time = (plane[3] - BH_Vec3fDot(plane, start)) / denom;
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/* Check for ray/plane parallel to each other or point is behing the ray. */
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if (denom == 0.0f || time < 0.0f || time > 1.0f)
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if (fabsf(denom) < EPSILON || time < 0.0f || time > 1.0f)
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return BH_ERROR;
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/* Compute intersection point */
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@@ -1787,7 +1792,7 @@ int BH_LineFromPoints(const float *a,
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tmp[0] = a[1] - b[1];
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tmp[1] = b[0] - a[0];
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if (BH_Vec2fNormalEx(tmp, tmp) == 0.0f)
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if (BH_Vec2fNormalEx(tmp, tmp) < EPSILON)
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return BH_ERROR;
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out[2] = BH_Vec2fDot(tmp, a);
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@@ -1828,7 +1833,7 @@ int BH_Ray2fIntersectLine(const float *start,
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time = (line[2] - BH_Vec2fDot(line, start)) / denom;
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/* Check for ray/plane parallel to each other or point is behing the ray. */
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if (denom == 0.0f || time < 0.0f)
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if (fabsf(denom) < EPSILON || time < 0.0f)
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return BH_ERROR;
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/* Compute intersection point */
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@@ -1839,10 +1844,10 @@ int BH_Ray2fIntersectLine(const float *start,
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}
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int BH_Ray2fIntersectTime(const float *startA,
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const float *directionA,
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const float *startB,
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const float *directionB,
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int BH_Ray2fIntersectTime(const float *aStart,
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const float *aDirection,
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const float *bStart,
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const float *bDirection,
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float *time1,
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float *time2)
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{
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@@ -1850,15 +1855,15 @@ int BH_Ray2fIntersectTime(const float *startA,
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float denom;
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/* Rotate directions by 90 degrees and caluclate denom */
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tmp1[0] = -directionA[1]; tmp1[1] = directionA[0];
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tmp2[0] = -directionB[1]; tmp2[1] = directionB[0];
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denom = BH_Vec2fDot(tmp1, directionB);
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tmp1[0] = -aDirection[1]; tmp1[1] = aDirection[0];
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tmp2[0] = -bDirection[1]; tmp2[1] = bDirection[0];
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denom = BH_Vec2fDot(tmp1, bDirection);
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if (denom == 0.0f)
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if (fabsf(denom) < EPSILON)
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return BH_ERROR;
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/* Calculate segments offset and intersection times */
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BH_Vec2fSub(startA, startB, tmp3);
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BH_Vec2fSub(aStart, bStart, tmp3);
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*time1 = BH_Vec2fDot(tmp3, tmp2) / denom;
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*time2 = BH_Vec2fDot(tmp3, tmp1) / denom;
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@@ -1866,48 +1871,48 @@ int BH_Ray2fIntersectTime(const float *startA,
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}
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int BH_Ray2fIntersectRay(const float *startA,
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const float *directionA,
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const float *startB,
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const float *directionB,
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int BH_Ray2fIntersectRay(const float *aStart,
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const float *aDirection,
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const float *bStart,
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const float *bDirection,
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float *t,
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float *out)
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{
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float tmp[2];
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float time1, time2;
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if (BH_Ray2fIntersectTime(startA, directionA, startB, directionB, &time1, &time2))
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if (BH_Ray2fIntersectTime(aStart, aDirection, bStart, bDirection, &time1, &time2))
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return BH_ERROR;
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if (time1 < 0.0f || time2 < 0.0f)
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return BH_ERROR;
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BH_Vec2fScale(directionA, time1, tmp);
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BH_Vec2fAdd(startA, tmp, out);
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BH_Vec2fScale(aDirection, time1, tmp);
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BH_Vec2fAdd(aStart, tmp, out);
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*t = time1;
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return BH_OK;
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}
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int BH_Ray2fIntersectSegment(const float *startA,
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const float *directionA,
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const float *startB,
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const float *endB,
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int BH_Ray2fIntersectSegment(const float *aStart,
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const float *aDirection,
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const float *bStart,
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const float *bEnd,
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float *t,
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float *out)
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{
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float tmp[2];
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float time1, time2;
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BH_Vec2fSub(endB, startB, tmp);
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if (BH_Ray2fIntersectTime(startA, directionA, startB, tmp, &time1, &time2))
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BH_Vec2fSub(bEnd, bStart, tmp);
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if (BH_Ray2fIntersectTime(aStart, aDirection, bStart, tmp, &time1, &time2))
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return BH_ERROR;
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if (time1 < 0.0f || time2 < 0.0f || time2 > 1.0f)
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return BH_ERROR;
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BH_Vec2fScale(directionA, time1, tmp);
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BH_Vec2fAdd(startA, tmp, out);
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BH_Vec2fScale(aDirection, time1, tmp);
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BH_Vec2fAdd(aStart, tmp, out);
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*t = time1;
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return BH_OK;
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}
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@@ -1928,7 +1933,7 @@ int BH_Segment2fIntersectLine(const float *start,
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time = (line[2] - BH_Vec2fDot(line, start)) / denom;
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/* Check for ray/plane parallel to each other or point is behing the ray. */
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if (denom == 0.0f || time < 0.0f || time > 1.0f)
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if (fabsf(denom) < EPSILON || time < 0.0f || time > 1.0f)
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return BH_ERROR;
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/* Compute intersection point */
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@@ -1939,26 +1944,327 @@ int BH_Segment2fIntersectLine(const float *start,
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}
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int BH_Segment2fIntersectSegment(const float *startA,
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const float *endA,
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const float *startB,
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const float *endB,
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int BH_Segment2fIntersectSegment(const float *aStart,
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const float *aEnd,
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const float *bStart,
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const float *bEnd,
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float *t,
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float *out)
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{
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float tmp1[2], tmp2[2];
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float time1, time2;
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BH_Vec2fSub(endA, startA, tmp1);
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BH_Vec2fSub(endB, startB, tmp2);
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if (BH_Ray2fIntersectTime(startA, tmp1, startB, tmp2, &time1, &time2))
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BH_Vec2fSub(aEnd, aStart, tmp1);
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BH_Vec2fSub(bEnd, bStart, tmp2);
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if (BH_Ray2fIntersectTime(aStart, tmp1, bStart, tmp2, &time1, &time2))
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return BH_ERROR;
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if (time1 < 0.0f || time1 > 1.0f || time2 < 0.0f || time2 > 1.0f)
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return BH_ERROR;
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BH_Vec2fLerp(startA, endA, time1, out);
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BH_Vec2fLerp(aStart, aEnd, time1, out);
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*t = time1;
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return BH_OK;
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}
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void BH_Box3fUnion(const float *aMin,
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const float *aMax,
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const float *bMin,
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const float *bMax,
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float *outMin,
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float *outMax)
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{
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BH_Vec3fMin(aMin, bMin, outMin);
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BH_Vec3fMax(aMax, bMax, outMax);
|
||||
}
|
||||
|
||||
|
||||
int BH_Box3fIntersect(const float *aMin,
|
||||
const float *aMax,
|
||||
const float *bMin,
|
||||
const float *bMax,
|
||||
float *outMin,
|
||||
float *outMax)
|
||||
{
|
||||
BH_Vec3fMax(aMin, bMin, outMin);
|
||||
BH_Vec3fMin(aMax, bMax, outMax);
|
||||
|
||||
if (outMin[0] >= outMax[0] || outMin[1] >= outMax[1] || outMin[2] >= outMax[2])
|
||||
return BH_ERROR;
|
||||
|
||||
return BH_OK;
|
||||
}
|
||||
|
||||
|
||||
int BH_Box3fContains(const float *aMin,
|
||||
const float *aMax,
|
||||
const float *point)
|
||||
{
|
||||
if (point[0] < aMin[0] || point[1] < aMin[1] || point[2] < aMin[2])
|
||||
return BH_ERROR;
|
||||
|
||||
if (point[0] > aMax[0] || point[1] > aMax[1] || point[2] > aMax[2])
|
||||
return BH_ERROR;
|
||||
|
||||
return BH_OK;
|
||||
}
|
||||
|
||||
|
||||
int BH_Box3fEnclose(const float *points,
|
||||
size_t size,
|
||||
float *outMin,
|
||||
float *outMax)
|
||||
{
|
||||
float tmp1[3], tmp2[3];
|
||||
size_t i;
|
||||
|
||||
if (!size)
|
||||
return BH_ERROR;
|
||||
|
||||
memcpy(tmp1, points, sizeof(tmp1));
|
||||
memcpy(tmp2, points, sizeof(tmp2));
|
||||
|
||||
for (i = 1; i < size; i++)
|
||||
{
|
||||
BH_Vec3fMin(tmp1, points + i * 3, tmp1);
|
||||
BH_Vec3fMax(tmp2, points + i * 3, tmp2);
|
||||
}
|
||||
|
||||
memcpy(outMin, tmp1, sizeof(tmp1));
|
||||
memcpy(outMax, tmp2, sizeof(tmp2));
|
||||
return BH_OK;
|
||||
}
|
||||
|
||||
|
||||
void BH_Box2fUnion(const float *aMin,
|
||||
const float *aMax,
|
||||
const float *bMin,
|
||||
const float *bMax,
|
||||
float *outMin,
|
||||
float *outMax)
|
||||
{
|
||||
BH_Vec2fMin(aMin, bMin, outMin);
|
||||
BH_Vec2fMax(aMax, bMax, outMax);
|
||||
}
|
||||
|
||||
|
||||
int BH_Box2fIntersect(const float *aMin,
|
||||
const float *aMax,
|
||||
const float *bMin,
|
||||
const float *bMax,
|
||||
float *outMin,
|
||||
float *outMax)
|
||||
{
|
||||
BH_Vec2fMax(aMin, bMin, outMin);
|
||||
BH_Vec2fMin(aMax, bMax, outMax);
|
||||
|
||||
if (outMin[0] >= outMax[0] || outMin[1] >= outMax[1])
|
||||
return BH_ERROR;
|
||||
|
||||
return BH_OK;
|
||||
}
|
||||
|
||||
|
||||
int BH_Box2fContains(const float *aMin,
|
||||
const float *aMax,
|
||||
const float *point)
|
||||
{
|
||||
if (point[0] < aMin[0] || point[1] < aMin[1])
|
||||
return BH_ERROR;
|
||||
|
||||
if (point[0] > aMax[0] || point[1] > aMax[1])
|
||||
return BH_ERROR;
|
||||
|
||||
return BH_OK;
|
||||
}
|
||||
|
||||
|
||||
int BH_Box2fEnclose(const float *points,
|
||||
size_t size,
|
||||
float *outMin,
|
||||
float *outMax)
|
||||
{
|
||||
float tmp1[2], tmp2[2];
|
||||
size_t i;
|
||||
|
||||
if (!size)
|
||||
return BH_ERROR;
|
||||
|
||||
memcpy(tmp1, points, sizeof(tmp1));
|
||||
memcpy(tmp2, points, sizeof(tmp2));
|
||||
|
||||
for (i = 1; i < size; i++)
|
||||
{
|
||||
BH_Vec2fMin(tmp1, points + i * 2, tmp1);
|
||||
BH_Vec2fMax(tmp2, points + i * 2, tmp2);
|
||||
}
|
||||
|
||||
memcpy(outMin, tmp1, sizeof(tmp1));
|
||||
memcpy(outMax, tmp2, sizeof(tmp2));
|
||||
return BH_OK;
|
||||
}
|
||||
|
||||
|
||||
int BH_Ray3fIntersectBox3f(const float *aStart,
|
||||
const float *aDirection,
|
||||
const float *bMin,
|
||||
const float *bMax,
|
||||
float *t,
|
||||
float *out)
|
||||
{
|
||||
float timeNear, timeFar, hitNear, hitFar, denom, tmp;
|
||||
int i;
|
||||
|
||||
timeNear = -1.0f / 0.0f;
|
||||
timeFar = 1.0f / 0.0f;
|
||||
|
||||
/* Check if origin inside box */
|
||||
if (!BH_Box3fContains(bMin, bMax, aStart))
|
||||
{
|
||||
memcpy(out, aStart, sizeof(float) * 3);
|
||||
*t = 0.0f;
|
||||
return BH_OK;
|
||||
}
|
||||
|
||||
/* Check each axis for the minimal and maximum intersection time */
|
||||
for (i = 0; i < 3; i++)
|
||||
{
|
||||
if (fabsf(aDirection[i]) < EPSILON)
|
||||
{
|
||||
if (aStart[i] < bMin[i] || aStart[i] > bMax[i])
|
||||
return BH_ERROR;
|
||||
continue;
|
||||
}
|
||||
|
||||
denom = 1.0f / aDirection[i];
|
||||
hitNear = (bMin[i] - aStart[i]) * denom;
|
||||
hitFar = (bMax[i] - aStart[i]) * denom;
|
||||
|
||||
if (hitNear > hitFar)
|
||||
{
|
||||
tmp = hitNear;
|
||||
hitNear = hitFar;
|
||||
hitFar = tmp;
|
||||
}
|
||||
|
||||
if (hitNear > timeNear)
|
||||
timeNear = hitNear;
|
||||
if (hitFar < timeFar)
|
||||
timeFar = hitFar;
|
||||
|
||||
if (timeNear > timeFar || timeFar < 0.0f)
|
||||
return BH_ERROR;
|
||||
}
|
||||
|
||||
out[0] = aStart[0] + aDirection[0] * timeNear;
|
||||
out[1] = aStart[1] + aDirection[1] * timeNear;
|
||||
out[2] = aStart[2] + aDirection[2] * timeNear;
|
||||
*t = timeNear;
|
||||
|
||||
return BH_OK;
|
||||
}
|
||||
|
||||
|
||||
int BH_Segment3fIntersectBox3f(const float *aStart,
|
||||
const float *aEnd,
|
||||
const float *bMin,
|
||||
const float *bMax,
|
||||
float *t,
|
||||
float *out)
|
||||
{
|
||||
float tmp[3];
|
||||
float time;
|
||||
|
||||
BH_Vec3fSub(aEnd, aStart, tmp);
|
||||
if (BH_Ray3fIntersectBox3f(aStart, tmp, bMin, bMax, &time, out))
|
||||
return BH_ERROR;
|
||||
|
||||
if (time > 1.0f)
|
||||
return BH_ERROR;
|
||||
|
||||
*t = time;
|
||||
return BH_OK;
|
||||
}
|
||||
|
||||
|
||||
int BH_Ray2fIntersectBox2f(const float *aStart,
|
||||
const float *aDirection,
|
||||
const float *bMin,
|
||||
const float *bMax,
|
||||
float *t,
|
||||
float *out)
|
||||
{
|
||||
float timeNear, timeFar, hitNear, hitFar, denom, tmp;
|
||||
int i;
|
||||
|
||||
timeNear = -1.0f / 0.0f;
|
||||
timeFar = 1.0f / 0.0f;
|
||||
|
||||
/* Check if origin inside box */
|
||||
if (!BH_Box2fContains(bMin, bMax, aStart))
|
||||
{
|
||||
memcpy(out, aStart, sizeof(float) * 2);
|
||||
*t = 0.0f;
|
||||
return BH_OK;
|
||||
}
|
||||
|
||||
/* Check each axis for the minimal and maximum intersection time */
|
||||
for (i = 0; i < 2; i++)
|
||||
{
|
||||
if (fabsf(aDirection[i]) < EPSILON)
|
||||
{
|
||||
if (aStart[i] < bMin[i] || aStart[i] > bMax[i])
|
||||
return BH_ERROR;
|
||||
continue;
|
||||
}
|
||||
|
||||
denom = 1.0f / aDirection[i];
|
||||
hitNear = (bMin[i] - aStart[i]) * denom;
|
||||
hitFar = (bMax[i] - aStart[i]) * denom;
|
||||
|
||||
if (hitNear > hitFar)
|
||||
{
|
||||
tmp = hitNear;
|
||||
hitNear = hitFar;
|
||||
hitFar = tmp;
|
||||
}
|
||||
|
||||
if (hitNear > timeNear)
|
||||
timeNear = hitNear;
|
||||
if (hitFar < timeFar)
|
||||
timeFar = hitFar;
|
||||
|
||||
if (timeNear > timeFar || timeFar < 0.0f)
|
||||
return BH_ERROR;
|
||||
}
|
||||
|
||||
out[0] = aStart[0] + aDirection[0] * timeNear;
|
||||
out[1] = aStart[1] + aDirection[1] * timeNear;
|
||||
*t = timeNear;
|
||||
|
||||
return BH_OK;
|
||||
}
|
||||
|
||||
|
||||
int BH_Segment2fIntersectBox2f(const float *aStart,
|
||||
const float *aEnd,
|
||||
const float *bMin,
|
||||
const float *bMax,
|
||||
float *t,
|
||||
float *out)
|
||||
{
|
||||
float tmp[3];
|
||||
float time;
|
||||
|
||||
BH_Vec2fSub(aEnd, aStart, tmp);
|
||||
if (BH_Ray2fIntersectBox2f(aStart, tmp, bMin, bMax, &time, out))
|
||||
return BH_ERROR;
|
||||
|
||||
if (time > 1.0f)
|
||||
return BH_ERROR;
|
||||
|
||||
*t = time;
|
||||
return BH_OK;
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user