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author | dan miller | 2007-10-19 05:15:33 +0000 |
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committer | dan miller | 2007-10-19 05:15:33 +0000 |
commit | 79eca25c945a535a7a0325999034bae17da92412 (patch) | |
tree | 40ff433d94859d629aac933d5ec73b382f62ba1a /libraries/ode-0.9/OPCODE/OPC_TriBoxOverlap.h | |
parent | adding ode source to /libraries (diff) | |
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resubmitting ode
Diffstat (limited to 'libraries/ode-0.9/OPCODE/OPC_TriBoxOverlap.h')
-rw-r--r-- | libraries/ode-0.9/OPCODE/OPC_TriBoxOverlap.h | 339 |
1 files changed, 339 insertions, 0 deletions
diff --git a/libraries/ode-0.9/OPCODE/OPC_TriBoxOverlap.h b/libraries/ode-0.9/OPCODE/OPC_TriBoxOverlap.h new file mode 100644 index 0000000..b3a9bde --- /dev/null +++ b/libraries/ode-0.9/OPCODE/OPC_TriBoxOverlap.h | |||
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1 | |||
2 | //! This macro quickly finds the min & max values among 3 variables | ||
3 | #define FINDMINMAX(x0, x1, x2, min, max) \ | ||
4 | min = max = x0; \ | ||
5 | if(x1<min) min=x1; \ | ||
6 | if(x1>max) max=x1; \ | ||
7 | if(x2<min) min=x2; \ | ||
8 | if(x2>max) max=x2; | ||
9 | |||
10 | //! TO BE DOCUMENTED | ||
11 | inline_ BOOL planeBoxOverlap(const Point& normal, const float d, const Point& maxbox) | ||
12 | { | ||
13 | Point vmin, vmax; | ||
14 | for(udword q=0;q<=2;q++) | ||
15 | { | ||
16 | if(normal[q]>0.0f) { vmin[q]=-maxbox[q]; vmax[q]=maxbox[q]; } | ||
17 | else { vmin[q]=maxbox[q]; vmax[q]=-maxbox[q]; } | ||
18 | } | ||
19 | if((normal|vmin)+d>0.0f) return FALSE; | ||
20 | if((normal|vmax)+d>=0.0f) return TRUE; | ||
21 | |||
22 | return FALSE; | ||
23 | } | ||
24 | |||
25 | //! TO BE DOCUMENTED | ||
26 | #define AXISTEST_X01(a, b, fa, fb) \ | ||
27 | min = a*v0.y - b*v0.z; \ | ||
28 | max = a*v2.y - b*v2.z; \ | ||
29 | if(min>max) {const float tmp=max; max=min; min=tmp; } \ | ||
30 | rad = fa * extents.y + fb * extents.z; \ | ||
31 | if(min>rad || max<-rad) return FALSE; | ||
32 | |||
33 | //! TO BE DOCUMENTED | ||
34 | #define AXISTEST_X2(a, b, fa, fb) \ | ||
35 | min = a*v0.y - b*v0.z; \ | ||
36 | max = a*v1.y - b*v1.z; \ | ||
37 | if(min>max) {const float tmp=max; max=min; min=tmp; } \ | ||
38 | rad = fa * extents.y + fb * extents.z; \ | ||
39 | if(min>rad || max<-rad) return FALSE; | ||
40 | |||
41 | //! TO BE DOCUMENTED | ||
42 | #define AXISTEST_Y02(a, b, fa, fb) \ | ||
43 | min = b*v0.z - a*v0.x; \ | ||
44 | max = b*v2.z - a*v2.x; \ | ||
45 | if(min>max) {const float tmp=max; max=min; min=tmp; } \ | ||
46 | rad = fa * extents.x + fb * extents.z; \ | ||
47 | if(min>rad || max<-rad) return FALSE; | ||
48 | |||
49 | //! TO BE DOCUMENTED | ||
50 | #define AXISTEST_Y1(a, b, fa, fb) \ | ||
51 | min = b*v0.z - a*v0.x; \ | ||
52 | max = b*v1.z - a*v1.x; \ | ||
53 | if(min>max) {const float tmp=max; max=min; min=tmp; } \ | ||
54 | rad = fa * extents.x + fb * extents.z; \ | ||
55 | if(min>rad || max<-rad) return FALSE; | ||
56 | |||
57 | //! TO BE DOCUMENTED | ||
58 | #define AXISTEST_Z12(a, b, fa, fb) \ | ||
59 | min = a*v1.x - b*v1.y; \ | ||
60 | max = a*v2.x - b*v2.y; \ | ||
61 | if(min>max) {const float tmp=max; max=min; min=tmp; } \ | ||
62 | rad = fa * extents.x + fb * extents.y; \ | ||
63 | if(min>rad || max<-rad) return FALSE; | ||
64 | |||
65 | //! TO BE DOCUMENTED | ||
66 | #define AXISTEST_Z0(a, b, fa, fb) \ | ||
67 | min = a*v0.x - b*v0.y; \ | ||
68 | max = a*v1.x - b*v1.y; \ | ||
69 | if(min>max) {const float tmp=max; max=min; min=tmp; } \ | ||
70 | rad = fa * extents.x + fb * extents.y; \ | ||
71 | if(min>rad || max<-rad) return FALSE; | ||
72 | |||
73 | // compute triangle edges | ||
74 | // - edges lazy evaluated to take advantage of early exits | ||
75 | // - fabs precomputed (half less work, possible since extents are always >0) | ||
76 | // - customized macros to take advantage of the null component | ||
77 | // - axis vector discarded, possibly saves useless movs | ||
78 | #define IMPLEMENT_CLASS3_TESTS \ | ||
79 | float rad; \ | ||
80 | float min, max; \ | ||
81 | \ | ||
82 | const float fey0 = fabsf(e0.y); \ | ||
83 | const float fez0 = fabsf(e0.z); \ | ||
84 | AXISTEST_X01(e0.z, e0.y, fez0, fey0); \ | ||
85 | const float fex0 = fabsf(e0.x); \ | ||
86 | AXISTEST_Y02(e0.z, e0.x, fez0, fex0); \ | ||
87 | AXISTEST_Z12(e0.y, e0.x, fey0, fex0); \ | ||
88 | \ | ||
89 | const float fey1 = fabsf(e1.y); \ | ||
90 | const float fez1 = fabsf(e1.z); \ | ||
91 | AXISTEST_X01(e1.z, e1.y, fez1, fey1); \ | ||
92 | const float fex1 = fabsf(e1.x); \ | ||
93 | AXISTEST_Y02(e1.z, e1.x, fez1, fex1); \ | ||
94 | AXISTEST_Z0(e1.y, e1.x, fey1, fex1); \ | ||
95 | \ | ||
96 | const Point e2 = mLeafVerts[0] - mLeafVerts[2]; \ | ||
97 | const float fey2 = fabsf(e2.y); \ | ||
98 | const float fez2 = fabsf(e2.z); \ | ||
99 | AXISTEST_X2(e2.z, e2.y, fez2, fey2); \ | ||
100 | const float fex2 = fabsf(e2.x); \ | ||
101 | AXISTEST_Y1(e2.z, e2.x, fez2, fex2); \ | ||
102 | AXISTEST_Z12(e2.y, e2.x, fey2, fex2); | ||
103 | |||
104 | /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// | ||
105 | /** | ||
106 | * Triangle-Box overlap test using the separating axis theorem. | ||
107 | * This is the code from Tomas Möller, a bit optimized: | ||
108 | * - with some more lazy evaluation (faster path on PC) | ||
109 | * - with a tiny bit of assembly | ||
110 | * - with "SAT-lite" applied if needed | ||
111 | * - and perhaps with some more minor modifs... | ||
112 | * | ||
113 | * \param center [in] box center | ||
114 | * \param extents [in] box extents | ||
115 | * \return true if triangle & box overlap | ||
116 | */ | ||
117 | /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// | ||
118 | inline_ BOOL AABBTreeCollider::TriBoxOverlap(const Point& center, const Point& extents) | ||
119 | { | ||
120 | // Stats | ||
121 | mNbBVPrimTests++; | ||
122 | |||
123 | // use separating axis theorem to test overlap between triangle and box | ||
124 | // need to test for overlap in these directions: | ||
125 | // 1) the {x,y,z}-directions (actually, since we use the AABB of the triangle | ||
126 | // we do not even need to test these) | ||
127 | // 2) normal of the triangle | ||
128 | // 3) crossproduct(edge from tri, {x,y,z}-directin) | ||
129 | // this gives 3x3=9 more tests | ||
130 | |||
131 | // move everything so that the boxcenter is in (0,0,0) | ||
132 | Point v0, v1, v2; | ||
133 | v0.x = mLeafVerts[0].x - center.x; | ||
134 | v1.x = mLeafVerts[1].x - center.x; | ||
135 | v2.x = mLeafVerts[2].x - center.x; | ||
136 | |||
137 | // First, test overlap in the {x,y,z}-directions | ||
138 | #ifdef OPC_USE_FCOMI | ||
139 | // find min, max of the triangle in x-direction, and test for overlap in X | ||
140 | if(FCMin3(v0.x, v1.x, v2.x)>extents.x) return FALSE; | ||
141 | if(FCMax3(v0.x, v1.x, v2.x)<-extents.x) return FALSE; | ||
142 | |||
143 | // same for Y | ||
144 | v0.y = mLeafVerts[0].y - center.y; | ||
145 | v1.y = mLeafVerts[1].y - center.y; | ||
146 | v2.y = mLeafVerts[2].y - center.y; | ||
147 | |||
148 | if(FCMin3(v0.y, v1.y, v2.y)>extents.y) return FALSE; | ||
149 | if(FCMax3(v0.y, v1.y, v2.y)<-extents.y) return FALSE; | ||
150 | |||
151 | // same for Z | ||
152 | v0.z = mLeafVerts[0].z - center.z; | ||
153 | v1.z = mLeafVerts[1].z - center.z; | ||
154 | v2.z = mLeafVerts[2].z - center.z; | ||
155 | |||
156 | if(FCMin3(v0.z, v1.z, v2.z)>extents.z) return FALSE; | ||
157 | if(FCMax3(v0.z, v1.z, v2.z)<-extents.z) return FALSE; | ||
158 | #else | ||
159 | float min,max; | ||
160 | // Find min, max of the triangle in x-direction, and test for overlap in X | ||
161 | FINDMINMAX(v0.x, v1.x, v2.x, min, max); | ||
162 | if(min>extents.x || max<-extents.x) return FALSE; | ||
163 | |||
164 | // Same for Y | ||
165 | v0.y = mLeafVerts[0].y - center.y; | ||
166 | v1.y = mLeafVerts[1].y - center.y; | ||
167 | v2.y = mLeafVerts[2].y - center.y; | ||
168 | |||
169 | FINDMINMAX(v0.y, v1.y, v2.y, min, max); | ||
170 | if(min>extents.y || max<-extents.y) return FALSE; | ||
171 | |||
172 | // Same for Z | ||
173 | v0.z = mLeafVerts[0].z - center.z; | ||
174 | v1.z = mLeafVerts[1].z - center.z; | ||
175 | v2.z = mLeafVerts[2].z - center.z; | ||
176 | |||
177 | FINDMINMAX(v0.z, v1.z, v2.z, min, max); | ||
178 | if(min>extents.z || max<-extents.z) return FALSE; | ||
179 | #endif | ||
180 | // 2) Test if the box intersects the plane of the triangle | ||
181 | // compute plane equation of triangle: normal*x+d=0 | ||
182 | // ### could be precomputed since we use the same leaf triangle several times | ||
183 | const Point e0 = v1 - v0; | ||
184 | const Point e1 = v2 - v1; | ||
185 | const Point normal = e0 ^ e1; | ||
186 | const float d = -normal|v0; | ||
187 | if(!planeBoxOverlap(normal, d, extents)) return FALSE; | ||
188 | |||
189 | // 3) "Class III" tests | ||
190 | if(mFullPrimBoxTest) | ||
191 | { | ||
192 | IMPLEMENT_CLASS3_TESTS | ||
193 | } | ||
194 | return TRUE; | ||
195 | } | ||
196 | |||
197 | //! A dedicated version where the box is constant | ||
198 | inline_ BOOL OBBCollider::TriBoxOverlap() | ||
199 | { | ||
200 | // Stats | ||
201 | mNbVolumePrimTests++; | ||
202 | |||
203 | // Hook | ||
204 | const Point& extents = mBoxExtents; | ||
205 | const Point& v0 = mLeafVerts[0]; | ||
206 | const Point& v1 = mLeafVerts[1]; | ||
207 | const Point& v2 = mLeafVerts[2]; | ||
208 | |||
209 | // use separating axis theorem to test overlap between triangle and box | ||
210 | // need to test for overlap in these directions: | ||
211 | // 1) the {x,y,z}-directions (actually, since we use the AABB of the triangle | ||
212 | // we do not even need to test these) | ||
213 | // 2) normal of the triangle | ||
214 | // 3) crossproduct(edge from tri, {x,y,z}-directin) | ||
215 | // this gives 3x3=9 more tests | ||
216 | |||
217 | // Box center is already in (0,0,0) | ||
218 | |||
219 | // First, test overlap in the {x,y,z}-directions | ||
220 | #ifdef OPC_USE_FCOMI | ||
221 | // find min, max of the triangle in x-direction, and test for overlap in X | ||
222 | if(FCMin3(v0.x, v1.x, v2.x)>mBoxExtents.x) return FALSE; | ||
223 | if(FCMax3(v0.x, v1.x, v2.x)<-mBoxExtents.x) return FALSE; | ||
224 | |||
225 | if(FCMin3(v0.y, v1.y, v2.y)>mBoxExtents.y) return FALSE; | ||
226 | if(FCMax3(v0.y, v1.y, v2.y)<-mBoxExtents.y) return FALSE; | ||
227 | |||
228 | if(FCMin3(v0.z, v1.z, v2.z)>mBoxExtents.z) return FALSE; | ||
229 | if(FCMax3(v0.z, v1.z, v2.z)<-mBoxExtents.z) return FALSE; | ||
230 | #else | ||
231 | float min,max; | ||
232 | // Find min, max of the triangle in x-direction, and test for overlap in X | ||
233 | FINDMINMAX(v0.x, v1.x, v2.x, min, max); | ||
234 | if(min>mBoxExtents.x || max<-mBoxExtents.x) return FALSE; | ||
235 | |||
236 | FINDMINMAX(v0.y, v1.y, v2.y, min, max); | ||
237 | if(min>mBoxExtents.y || max<-mBoxExtents.y) return FALSE; | ||
238 | |||
239 | FINDMINMAX(v0.z, v1.z, v2.z, min, max); | ||
240 | if(min>mBoxExtents.z || max<-mBoxExtents.z) return FALSE; | ||
241 | #endif | ||
242 | // 2) Test if the box intersects the plane of the triangle | ||
243 | // compute plane equation of triangle: normal*x+d=0 | ||
244 | // ### could be precomputed since we use the same leaf triangle several times | ||
245 | const Point e0 = v1 - v0; | ||
246 | const Point e1 = v2 - v1; | ||
247 | const Point normal = e0 ^ e1; | ||
248 | const float d = -normal|v0; | ||
249 | if(!planeBoxOverlap(normal, d, mBoxExtents)) return FALSE; | ||
250 | |||
251 | // 3) "Class III" tests - here we always do full tests since the box is a primitive (not a BV) | ||
252 | { | ||
253 | IMPLEMENT_CLASS3_TESTS | ||
254 | } | ||
255 | return TRUE; | ||
256 | } | ||
257 | |||
258 | //! ...and another one, jeez | ||
259 | inline_ BOOL AABBCollider::TriBoxOverlap() | ||
260 | { | ||
261 | // Stats | ||
262 | mNbVolumePrimTests++; | ||
263 | |||
264 | // Hook | ||
265 | const Point& center = mBox.mCenter; | ||
266 | const Point& extents = mBox.mExtents; | ||
267 | |||
268 | // use separating axis theorem to test overlap between triangle and box | ||
269 | // need to test for overlap in these directions: | ||
270 | // 1) the {x,y,z}-directions (actually, since we use the AABB of the triangle | ||
271 | // we do not even need to test these) | ||
272 | // 2) normal of the triangle | ||
273 | // 3) crossproduct(edge from tri, {x,y,z}-directin) | ||
274 | // this gives 3x3=9 more tests | ||
275 | |||
276 | // move everything so that the boxcenter is in (0,0,0) | ||
277 | Point v0, v1, v2; | ||
278 | v0.x = mLeafVerts[0].x - center.x; | ||
279 | v1.x = mLeafVerts[1].x - center.x; | ||
280 | v2.x = mLeafVerts[2].x - center.x; | ||
281 | |||
282 | // First, test overlap in the {x,y,z}-directions | ||
283 | #ifdef OPC_USE_FCOMI | ||
284 | // find min, max of the triangle in x-direction, and test for overlap in X | ||
285 | if(FCMin3(v0.x, v1.x, v2.x)>extents.x) return FALSE; | ||
286 | if(FCMax3(v0.x, v1.x, v2.x)<-extents.x) return FALSE; | ||
287 | |||
288 | // same for Y | ||
289 | v0.y = mLeafVerts[0].y - center.y; | ||
290 | v1.y = mLeafVerts[1].y - center.y; | ||
291 | v2.y = mLeafVerts[2].y - center.y; | ||
292 | |||
293 | if(FCMin3(v0.y, v1.y, v2.y)>extents.y) return FALSE; | ||
294 | if(FCMax3(v0.y, v1.y, v2.y)<-extents.y) return FALSE; | ||
295 | |||
296 | // same for Z | ||
297 | v0.z = mLeafVerts[0].z - center.z; | ||
298 | v1.z = mLeafVerts[1].z - center.z; | ||
299 | v2.z = mLeafVerts[2].z - center.z; | ||
300 | |||
301 | if(FCMin3(v0.z, v1.z, v2.z)>extents.z) return FALSE; | ||
302 | if(FCMax3(v0.z, v1.z, v2.z)<-extents.z) return FALSE; | ||
303 | #else | ||
304 | float min,max; | ||
305 | // Find min, max of the triangle in x-direction, and test for overlap in X | ||
306 | FINDMINMAX(v0.x, v1.x, v2.x, min, max); | ||
307 | if(min>extents.x || max<-extents.x) return FALSE; | ||
308 | |||
309 | // Same for Y | ||
310 | v0.y = mLeafVerts[0].y - center.y; | ||
311 | v1.y = mLeafVerts[1].y - center.y; | ||
312 | v2.y = mLeafVerts[2].y - center.y; | ||
313 | |||
314 | FINDMINMAX(v0.y, v1.y, v2.y, min, max); | ||
315 | if(min>extents.y || max<-extents.y) return FALSE; | ||
316 | |||
317 | // Same for Z | ||
318 | v0.z = mLeafVerts[0].z - center.z; | ||
319 | v1.z = mLeafVerts[1].z - center.z; | ||
320 | v2.z = mLeafVerts[2].z - center.z; | ||
321 | |||
322 | FINDMINMAX(v0.z, v1.z, v2.z, min, max); | ||
323 | if(min>extents.z || max<-extents.z) return FALSE; | ||
324 | #endif | ||
325 | // 2) Test if the box intersects the plane of the triangle | ||
326 | // compute plane equation of triangle: normal*x+d=0 | ||
327 | // ### could be precomputed since we use the same leaf triangle several times | ||
328 | const Point e0 = v1 - v0; | ||
329 | const Point e1 = v2 - v1; | ||
330 | const Point normal = e0 ^ e1; | ||
331 | const float d = -normal|v0; | ||
332 | if(!planeBoxOverlap(normal, d, extents)) return FALSE; | ||
333 | |||
334 | // 3) "Class III" tests - here we always do full tests since the box is a primitive (not a BV) | ||
335 | { | ||
336 | IMPLEMENT_CLASS3_TESTS | ||
337 | } | ||
338 | return TRUE; | ||
339 | } | ||