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1///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
2/**
3 * Planes-AABB overlap test.
4 * - original code by Ville Miettinen, from Umbra/dPVS (released on the GD-Algorithms mailing list)
5 * - almost used "as-is", I even left the comments (hence the frustum-related notes)
6 *
7 * \param center [in] box center
8 * \param extents [in] box extents
9 * \param out_clip_mask [out] bitmask for active planes
10 * \param in_clip_mask [in] bitmask for active planes
11 * \return TRUE if boxes overlap planes
12 */
13///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
14inline_ BOOL PlanesCollider::PlanesAABBOverlap(const Point& center, const Point& extents, udword& out_clip_mask, udword in_clip_mask)
15{
16 // Stats
17 mNbVolumeBVTests++;
18
19 const Plane* p = mPlanes;
20
21 // Evaluate through all active frustum planes. We determine the relation
22 // between the AABB and a plane by using the concept of "near" and "far"
23 // vertices originally described by Zhang (and later by Möller). Our
24 // variant here uses 3 fabs ops, 6 muls, 7 adds and two floating point
25 // comparisons per plane. The routine early-exits if the AABB is found
26 // to be outside any of the planes. The loop also constructs a new output
27 // clip mask. Most FPUs have a native single-cycle fabsf() operation.
28
29 udword Mask = 1; // current mask index (1,2,4,8,..)
30 udword TmpOutClipMask = 0; // initialize output clip mask into empty.
31
32 while(Mask<=in_clip_mask) // keep looping while we have active planes left...
33 {
34 if(in_clip_mask & Mask) // if clip plane is active, process it..
35 {
36 float NP = extents.x*fabsf(p->n.x) + extents.y*fabsf(p->n.y) + extents.z*fabsf(p->n.z); // ### fabsf could be precomputed
37 float MP = center.x*p->n.x + center.y*p->n.y + center.z*p->n.z + p->d;
38
39 if(NP < MP) // near vertex behind the clip plane...
40 return FALSE; // .. so there is no intersection..
41 if((-NP) < MP) // near and far vertices on different sides of plane..
42 TmpOutClipMask |= Mask; // .. so update the clip mask...
43 }
44 Mask+=Mask; // mk = (1<<plane)
45 p++; // advance to next plane
46 }
47
48 out_clip_mask = TmpOutClipMask; // copy output value (temp used to resolve aliasing!)
49 return TRUE; // indicate that AABB intersects frustum
50}