1 |
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2 | // GOLEM library
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3 | #include <assert.h>
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4 | #include <iostream>
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5 | using namespace std;
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6 | #include "AxisAlignedBox3.h"
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7 | #include "Ray.h"
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8 |
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9 | #define FATAL Debug
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10 | #define FATAL_ABORT exit(1)
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11 |
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12 |
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13 | // AxisAlignedBox3 implementations
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14 |
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15 | // Overload << operator for C++-style output
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16 | ostream&
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17 | operator<< (ostream &s, const AxisAlignedBox3 &A)
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18 | {
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19 | return s << '[' << A.mMin.x << ", " << A.mMin.y << ", " << A.mMin.z << "]["
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20 | << A.mMax.x << ", " << A.mMax.y << ", " << A.mMax.z << ']';
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21 | }
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22 |
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23 | // Overload >> operator for C++-style input
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24 | istream&
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25 | operator>> (istream &s, AxisAlignedBox3 &A)
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26 | {
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27 | char a;
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28 | // read "[min.x, min.y, min.z][mMax.x, mMax.y, mMax.z]"
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29 | return s >> a >> A.mMin.x >> a >> A.mMin.y >> a >> A.mMin.z >> a >> a
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30 | >> A.mMax.x >> a >> A.mMax.y >> a >> A.mMax.z >> a;
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31 | }
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32 |
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33 | bool
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34 | AxisAlignedBox3::Unbounded() const
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35 | {
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36 | return (mMin == Vector3(-MAXFLOAT)) ||
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37 | (mMax == Vector3(-MAXFLOAT));
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38 | }
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39 |
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40 | void
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41 | AxisAlignedBox3::Include(const Vector3 &newpt)
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42 | {
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43 | Minimize(mMin, newpt);
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44 | Maximize(mMax, newpt);
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45 | }
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46 |
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47 | void
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48 | AxisAlignedBox3::Include(const AxisAlignedBox3 &bbox)
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49 | {
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50 | Minimize(mMin, bbox.mMin);
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51 | Maximize(mMax, bbox.mMax);
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52 | }
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53 |
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54 | bool
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55 | AxisAlignedBox3::IsCorrect()
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56 | {
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57 | if ( (mMin.x > mMax.x) ||
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58 | (mMin.y > mMax.y) ||
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59 | (mMin.z > mMax.z) )
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60 | return false; // box is not formed
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61 | return true;
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62 | }
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63 |
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64 | void
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65 | AxisAlignedBox3::GetEdge(const int edge, Vector3 *a, Vector3 *b) const
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66 | {
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67 | switch(edge) {
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68 | case 0:
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69 | a->SetValue(mMin.x, mMin.y, mMin.z);
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70 | b->SetValue(mMin.x, mMin.y, mMax.z);
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71 | break;
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72 | case 1:
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73 | a->SetValue(mMin.x, mMin.y, mMin.z);
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74 | b->SetValue(mMin.x, mMax.y, mMin.z);
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75 | break;
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76 | case 2:
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77 | a->SetValue(mMin.x, mMin.y, mMin.z);
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78 | b->SetValue(mMax.x, mMin.y, mMin.z);
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79 | break;
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80 | case 3:
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81 | a->SetValue(mMax.x, mMax.y, mMax.z);
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82 | b->SetValue(mMax.x, mMax.y, mMin.z);
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83 | break;
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84 | case 4:
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85 | a->SetValue(mMax.x, mMax.y, mMax.z);
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86 | b->SetValue(mMax.x, mMin.y, mMax.z);
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87 | break;
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88 | case 5:
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89 | a->SetValue(mMax.x, mMax.y, mMax.z);
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90 | b->SetValue(mMin.x, mMax.y, mMax.z);
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91 | break;
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92 |
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93 | case 6:
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94 | a->SetValue(mMin.x, mMin.y, mMax.z);
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95 | b->SetValue(mMin.x, mMax.y, mMax.z);
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96 | break;
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97 | case 7:
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98 | a->SetValue(mMin.x, mMin.y, mMax.z);
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99 | b->SetValue(mMax.x, mMin.y, mMax.z);
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100 | break;
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101 | case 8:
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102 | a->SetValue(mMin.x, mMax.y, mMin.z);
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103 | b->SetValue(mMin.x, mMax.y, mMax.z);
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104 | break;
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105 | case 9:
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106 | a->SetValue(mMin.x, mMax.y, mMin.z);
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107 | b->SetValue(mMax.x, mMax.y, mMin.z);
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108 | break;
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109 | case 10:
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110 | a->SetValue(mMax.x, mMin.y, mMin.z);
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111 | b->SetValue(mMax.x, mMax.y, mMin.z);
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112 | break;
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113 | case 11:
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114 | a->SetValue(mMax.x, mMin.y, mMin.z);
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115 | b->SetValue(mMax.x, mMin.y, mMax.z);
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116 | break;
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117 | }
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118 | }
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119 |
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120 | void
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121 | AxisAlignedBox3::Include(const int &axis, const float &newBound)
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122 | {
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123 | switch (axis) {
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124 | case 0: { // x-axis
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125 | if (mMin.x > newBound)
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126 | mMin.x = newBound;
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127 | if (mMax.x < newBound)
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128 | mMax.x = newBound;
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129 | break;
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130 | }
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131 | case 1: { // y-axis
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132 | if (mMin.y > newBound)
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133 | mMin.y = newBound;
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134 | if (mMax.y < newBound)
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135 | mMax.y = newBound;
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136 | break;
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137 | }
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138 | case 2: { // z-axis
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139 | if (mMin.z > newBound)
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140 | mMin.z = newBound;
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141 | if (mMax.z < newBound)
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142 | mMax.z = newBound;
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143 | break;
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144 | }
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145 | }
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146 | }
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147 |
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148 | #if 0
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149 | // ComputeMinMaxT computes the minimum and maximum signed distances
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150 | // of intersection with the ray; it returns 1 if the ray hits
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151 | // the bounding box and 0 if it does not.
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152 | int
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153 | AxisAlignedBox3::ComputeMinMaxT(const Ray &ray,
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154 | float *tmin,
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155 | float *tmax) const
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156 | {
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157 | float minx, maxx, miny, maxy, minz, maxz;
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158 |
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159 | if (fabs(ray.dir.x) < 0.001) {
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160 | if (mMin.x < ray.loc.x && mMax.x > ray.loc.x) {
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161 | minx = -MAXFLOAT;
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162 | maxx = MAXFLOAT;
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163 | }
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164 | else
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165 | return 0;
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166 | }
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167 | else {
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168 | float t1 = (mMin.x - ray.loc.x) / ray.dir.x;
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169 | float t2 = (mMax.x - ray.loc.x) / ray.dir.x;
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170 | if (t1 < t2) {
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171 | minx = t1;
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172 | maxx = t2;
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173 | }
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174 | else {
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175 | minx = t2;
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176 | maxx = t1;
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177 | }
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178 | if (maxx < 0)
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179 | return 0;
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180 | }
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181 |
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182 | if (fabs(ray.dir.y) < 0.001) {
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183 | if (mMin.y < ray.loc.y && mMax.y > ray.loc.y) {
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184 | miny = -MAXFLOAT;
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185 | maxy = MAXFLOAT;
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186 | }
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187 | else
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188 | return 0;
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189 | }
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190 | else {
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191 | float t1 = (mMin.y - ray.loc.y) / ray.dir.y;
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192 | float t2 = (mMax.y - ray.loc.y) / ray.dir.y;
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193 | if (t1 < t2) {
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194 | miny = t1;
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195 | maxy = t2;
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196 | }
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197 | else {
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198 | miny = t2;
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199 | maxy = t1;
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200 | }
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201 | if (maxy < 0.0)
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202 | return 0;
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203 | }
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204 |
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205 | if (fabs(ray.dir.z) < 0.001) {
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206 | if (mMin.z < ray.loc.z && mMax.z > ray.loc.z) {
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207 | minz = -MAXFLOAT;
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208 | maxz = MAXFLOAT;
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209 | }
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210 | else
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211 | return 0;
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212 | }
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213 | else {
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214 | float t1 = (mMin.z - ray.loc.z) / ray.dir.z;
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215 | float t2 = (mMax.z - ray.loc.z) / ray.dir.z;
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216 | if (t1 < t2) {
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217 | minz = t1;
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218 | maxz = t2;
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219 | }
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220 | else {
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221 | minz = t2;
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222 | maxz = t1;
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223 | }
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224 | if (maxz < 0.0)
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225 | return 0;
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226 | }
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227 |
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228 | *tmin = minx;
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229 | if (miny > *tmin)
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230 | *tmin = miny;
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231 | if (minz > *tmin)
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232 | *tmin = minz;
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233 |
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234 | *tmax = maxx;
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235 | if (maxy < *tmax)
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236 | *tmax = maxy;
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237 | if (maxz < *tmax)
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238 | *tmax = maxz;
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239 |
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240 | return 1; // yes, intersection was found
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241 | }
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242 | #else
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243 | // another variant of the same, with less variables
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244 | int
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245 | AxisAlignedBox3::ComputeMinMaxT(const Ray &ray,
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246 | float *tmin,
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247 | float *tmax) const
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248 | {
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249 | register float minx, maxx;
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250 | ray.ComputeInvertedDir();
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251 |
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252 | if (fabs(ray.dir.x) < 0.001) {
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253 | if (mMin.x < ray.loc.x && mMax.x > ray.loc.x) {
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254 | minx = -MAXFLOAT;
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255 | maxx = MAXFLOAT;
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256 | }
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257 | else
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258 | return 0;
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259 | }
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260 | else {
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261 | float t1 = (mMin.x - ray.loc.x) * ray.invDir.x;
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262 | float t2 = (mMax.x - ray.loc.x) * ray.invDir.x;
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263 | if (t1 < t2) {
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264 | minx = t1;
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265 | maxx = t2;
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266 | }
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267 | else {
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268 | minx = t2;
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269 | maxx = t1;
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270 | }
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271 | if (maxx < 0.0)
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272 | return 0;
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273 | }
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274 |
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275 | *tmin = minx;
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276 | *tmax = maxx;
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277 |
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278 | if (fabs(ray.dir.y) < 0.001) {
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279 | if (mMin.y < ray.loc.y && mMax.y > ray.loc.y) {
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280 | minx = -MAXFLOAT;
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281 | maxx = MAXFLOAT;
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282 | }
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283 | else
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284 | return 0;
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285 | }
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286 | else {
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287 | float t1 = (mMin.y - ray.loc.y) * ray.invDir.y;
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288 | float t2 = (mMax.y - ray.loc.y) * ray.invDir.y;
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289 | if (t1 < t2) {
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290 | minx = t1;
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291 | maxx = t2;
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292 | }
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293 | else {
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294 | minx = t2;
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295 | maxx = t1;
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296 | }
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297 | if (maxx < 0.0)
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298 | return 0;
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299 | }
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300 |
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301 | if (minx > *tmin)
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302 | *tmin = minx;
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303 | if (maxx < *tmax)
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304 | *tmax = maxx;
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305 |
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306 | if (fabs(ray.dir.z) < 0.001) {
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307 | if (mMin.z < ray.loc.z && mMax.z > ray.loc.z) {
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308 | minx = -MAXFLOAT;
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309 | maxx = MAXFLOAT;
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310 | }
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311 | else
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312 | return 0;
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313 | }
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314 | else {
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315 | float t1 = (mMin.z - ray.loc.z) * ray.invDir.z;
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316 | float t2 = (mMax.z - ray.loc.z) * ray.invDir.z;
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317 | if (t1 < t2) {
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318 | minx = t1;
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319 | maxx = t2;
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320 | }
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321 | else {
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322 | minx = t2;
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323 | maxx = t1;
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324 | }
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325 | if (maxx < 0.0)
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326 | return 0;
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327 | }
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328 |
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329 | if (minx > *tmin)
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330 | *tmin = minx;
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331 | if (maxx < *tmax)
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332 | *tmax = maxx;
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333 |
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334 | return 1; // yes, intersection was found
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335 | }
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336 | #endif
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337 |
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338 | // ComputeMinMaxT computes the minimum and maximum parameters
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339 | // of intersection with the ray; it returns 1 if the ray hits
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340 | // the bounding box and 0 if it does not.
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341 | int
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342 | AxisAlignedBox3::ComputeMinMaxT(const Ray &ray, float *tmin, float *tmax,
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343 | EFaces &entryFace, EFaces &exitFace) const
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344 | {
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345 | float minx, maxx, miny, maxy, minz, maxz;
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346 | int swapped[3];
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347 |
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348 | if (fabs(ray.dir.x) < 0.001) {
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349 | if (mMin.x < ray.loc.x && mMax.x > ray.loc.x) {
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350 | minx = -MAXFLOAT;
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351 | maxx = MAXFLOAT;
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352 | }
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353 | else
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354 | return 0;
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355 | }
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356 | else {
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357 | float t1 = (mMin.x - ray.loc.x) / ray.dir.x;
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358 | float t2 = (mMax.x - ray.loc.x) / ray.dir.x;
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359 | if (t1 < t2) {
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360 | minx = t1;
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361 | maxx = t2;
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362 | swapped[0] = 0;
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363 | }
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364 | else {
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365 | minx = t2;
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366 | maxx = t1;
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367 | swapped[0] = 1;
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368 | }
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369 | if (maxx < 0)
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370 | return 0;
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371 | }
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372 |
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373 | if (fabs(ray.dir.y) < 0.001) {
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374 | if (mMin.y < ray.loc.y && mMax.y > ray.loc.y) {
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375 | miny = -MAXFLOAT;
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376 | maxy = MAXFLOAT;
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377 | }
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378 | else
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379 | return 0;
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380 | }
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381 | else {
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382 | float t1 = (mMin.y - ray.loc.y) / ray.dir.y;
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383 | float t2 = (mMax.y - ray.loc.y) / ray.dir.y;
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384 | if (t1 < t2) {
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385 | miny = t1;
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386 | maxy = t2;
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387 | swapped[1] = 0;
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388 | }
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389 | else {
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390 | miny = t2;
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391 | maxy = t1;
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392 | swapped[1] = 1;
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393 | }
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394 | if (maxy < 0.0)
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395 | return 0;
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396 | }
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397 |
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398 | if (fabs(ray.dir.z) < 0.001) {
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399 | if (mMin.z < ray.loc.z && mMax.z > ray.loc.z) {
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400 | minz = -MAXFLOAT;
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401 | maxz = MAXFLOAT;
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402 | }
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403 | else
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404 | return 0;
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405 | }
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406 | else {
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407 | float t1 = (mMin.z - ray.loc.z) / ray.dir.z;
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408 | float t2 = (mMax.z - ray.loc.z) / ray.dir.z;
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409 | if (t1 < t2) {
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410 | minz = t1;
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411 | maxz = t2;
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412 | swapped[2] = 0;
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413 | }
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414 | else {
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415 | minz = t2;
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416 | maxz = t1;
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417 | swapped[2] = 1;
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418 | }
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419 | if (maxz < 0.0)
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420 | return 0;
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421 | }
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422 |
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423 | *tmin = minx;
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424 | entryFace = ID_Back;
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425 | if (miny > *tmin) {
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426 | *tmin = miny;
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427 | entryFace = ID_Left;
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428 | }
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429 | if (minz > *tmin) {
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430 | *tmin = minz;
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431 | entryFace = ID_Bottom;
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432 | }
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433 |
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434 | *tmax = maxx;
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435 | exitFace = ID_Back;
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436 | if (maxy < *tmax) {
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437 | *tmax = maxy;
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438 | exitFace = ID_Left;
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439 | }
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440 | if (maxz < *tmax) {
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441 | *tmax = maxz;
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442 | exitFace = ID_Bottom;
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443 | }
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444 |
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445 | if (swapped[entryFace])
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446 | entryFace = (EFaces)(entryFace + 3);
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447 |
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448 | if (!swapped[exitFace])
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449 | exitFace = (EFaces)(exitFace + 3);
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450 |
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451 | return 1; // yes, intersection was found
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452 | }
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453 |
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454 | void
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455 | AxisAlignedBox3::Describe(ostream &app, int ind) const
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456 | {
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457 | indent(app, ind);
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458 | app << "AxisAlignedBox3: min at(" << mMin << "), max at(" << mMax << ")\n";
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459 | }
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460 |
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461 | // computes the passing through parameters for case tmin<tmax and tmax>0
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462 | int
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463 | AxisAlignedBox3::GetMinMaxT(const Ray &ray, float *tmin, float *tmax) const
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464 | {
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465 | if (!ComputeMinMaxT(ray, tmin, tmax))
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466 | return 0;
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467 | if ( *tmax < *tmin)
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468 | return 0; // the ray passes outside the box
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469 |
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470 | if ( *tmax < 0.0)
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471 | return 0; // the intersection is not on the positive halfline
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---|
472 |
|
---|
473 | return 1; // ray hits the box .. origin can be outside or inside the box
|
---|
474 | }
|
---|
475 |
|
---|
476 | // computes the signed distances for case tmin<tmax and tmax>0
|
---|
477 | int
|
---|
478 | AxisAlignedBox3::GetMinMaxT(const Ray &ray, float *tmin, float *tmax,
|
---|
479 | EFaces &entryFace, EFaces &exitFace) const
|
---|
480 | {
|
---|
481 | if (!ComputeMinMaxT(ray, tmin, tmax, entryFace, exitFace))
|
---|
482 | return 0;
|
---|
483 | if ( *tmax < *tmin)
|
---|
484 | return 0; // the ray passes outside the box
|
---|
485 |
|
---|
486 | if ( *tmax < 0.0)
|
---|
487 | return 0; // the intersection is not on the positive halfline
|
---|
488 |
|
---|
489 | return 1; // ray hits the box .. origin can be outside or inside the box
|
---|
490 | }
|
---|
491 |
|
---|
492 | #if 0
|
---|
493 | int
|
---|
494 | AxisAlignedBox3::IsInside(const Vector3 &point) const
|
---|
495 | {
|
---|
496 | return (point.x >= mMin.x) && (point.x <= mMax.x) &&
|
---|
497 | (point.y >= mMin.y) && (point.y <= mMax.y) &&
|
---|
498 | (point.z >= mMin.z) && (point.z <= mMax.z);
|
---|
499 | }
|
---|
500 | #else
|
---|
501 | int
|
---|
502 | AxisAlignedBox3::IsInside(const Vector3 &v) const
|
---|
503 | {
|
---|
504 | return ! (v.x < mMin.x ||
|
---|
505 | v.x > mMax.x ||
|
---|
506 | v.y < mMin.y ||
|
---|
507 | v.y > mMax.y ||
|
---|
508 | v.z < mMin.z ||
|
---|
509 | v.z > mMax.z);
|
---|
510 | }
|
---|
511 | #endif
|
---|
512 |
|
---|
513 | bool
|
---|
514 | AxisAlignedBox3::Includes(const AxisAlignedBox3 &b) const
|
---|
515 | {
|
---|
516 | return (b.mMin.x >= mMin.x &&
|
---|
517 | b.mMin.y >= mMin.y &&
|
---|
518 | b.mMin.z >= mMin.z &&
|
---|
519 | b.mMax.x <= mMax.x &&
|
---|
520 | b.mMax.y <= mMax.y &&
|
---|
521 | b.mMax.z <= mMax.z);
|
---|
522 |
|
---|
523 | }
|
---|
524 |
|
---|
525 |
|
---|
526 | // compute the coordinates of one vertex of the box
|
---|
527 | Vector3
|
---|
528 | AxisAlignedBox3::GetVertex(int xAxis, int yAxis, int zAxis) const
|
---|
529 | {
|
---|
530 | Vector3 p;
|
---|
531 | if (xAxis)
|
---|
532 | p.x = mMax.x;
|
---|
533 | else
|
---|
534 | p.x = mMin.x;
|
---|
535 |
|
---|
536 | if (yAxis)
|
---|
537 | p.y = mMax.y;
|
---|
538 | else
|
---|
539 | p.y = mMin.y;
|
---|
540 |
|
---|
541 | if (zAxis)
|
---|
542 | p.z = mMax.z;
|
---|
543 | else
|
---|
544 | p.z = mMin.z;
|
---|
545 | return p;
|
---|
546 | }
|
---|
547 |
|
---|
548 | // compute the vertex for number N = <0..7>, N = 4.x + 2.y + z, where
|
---|
549 | // x,y,z are either 0 or 1; (0 .. min coordinate, 1 .. max coordinate)
|
---|
550 | void
|
---|
551 | AxisAlignedBox3::GetVertex(int N, Vector3 &vertex) const
|
---|
552 | {
|
---|
553 | switch (N) {
|
---|
554 | case 0: vertex = mMin; break;
|
---|
555 | case 1: vertex.SetValue(mMin.x, mMin.y, mMax.z); break;
|
---|
556 | case 2: vertex.SetValue(mMin.x, mMax.y, mMin.z); break;
|
---|
557 | case 3: vertex.SetValue(mMin.x, mMax.y, mMax.z); break;
|
---|
558 | case 4: vertex.SetValue(mMax.x, mMin.y, mMin.z); break;
|
---|
559 | case 5: vertex.SetValue(mMax.x, mMin.y, mMax.z); break;
|
---|
560 | case 6: vertex.SetValue(mMax.x, mMax.y, mMin.z); break;
|
---|
561 | case 7: vertex = mMax; break;
|
---|
562 | default: {
|
---|
563 | FATAL << "ERROR in AxisAlignedBox3::GetVertex N=" << N << "\n";
|
---|
564 | FATAL_ABORT;
|
---|
565 | }
|
---|
566 | }
|
---|
567 | }
|
---|
568 |
|
---|
569 | // Returns region 0 .. 26 ; R = 9*x + 3*y + z ; (x,y,z) \in {0,1,2}
|
---|
570 | int
|
---|
571 | AxisAlignedBox3::GetRegionID(const Vector3 &point) const
|
---|
572 | {
|
---|
573 | int ID = 0;
|
---|
574 |
|
---|
575 | if (point.z >= mMin.z) {
|
---|
576 | if (point.z <= mMax.z)
|
---|
577 | ID += 1; // inside the two boundary planes
|
---|
578 | else
|
---|
579 | ID += 2; // outside
|
---|
580 | }
|
---|
581 |
|
---|
582 | if (point.y >= mMin.y) {
|
---|
583 | if (point.y <= mMax.y)
|
---|
584 | ID += 3; // inside the two boundary planes
|
---|
585 | else
|
---|
586 | ID += 6; // outside
|
---|
587 | }
|
---|
588 |
|
---|
589 | if (point.x >= mMin.x) {
|
---|
590 | if (point.x <= mMax.x)
|
---|
591 | ID += 9; // inside the two boundary planes
|
---|
592 | else
|
---|
593 | ID += 18; // outside
|
---|
594 | }
|
---|
595 | return ID;
|
---|
596 | }
|
---|
597 |
|
---|
598 |
|
---|
599 |
|
---|
600 | // computes if a given box (smaller) lies at least in one
|
---|
601 | // projection whole in the box (larger) = this encompasses given
|
---|
602 | // ;-----;
|
---|
603 | // | ;-; |
|
---|
604 | // | '-' |
|
---|
605 | // '-----'
|
---|
606 | int
|
---|
607 | AxisAlignedBox3::IsPiercedByBox(const AxisAlignedBox3 &box, int &axis) const
|
---|
608 | {
|
---|
609 | // test on x-axis
|
---|
610 | if ( (mMax.x < box.mMin.x) ||
|
---|
611 | (mMin.x > box.mMax.x) )
|
---|
612 | return 0; // the boxes do not overlap at all at x-axis
|
---|
613 | if ( (box.mMin.y > mMin.y) &&
|
---|
614 | (box.mMax.y < mMax.y) &&
|
---|
615 | (box.mMin.z > mMin.z) &&
|
---|
616 | (box.mMax.z < mMax.z) ) {
|
---|
617 | axis = 0;
|
---|
618 | return 1; // the boxes overlap in x-axis
|
---|
619 | }
|
---|
620 | // test on y-axis
|
---|
621 | if ( (mMax.y < box.mMin.y) ||
|
---|
622 | (mMin.y > box.mMax.y) )
|
---|
623 | return 0; // the boxes do not overlap at all at y-axis
|
---|
624 | if ( (box.mMin.x > mMin.x) &&
|
---|
625 | (box.mMax.x < mMax.x) &&
|
---|
626 | (box.mMin.z > mMin.z) &&
|
---|
627 | (box.mMax.z < mMax.z) ) {
|
---|
628 | axis = 1;
|
---|
629 | return 1; // the boxes overlap in y-axis
|
---|
630 | }
|
---|
631 | // test on z-axis
|
---|
632 | if ( (mMax.z < box.mMin.z) ||
|
---|
633 | (mMin.z > box.mMax.z) )
|
---|
634 | return 0; // the boxes do not overlap at all at y-axis
|
---|
635 | if ( (box.mMin.x > mMin.x) &&
|
---|
636 | (box.mMax.x < mMax.x) &&
|
---|
637 | (box.mMin.y > mMin.y) &&
|
---|
638 | (box.mMax.y < mMax.y) ) {
|
---|
639 | axis = 2;
|
---|
640 | return 1; // the boxes overlap in z-axis
|
---|
641 | }
|
---|
642 | return 0;
|
---|
643 | }
|
---|
644 |
|
---|
645 | float
|
---|
646 | AxisAlignedBox3::SurfaceArea() const
|
---|
647 | {
|
---|
648 | Vector3 ext = mMax - mMin;
|
---|
649 | return 2.0 * (ext.x * ext.y +
|
---|
650 | ext.x * ext.z +
|
---|
651 | ext.y * ext.z);
|
---|
652 | }
|
---|
653 |
|
---|
654 | const int AxisAlignedBox3::bvertices[27][9] =
|
---|
655 | { // region number.. position
|
---|
656 | {5,1,3,2,6,4,-1,-1,-1}, // 0 .. x=0 y=0 z=0
|
---|
657 | {4,5,1,3,2,0,-1,-1,-1}, // 1 .. x=0 y=0 z=1
|
---|
658 | {4,5,7,3,2,0,-1,-1,-1}, // 2 .. x=0 y=0 z=2
|
---|
659 |
|
---|
660 | {0,1,3,2,6,4,-1,-1,-1}, // 3 .. x=0 y=1 z=0
|
---|
661 | {0,1,3,2,-1,-1,-1,-1,-1}, // 4 .. x=0 y=1 z=1
|
---|
662 | {1,5,7,3,2,0,-1,-1,-1}, // 5 .. x=0 y=1 z=2
|
---|
663 |
|
---|
664 | {0,1,3,7,6,4,-1,-1,-1}, // 6 .. x=0 y=2 z=0
|
---|
665 | {0,1,3,7,6,2,-1,-1,-1}, // 7 .. x=0 y=2 z=1
|
---|
666 | {1,5,7,6,2,0,-1,-1,-1}, // 8 .. x=0 y=2 z=2
|
---|
667 |
|
---|
668 | // the regions number <9,17>
|
---|
669 | {5,1,0,2,6,4,-1,-1,-1}, // 9 .. x=1 y=0 z=0
|
---|
670 | {5,1,0,4,-1,-1,-1,-1,-1}, // 10 .. x=1 y=0 z=1
|
---|
671 | {7,3,1,0,4,5,-1,-1,-1}, // 11 .. x=1 y=0 z=2
|
---|
672 |
|
---|
673 | {4,0,2,6,-1,-1,-1,-1,-1}, // 12 .. x=1 y=1 z=0
|
---|
674 | {0,2,3,1,5,4,6,7,-1}, // 13 .. x=1 y=1 z=1 .. inside the box
|
---|
675 | {1,5,7,3,-1,-1,-1,-1,-1}, // 14 .. x=1 y=1 z=2
|
---|
676 |
|
---|
677 | {4,0,2,3,7,6,-1,-1,-1}, // 15 .. x=1 y=2 z=0
|
---|
678 | {6,2,3,7,-1,-1,-1,-1,-1}, // 16 .. x=1 y=2 z=1
|
---|
679 | {1,5,7,6,2,3,-1,-1,-1}, // 17 .. x=1 y=2 z=2
|
---|
680 |
|
---|
681 | // the regions number <18,26>
|
---|
682 | {1,0,2,6,7,5,-1,-1,-1}, // 18 .. x=2 y=0 z=0
|
---|
683 | {1,0,4,6,7,5,-1,-1,-1}, // 19 .. x=2 y=0 z=1
|
---|
684 | {0,4,6,7,3,1,-1,-1,-1}, // 20 .. x=2 y=0 z=2
|
---|
685 |
|
---|
686 | {4,0,2,6,7,5,-1,-1,-1}, // 21 .. x=2 y=1 z=0
|
---|
687 | {5,4,6,7,-1,-1,-1,-1,-1}, // 22 .. x=2 y=1 z=1
|
---|
688 | {5,4,6,7,3,1,-1,-1,-1}, // 23 .. x=2 y=1 z=2
|
---|
689 |
|
---|
690 | {4,0,2,3,7,5,-1,-1,-1}, // 24 .. x=2 y=2 z=0
|
---|
691 | {5,4,6,2,3,7,-1,-1,-1}, // 25 .. x=2 y=2 z=1
|
---|
692 | {5,4,6,2,3,1,-1,-1,-1}, // 26 .. x=2 y=2 z=2
|
---|
693 | };
|
---|
694 |
|
---|
695 | // the visibility of boundary faces from a given region
|
---|
696 | // one to three triples: (axis, min_vertex, max_vertex), axis==-1(terminator)
|
---|
697 | const int AxisAlignedBox3::bfaces[27][10] =
|
---|
698 | { // region number .. position
|
---|
699 | {0,0,3,1,0,5,2,0,6,-1}, // 0 .. x=0 y=0 z=0
|
---|
700 | {0,0,3,1,0,5,-1,-1,-1,-1}, // 1 .. x=0 y=0 z=1
|
---|
701 | {0,0,3,1,0,5,2,1,7,-1}, // 2 .. x=0 y=0 z=2
|
---|
702 |
|
---|
703 | {0,0,3,2,0,6,-1,-1,-1,-1}, // 3 .. x=0 y=1 z=0
|
---|
704 | {0,0,3,-1,-1,-1,-1,-1,-1,-1},// 4 .. x=0 y=1 z=1
|
---|
705 | {0,0,3,2,1,7,-1,-1,-1,-1}, // 5 .. x=0 y=1 z=2
|
---|
706 |
|
---|
707 | {0,0,3,1,2,7,2,0,6,-1}, // 6 .. x=0 y=2 z=0
|
---|
708 | {0,0,3,1,2,7,-1,-1,-1,-1}, // 7 .. x=0 y=2 z=1
|
---|
709 | {0,0,3,1,2,7,2,1,7,-1}, // 8 .. x=0 y=2 z=2
|
---|
710 |
|
---|
711 | // the regions number <9,17>
|
---|
712 | {1,0,5,2,0,6,-1,-1,-1,-1}, // 9 .. x=1 y=0 z=0
|
---|
713 | {1,0,5,-1,-1,-1,-1,-1,-1,-1},// 10 .. x=1 y=0 z=1
|
---|
714 | {1,0,5,2,1,7,-1,-1,-1,-1}, // 11 .. x=1 y=0 z=2
|
---|
715 |
|
---|
716 | {2,0,6,-1,-1,-1,-1,-1,-1,-1},// 12 .. x=1 y=1 z=0
|
---|
717 | {-1,-1,-1,-1,-1,-1,-1,-1,-1,-1},// 13 .. x=1 y=1 z=1 .. inside the box
|
---|
718 | {2,1,7,-1,-1,-1,-1,-1,-1,-1},// 14 .. x=1 y=1 z=2
|
---|
719 |
|
---|
720 | {1,2,7,2,0,6,-1,-1,-1,-1}, // 15 .. x=1 y=2 z=0
|
---|
721 | {1,2,7,-1,-1,-1,-1,-1,-1,-1},// 16 .. x=1 y=2 z=1
|
---|
722 | {1,2,7,2,1,7,-1,-1,-1,-1}, // 17 .. x=1 y=2 z=2
|
---|
723 |
|
---|
724 | // the region number <18,26>
|
---|
725 | {0,4,7,1,0,5,2,0,6,-1}, // 18 .. x=2 y=0 z=0
|
---|
726 | {0,4,7,1,0,5,-1,-1,-1,-1}, // 19 .. x=2 y=0 z=1
|
---|
727 | {0,4,7,1,0,5,2,1,7,-1}, // 20 .. x=2 y=0 z=2
|
---|
728 |
|
---|
729 | {0,4,7,2,0,6,-1,-1,-1,-1}, // 21 .. x=2 y=1 z=0
|
---|
730 | {0,4,7,-1,-1,-1,-1,-1,-1,-1},// 22 .. x=2 y=1 z=1
|
---|
731 | {0,4,7,2,1,7,-1,-1,-1,-1}, // 23 .. x=2 y=1 z=2
|
---|
732 |
|
---|
733 | {0,4,7,1,2,7,2,0,6,-1}, // 24 .. x=2 y=2 z=0
|
---|
734 | {0,4,7,1,2,7,-1,-1,-1,-1}, // 25 .. x=2 y=2 z=1
|
---|
735 | {0,4,7,1,2,7,2,1,7,-1}, // 26 .. x=2 y=2 z=2
|
---|
736 | };
|
---|
737 |
|
---|
738 | // the correct corners indexing from entry face to exit face
|
---|
739 | // first index determines entry face, second index exit face, and
|
---|
740 | // the two numbers (indx, inc) determines: ind = the index on the exit
|
---|
741 | // face, when starting from the vertex 0 on entry face, 'inc' is
|
---|
742 | // the increment when we go on entry face in order 0,1,2,3 to create
|
---|
743 | // convex shaft with the rectangle on exit face. That is, inc = -1 or 1.
|
---|
744 | const int AxisAlignedBox3::pairFaceRects[6][6][2] = {
|
---|
745 | { // entry face = 0
|
---|
746 | {-1,0}, // exit face 0 .. no meaning
|
---|
747 | {0,-1}, // 1
|
---|
748 | {0,-1}, // 2
|
---|
749 | {0,1}, // 3 .. opposite face
|
---|
750 | {3,1}, // 4
|
---|
751 | {1,1} // 5
|
---|
752 | },
|
---|
753 | { // entry face = 1
|
---|
754 | {0,-1}, // exit face 0
|
---|
755 | {-1,0}, // 1 .. no meaning
|
---|
756 | {0,-1}, // 2
|
---|
757 | {1,1}, // 3
|
---|
758 | {0,1}, // 4 .. opposite face
|
---|
759 | {3,1} // 5
|
---|
760 | },
|
---|
761 | { // entry face = 2
|
---|
762 | {0,-1}, // 0
|
---|
763 | {0,-1}, // 1
|
---|
764 | {-1,0}, // 2 .. no meaning
|
---|
765 | {3,1}, // 3
|
---|
766 | {1,1}, // 4
|
---|
767 | {0,1} // 5 .. opposite face
|
---|
768 | },
|
---|
769 | { // entry face = 3
|
---|
770 | {0,1}, // 0 .. opposite face
|
---|
771 | {3,-1}, // 1
|
---|
772 | {1,1}, // 2
|
---|
773 | {-1,0}, // 3 .. no meaning
|
---|
774 | {0,-1}, // 4
|
---|
775 | {0,-1} // 5
|
---|
776 | },
|
---|
777 | { // entry face = 4
|
---|
778 | {1,1}, // 0
|
---|
779 | {0,1}, // 1 .. opposite face
|
---|
780 | {3,1}, // 2
|
---|
781 | {0,-1}, // 3
|
---|
782 | {-1,0}, // 4 .. no meaning
|
---|
783 | {0,-1} // 5
|
---|
784 | },
|
---|
785 | { // entry face = 5
|
---|
786 | {3,-1}, // 0
|
---|
787 | {1,1}, // 1
|
---|
788 | {0,1}, // 2 .. opposite face
|
---|
789 | {0,-1}, // 3
|
---|
790 | {0,-1}, // 4
|
---|
791 | {-1,0} // 5 .. no meaning
|
---|
792 | }
|
---|
793 | };
|
---|
794 |
|
---|
795 |
|
---|
796 | // ------------------------------------------------------------
|
---|
797 | // The vertices that form CLOSEST points with respect to the region
|
---|
798 | // for all the regions possible, number of regions is 3^3 = 27,
|
---|
799 | // since two parallel sides of bbox forms three disjoint spaces.
|
---|
800 | // The vertices are given in anti-clockwise order, stopped by value 15,
|
---|
801 | // at most 8 points, at least 1 point.
|
---|
802 | // The table includes the closest 1/2/4/8 points, followed possibly
|
---|
803 | // by the set of coordinates that should be used for testing for
|
---|
804 | // the proximity queries. The coordinates to be tested are described by
|
---|
805 | // the pair (a,b), when a=0, we want to test min vector of the box,
|
---|
806 | // when a=1, we want to test max vector of the box
|
---|
807 | // b=0,1,2 corresponds to the axis (0=x,1=y,2=z)
|
---|
808 | // The sequence is ended by 15, number -1 is used as the separator
|
---|
809 | // between the vertices and coordinates.
|
---|
810 | const int
|
---|
811 | AxisAlignedBox3::cvertices[27][9] =
|
---|
812 | { // region number.. position
|
---|
813 | {0,15,15,15,15,15,15,15,15}, // 0 .. x=0 y=0 z=0 D one vertex
|
---|
814 | {0,1,-1,0,0,0,1,15,15}, // 1 .. x=0 y=0 z=1 D two vertices foll. by 2
|
---|
815 | {1,15,15,15,15,15,15,15,15}, // 2 .. x=0 y=0 z=2 D one vertex
|
---|
816 |
|
---|
817 | {0,2,-1,0,0,0,2,15,15}, // 3 .. x=0 y=1 z=0 D
|
---|
818 | {0,1,3,2,-1,0,0,15,15}, // 4 .. x=0 y=1 z=1 D
|
---|
819 | {1,3,-1,0,0,1,2,15,15}, // 5 .. x=0 y=1 z=2 D
|
---|
820 |
|
---|
821 | {2,15,15,15,15,15,15,15,15}, // 6 .. x=0 y=2 z=0 D
|
---|
822 | {2,3,-1,0,0,1,1,15,15}, // 7 .. x=0 y=2 z=1 D
|
---|
823 | {3,15,15,15,15,15,15,15,15}, // 8 .. x=0 y=2 z=2 D
|
---|
824 |
|
---|
825 | // the regions number <9,17>
|
---|
826 | {0,4,-1,0,1,0,2,15,15}, // 9 .. x=1 y=0 z=0 D
|
---|
827 | {5,1,0,4,-1,0,1,15,15}, // 10 .. x=1 y=0 z=1 D
|
---|
828 | {1,5,-1,0,1,1,2,15,15}, // 11 .. x=1 y=0 z=2 D
|
---|
829 |
|
---|
830 | {4,0,2,6,-1,0,2,15,15}, // 12 .. x=1 y=1 z=0 D
|
---|
831 | {0,2,3,1,5,4,6,7,15}, // 13 .. x=1 y=1 z=1 .. inside the box
|
---|
832 | {1,5,7,3,-1,1,2,15,15}, // 14 .. x=1 y=1 z=2 D
|
---|
833 |
|
---|
834 | {6,2,-1,0,2,1,1,15,15}, // 15 .. x=1 y=2 z=0 D
|
---|
835 | {6,2,3,7,-1,1,1,15,15}, // 16 .. x=1 y=2 z=1 D
|
---|
836 | {3,7,-1,1,1,1,2,15,15}, // 17 .. x=1 y=2 z=2 D
|
---|
837 |
|
---|
838 | // the regions number <18,26>
|
---|
839 | {4,15,15,15,15,15,15,15,15}, // 18 .. x=2 y=0 z=0 D
|
---|
840 | {4,5,-1,0,1,1,0,15,15}, // 19 .. x=2 y=0 z=1 D
|
---|
841 | {5,15,15,15,15,15,15,15,15}, // 20 .. x=2 y=0 z=2 D
|
---|
842 |
|
---|
843 | {4,6,-1,0,2,1,0,15,15}, // 21 .. x=2 y=1 z=0 D
|
---|
844 | {5,4,6,7,-1,1,0,15,15}, // 22 .. x=2 y=1 z=1 D
|
---|
845 | {7,5,-1,1,0,1,2,15,15}, // 23 .. x=2 y=1 z=2 D
|
---|
846 |
|
---|
847 | {6,15,15,15,15,15,15,15,15}, // 24 .. x=2 y=2 z=0 D
|
---|
848 | {6,7,-1,1,0,1,1,15,15}, // 25 .. x=2 y=2 z=1 D
|
---|
849 | {7,15,15,15,15,15,15,15,15}, // 26 .. x=2 y=2 z=2 D
|
---|
850 | };
|
---|
851 |
|
---|
852 | // Table for Sphere-AABB intersection based on the region knowledge
|
---|
853 | // Similar array to previous cvertices, but we omit the surfaces
|
---|
854 | // which are not necessary for testing. First are vertices,
|
---|
855 | // they are finished with -1. Second, there are indexes in
|
---|
856 | // the pair (a,b), when a=0, we want to test min vector of the box,
|
---|
857 | // when a=1, we want to test max vector of the box
|
---|
858 | // b=0,1,2 corresponds to the axis (0=x,1=y,2=z)
|
---|
859 | //
|
---|
860 | // So either we check the vertices or only the distance in specified
|
---|
861 | // dimensions. There are at all four possible cases:
|
---|
862 | //
|
---|
863 | // 1) we check one vertex - then sequence start with non-negative index
|
---|
864 | // and is finished with 15
|
---|
865 | // 2) we check two coordinates of min/max vector describe by the pair
|
---|
866 | // (a,b) .. a=min/max(0/1) b=x/y/z (0/1/2), sequence starts with 8
|
---|
867 | // and finishes with 15
|
---|
868 | // 3) we check only one coordinate of min/max, as for 2), sequence start
|
---|
869 | // with 9 and ends with 15
|
---|
870 | // 4) Position 13 - sphere is inside the box, intersection always exist
|
---|
871 | // the sequence start with 15 .. no further testing is necessary
|
---|
872 | // in this case
|
---|
873 | const int
|
---|
874 | AxisAlignedBox3::csvertices[27][6] =
|
---|
875 | { // region number.. position
|
---|
876 | {0,15,15,15,15,15}, // 0 .. x=0 y=0 z=0 D vertex only
|
---|
877 | {8,0,0,0,1,15}, // 1 .. x=0 y=0 z=1 D two coords.
|
---|
878 | {1,15,15,15,15,15}, // 2 .. x=0 y=0 z=2 D vertex only
|
---|
879 |
|
---|
880 | {8,0,0,0,2,15}, // 3 .. x=0 y=1 z=0 D two coords
|
---|
881 | {9,0,0,15,15,15}, // 4 .. x=0 y=1 z=1 D one coord
|
---|
882 | {8,0,0,1,2,15}, // 5 .. x=0 y=1 z=2 D two coords.
|
---|
883 |
|
---|
884 | {2,15,15,15,15,15}, // 6 .. x=0 y=2 z=0 D one vertex
|
---|
885 | {8,0,0,1,1,15}, // 7 .. x=0 y=2 z=1 D two coords
|
---|
886 | {3,15,15,15,15,15}, // 8 .. x=0 y=2 z=2 D one vertex
|
---|
887 |
|
---|
888 | // the regions number <9,17>
|
---|
889 | {8,0,1,0,2,15}, // 9 .. x=1 y=0 z=0 D two coords
|
---|
890 | {9,0,1,15,15,15}, // 10 .. x=1 y=0 z=1 D one coord
|
---|
891 | {8,0,1,1,2,15}, // 11 .. x=1 y=0 z=2 D two coords
|
---|
892 |
|
---|
893 | {9,0,2,15,15,15}, // 12 .. x=1 y=1 z=0 D one coord
|
---|
894 | {15,15,15,15,15,15}, // 13 .. x=1 y=1 z=1 inside the box, special case/value
|
---|
895 | {9,1,2,15,15,15}, // 14 .. x=1 y=1 z=2 D one corrd
|
---|
896 |
|
---|
897 | {8,0,2,1,1,15}, // 15 .. x=1 y=2 z=0 D two coords
|
---|
898 | {9,1,1,15,15}, // 16 .. x=1 y=2 z=1 D one coord
|
---|
899 | {8,1,1,1,2,15}, // 17 .. x=1 y=2 z=2 D two coords
|
---|
900 |
|
---|
901 | // the regions number <18,26>
|
---|
902 | {4,15,15,15,15,15}, // 18 .. x=2 y=0 z=0 D one vertex
|
---|
903 | {8,0,1,1,0,15}, // 19 .. x=2 y=0 z=1 D two coords
|
---|
904 | {5,15,15,15,15,15}, // 20 .. x=2 y=0 z=2 D one vertex
|
---|
905 |
|
---|
906 | {8,0,2,1,0,15}, // 21 .. x=2 y=1 z=0 D two coords
|
---|
907 | {9,1,0,15,15,15}, // 22 .. x=2 y=1 z=1 D one coord
|
---|
908 | {8,1,0,1,2,15}, // 23 .. x=2 y=1 z=2 D two coords
|
---|
909 |
|
---|
910 | {6,15,15,15,15,15}, // 24 .. x=2 y=2 z=0 D one vertex
|
---|
911 | {8,1,0,1,1,15}, // 25 .. x=2 y=2 z=1 D two coords
|
---|
912 | {7,15,15,15,15,15}, // 26 .. x=2 y=2 z=2 D one vertex
|
---|
913 | };
|
---|
914 |
|
---|
915 |
|
---|
916 | // The vertices that form all FARTHEST points with respect to the region
|
---|
917 | // for all the regions possible, number of regions is 3^3 = 27,
|
---|
918 | // since two parallel sides of bbox forms three disjoint spaces.
|
---|
919 | // The vertices are given in anti-clockwise order, stopped by value 15,
|
---|
920 | // at most 8 points, at least 1 point.
|
---|
921 | // For testing, if the AABB is whole in the sphere, it is enough
|
---|
922 | // to test only vertices, either 1,2,4, or 8.
|
---|
923 | const int
|
---|
924 | AxisAlignedBox3::fvertices[27][9] =
|
---|
925 | { // region number.. position
|
---|
926 | {7,15,15,15,15,15,15,15,15}, // 0 .. x=0 y=0 z=0 D
|
---|
927 | {6,7,15,15,15,15,15,15,15}, // 1 .. x=0 y=0 z=1 D
|
---|
928 | {6,15,15,15,15,15,15,15,15}, // 2 .. x=0 y=0 z=2 D
|
---|
929 |
|
---|
930 | {5,7,15,15,15,15,15,15,15}, // 3 .. x=0 y=1 z=0 D
|
---|
931 | {4,5,7,6,15,15,15,15,15}, // 4 .. x=0 y=1 z=1 D
|
---|
932 | {4,6,15,15,15,15,15,15,15}, // 5 .. x=0 y=1 z=2 D
|
---|
933 |
|
---|
934 | {5,15,15,15,15,15,15,15,15}, // 6 .. x=0 y=2 z=0 D
|
---|
935 | {4,5,15,15,15,15,15,15,15}, // 7 .. x=0 y=2 z=1 D
|
---|
936 | {4,15,15,15,15,15,15,15,15}, // 8 .. x=0 y=2 z=2 D
|
---|
937 |
|
---|
938 | // the regions number <9,17>
|
---|
939 | {3,7,15,15,15,15,15,15,15}, // 9 .. x=1 y=0 z=0 D
|
---|
940 | {7,3,2,6,15,15,15,15,15}, // 10 .. x=1 y=0 z=1 D
|
---|
941 | {2,6,15,15,15,15,15,15,15}, // 11 .. x=1 y=0 z=2 D
|
---|
942 |
|
---|
943 | {5,1,3,7,15,15,15,15,15}, // 12 .. x=1 y=1 z=0 D
|
---|
944 | {0,7,1,6,3,4,5,2,15}, // 13 .. x=1 y=1 z=1 .. inside the box
|
---|
945 | {0,4,6,2,15,15,15,15,15}, // 14 .. x=1 y=1 z=2 D
|
---|
946 |
|
---|
947 | {5,1,15,15,15,15,15,15,15}, // 15 .. x=1 y=2 z=0 D
|
---|
948 | {4,0,1,5,15,15,15,15,15}, // 16 .. x=1 y=2 z=1 D
|
---|
949 | {4,0,15,15,15,15,15,15,15}, // 17 .. x=1 y=2 z=2 D
|
---|
950 |
|
---|
951 | // the regions number <18,26>
|
---|
952 | {3,15,15,15,15,15,15,15,15}, // 18 .. x=2 y=0 z=0 D
|
---|
953 | {2,3,15,15,15,15,15,15,15}, // 19 .. x=2 y=0 z=1 D
|
---|
954 | {2,15,15,15,15,15,15,15,15}, // 20 .. x=2 y=0 z=2 D
|
---|
955 |
|
---|
956 | {1,3,15,15,15,15,15,15,15}, // 21 .. x=2 y=1 z=0 D
|
---|
957 | {1,0,2,3,15,15,15,15,15}, // 22 .. x=2 y=1 z=1 D
|
---|
958 | {2,0,15,15,15,15,15,15,15}, // 23 .. x=2 y=1 z=2 D
|
---|
959 |
|
---|
960 | {1,15,15,15,15,15,15,15,15}, // 24 .. x=2 y=2 z=0 D
|
---|
961 | {0,1,15,15,15,15,15,15,15}, // 25 .. x=2 y=2 z=1 D
|
---|
962 | {0,15,15,15,15,15,15,15,15}, // 26 .. x=2 y=2 z=2 D
|
---|
963 | };
|
---|
964 |
|
---|
965 | // Similar table as above, farthest points, but only the ones
|
---|
966 | // necessary for testing the intersection problem. If we do
|
---|
967 | // not consider the case 13, center of the sphere is inside the
|
---|
968 | // box, then we can always test at most 2 box vertices to say whether
|
---|
969 | // the whole box is inside the sphere.
|
---|
970 | // The number of vertices is minimized using some assumptions
|
---|
971 | // about the ortogonality of vertices and sphere properties.
|
---|
972 | const int
|
---|
973 | AxisAlignedBox3::fsvertices[27][9] =
|
---|
974 | { // region number.. position
|
---|
975 | {7,15,15,15,15,15,15,15,15}, // 0 .. x=0 y=0 z=0 D 1 vertex
|
---|
976 | {6,7,15,15,15,15,15,15,15}, // 1 .. x=0 y=0 z=1 D 2 vertices
|
---|
977 | {6,15,15,15,15,15,15,15,15}, // 2 .. x=0 y=0 z=2 D 1 vertex
|
---|
978 |
|
---|
979 | {5,7,15,15,15,15,15,15,15}, // 3 .. x=0 y=1 z=0 D 2 vertices
|
---|
980 | {4,7,15,5,6,15,15,15,15}, // 4 .. x=0 y=1 z=1 D 4/2 vertices
|
---|
981 | {4,6,15,15,15,15,15,15,15}, // 5 .. x=0 y=1 z=2 D 2 vertices
|
---|
982 |
|
---|
983 | {5,15,15,15,15,15,15,15,15}, // 6 .. x=0 y=2 z=0 D 1 vertex
|
---|
984 | {4,5,15,15,15,15,15,15,15}, // 7 .. x=0 y=2 z=1 D 2 vertices
|
---|
985 | {4,15,15,15,15,15,15,15,15}, // 8 .. x=0 y=2 z=2 D 1 vertex
|
---|
986 |
|
---|
987 | // the regions number <9,17>
|
---|
988 | {3,7,15,15,15,15,15,15,15}, // 9 .. x=1 y=0 z=0 D 2 vertices
|
---|
989 | {7,2,15,3,6,15,15,15,15}, // 10 .. x=1 y=0 z=1 D 4/2 vertices
|
---|
990 | {2,6,15,15,15,15,15,15,15}, // 11 .. x=1 y=0 z=2 D 2 vertices
|
---|
991 |
|
---|
992 | {5,3,15,1,7,15,15,15,15}, // 12 .. x=1 y=1 z=0 D 4/2 vertices
|
---|
993 | {0,7,1,6,3,4,5,2,15}, // 13 .. x=1 y=1 z=1 .. inside the box
|
---|
994 | {0,6,15,4,2,15,15,15,15}, // 14 .. x=1 y=1 z=2 D 4/2 vertices
|
---|
995 |
|
---|
996 | {5,1,15,15,15,15,15,15,15}, // 15 .. x=1 y=2 z=0 D 2 vertices
|
---|
997 | {4,1,15,0,5,15,15,15,15}, // 16 .. x=1 y=2 z=1 D 4/2 vertices
|
---|
998 | {4,0,15,15,15,15,15,15,15}, // 17 .. x=1 y=2 z=2 D 2 vertices
|
---|
999 |
|
---|
1000 | // the regions number <18,26>
|
---|
1001 | {3,15,15,15,15,15,15,15,15}, // 18 .. x=2 y=0 z=0 D 1 vertex
|
---|
1002 | {2,3,15,15,15,15,15,15,15}, // 19 .. x=2 y=0 z=1 D 2 vertices
|
---|
1003 | {2,15,15,15,15,15,15,15,15}, // 20 .. x=2 y=0 z=2 D 1 vertex
|
---|
1004 |
|
---|
1005 | {1,3,15,15,15,15,15,15,15}, // 21 .. x=2 y=1 z=0 D 2 vertices
|
---|
1006 | {1,2,15,0,3,15,15,15,15}, // 22 .. x=2 y=1 z=1 D 4/2 vertices
|
---|
1007 | {2,0,15,15,15,15,15,15,15}, // 23 .. x=2 y=1 z=2 D 2 vertices
|
---|
1008 |
|
---|
1009 | {1,15,15,15,15,15,15,15,15}, // 24 .. x=2 y=2 z=0 D 1 vertex
|
---|
1010 | {0,1,15,15,15,15,15,15,15}, // 25 .. x=2 y=2 z=1 D 2 vertices
|
---|
1011 | {0,15,15,15,15,15,15,15,15}, // 26 .. x=2 y=2 z=2 D 1 vertex
|
---|
1012 | };
|
---|
1013 |
|
---|
1014 | // The fast computation of arctangent .. the maximal error is less
|
---|
1015 | // than 4.1 degrees, according to Graphics GEMSII, 1991, pages 389--391
|
---|
1016 | // Ron Capelli: "Fast approximation to the arctangent"
|
---|
1017 | float
|
---|
1018 | atan22(const float& y)
|
---|
1019 | {
|
---|
1020 | const float x = 1.0;
|
---|
1021 | const float c = (float)(M_PI * 0.25);
|
---|
1022 |
|
---|
1023 | if (y < 0.0) {
|
---|
1024 | if (y < -1.0)
|
---|
1025 | return c * (-2.0 + x / y); // for angle in <-PI/2, -PI/4)
|
---|
1026 | else
|
---|
1027 | return c * (y / x); // for angle in <-PI/4 , 0>
|
---|
1028 | }
|
---|
1029 | else {
|
---|
1030 | if (y > 1.0)
|
---|
1031 | return c * (2.0 - x / y); // for angle in <PI/4, PI/2>
|
---|
1032 | else
|
---|
1033 | return c * (y / x); // for angle in <0, PI/2>
|
---|
1034 | }
|
---|
1035 | }
|
---|
1036 |
|
---|
1037 |
|
---|
1038 | float
|
---|
1039 | AxisAlignedBox3::ProjectToSphereSA(const Vector3 &viewpoint, int *tcase) const
|
---|
1040 | {
|
---|
1041 | int id = GetRegionID(viewpoint);
|
---|
1042 | *tcase = id;
|
---|
1043 |
|
---|
1044 | // spherical projection .. SA represents solid angle
|
---|
1045 | if (id == 13) // .. inside the box
|
---|
1046 | return (float)(4.0*M_PI); // the whole sphere
|
---|
1047 | float SA = 0.0; // inital value
|
---|
1048 |
|
---|
1049 | int i = 0; // the pointer in the array of vertices
|
---|
1050 | while (bfaces[id][i] >= 0) {
|
---|
1051 | int axisO = bfaces[id][i++];
|
---|
1052 | int minvIdx = bfaces[id][i++];
|
---|
1053 | int maxvIdx = bfaces[id][i++];
|
---|
1054 | Vector3 vmin, vmax;
|
---|
1055 | GetVertex(minvIdx, vmin);
|
---|
1056 | GetVertex(maxvIdx, vmax);
|
---|
1057 | float h = fabs(vmin[axisO] - viewpoint[axisO]);
|
---|
1058 | int axis = (axisO + 1) % 3; // next axis
|
---|
1059 | float a = (vmin[axis] - viewpoint[axis]) / h; // minimum for v-range
|
---|
1060 | float b = (vmax[axis] - viewpoint[axis]) / h; // maximum for v-range
|
---|
1061 | //if (a > b) {
|
---|
1062 | // FATAL << "ProjectToSphereSA::Error a > b\n";
|
---|
1063 | // FATAL_ABORT;
|
---|
1064 | //}
|
---|
1065 | //if (vmin[axisO] != vmax[axisO]) {
|
---|
1066 | // FATAL << "ProjectToSphereSA::Error a-axis != b-axis\n";
|
---|
1067 | // FATAL_ABORT;
|
---|
1068 | //}
|
---|
1069 | axis = (axisO + 2) % 3; // next second axis
|
---|
1070 | float c = (vmin[axis] - viewpoint[axis]) / h; // minimum for u-range
|
---|
1071 | float d = (vmax[axis] - viewpoint[axis]) / h; // maximum for u-range
|
---|
1072 | //if (c > d) {
|
---|
1073 | // FATAL << "ProjectToSphereSA::Error c > d\n";
|
---|
1074 | // FATAL_ABORT;
|
---|
1075 | //}
|
---|
1076 | SA +=atan22(d*b/sqrt(b*b + d*d + 1.0)) - atan22(b*c/sqrt(b*b + c*c + 1.0))
|
---|
1077 | - atan22(d*a/sqrt(a*a + d*d + 1.0)) + atan22(a*c/sqrt(a*a + c*c + 1.0));
|
---|
1078 | }
|
---|
1079 |
|
---|
1080 | #if 0
|
---|
1081 | if ((SA > 2.0*M_PI) ||
|
---|
1082 | (SA < 0.0)) {
|
---|
1083 | FATAL << "The solid angle has strange value: ";
|
---|
1084 | FATAL << "SA = "<< SA << endl;
|
---|
1085 | FATAL_ABORT;
|
---|
1086 | }
|
---|
1087 | #endif
|
---|
1088 |
|
---|
1089 | return SA;
|
---|
1090 | }
|
---|
1091 |
|
---|
1092 | // Projects the box to a plane given a normal vector only and
|
---|
1093 | // computes the surface area of the projected silhouette
|
---|
1094 | // no clipping of the box is performed.
|
---|
1095 | float
|
---|
1096 | AxisAlignedBox3::ProjectToPlaneSA(const Vector3 &normal) const
|
---|
1097 | {
|
---|
1098 | Vector3 size = Size();
|
---|
1099 |
|
---|
1100 | // the surface area of the box to a yz-plane - perpendicular to x-axis
|
---|
1101 | float sax = size.y * size.z;
|
---|
1102 |
|
---|
1103 | // the surface area of the box to a zx-plane - perpendicular to y-axis
|
---|
1104 | float say = size.z * size.x;
|
---|
1105 |
|
---|
1106 | // the surface area of the box to a xy-plane - perpendicular to z-axis
|
---|
1107 | float saz = size.x * size.y;
|
---|
1108 |
|
---|
1109 | return sax * fabs(normal.x) + say * fabs(normal.y) + saz * fabs(normal.z);
|
---|
1110 | }
|
---|
1111 |
|
---|
1112 |
|
---|
1113 |
|
---|
1114 | // This definition allows to be a point when answering true
|
---|
1115 | bool
|
---|
1116 | AxisAlignedBox3::IsCorrectAndNotPoint() const
|
---|
1117 | {
|
---|
1118 | if ( (mMin.x > mMax.x) ||
|
---|
1119 | (mMin.y > mMax.y) ||
|
---|
1120 | (mMin.z > mMax.z) )
|
---|
1121 | return false; // box is not formed
|
---|
1122 |
|
---|
1123 | if ( (mMin.x == mMax.x) &&
|
---|
1124 | (mMin.y == mMax.y) &&
|
---|
1125 | (mMin.z == mMax.z) )
|
---|
1126 | return false; // degenerates to a point
|
---|
1127 |
|
---|
1128 | return true;
|
---|
1129 | }
|
---|
1130 |
|
---|
1131 | // This definition allows to be a point when answering true
|
---|
1132 | bool
|
---|
1133 | AxisAlignedBox3::IsPoint() const
|
---|
1134 | {
|
---|
1135 | if ( (mMin.x == mMax.x) &&
|
---|
1136 | (mMin.y == mMax.y) &&
|
---|
1137 | (mMin.z == mMax.z) )
|
---|
1138 | return true; // degenerates to a point
|
---|
1139 |
|
---|
1140 | return false;
|
---|
1141 | }
|
---|
1142 |
|
---|
1143 | // This definition requires shape of non-zero volume
|
---|
1144 | bool
|
---|
1145 | AxisAlignedBox3::IsSingularOrIncorrect() const
|
---|
1146 | {
|
---|
1147 | if ( (mMin.x >= mMax.x) ||
|
---|
1148 | (mMin.y >= mMax.y) ||
|
---|
1149 | (mMin.z >= mMax.z) )
|
---|
1150 | return true; // box is not formed
|
---|
1151 |
|
---|
1152 | return false; // has non-zero volume
|
---|
1153 | }
|
---|
1154 |
|
---|
1155 | // returns true, when the sphere specified by the origin and radius
|
---|
1156 | // fully contains the box
|
---|
1157 | bool
|
---|
1158 | AxisAlignedBox3::IsFullyContainedInSphere(const Vector3 ¢er, float rad) const
|
---|
1159 | {
|
---|
1160 | int region = GetRegionID(center);
|
---|
1161 | float rad2 = rad*rad;
|
---|
1162 |
|
---|
1163 | // vertex of the box
|
---|
1164 | Vector3 vertex;
|
---|
1165 |
|
---|
1166 | int i = 0;
|
---|
1167 | for (i = 0 ; ; i++) {
|
---|
1168 | int a = fsvertices[region][i];
|
---|
1169 | if (a == 15)
|
---|
1170 | return true; // if was not false untill now, it must be contained
|
---|
1171 |
|
---|
1172 | assert( (a>=0) && (a<8) );
|
---|
1173 |
|
---|
1174 | // normal vertex
|
---|
1175 | GetVertex(a, vertex);
|
---|
1176 |
|
---|
1177 | if (SqrMagnitude(vertex - center) > rad2)
|
---|
1178 | return false;
|
---|
1179 | } // for
|
---|
1180 |
|
---|
1181 | }
|
---|
1182 |
|
---|
1183 | // returns true, when the volume of the sphere and volume of the
|
---|
1184 | // axis aligned box has no intersection
|
---|
1185 | bool
|
---|
1186 | AxisAlignedBox3::HasNoIntersectionWithSphere(const Vector3 ¢er, float rad) const
|
---|
1187 | {
|
---|
1188 | int region = GetRegionID(center);
|
---|
1189 | float rad2 = rad*rad;
|
---|
1190 |
|
---|
1191 | // vertex of the box
|
---|
1192 | Vector3 vertex;
|
---|
1193 |
|
---|
1194 | switch (csvertices[region][0]) {
|
---|
1195 | case 8: {
|
---|
1196 | // test two coordinates described within the field
|
---|
1197 | int face = 3*csvertices[region][1] + csvertices[region][2];
|
---|
1198 | float dist = GetExtent(face) - center[csvertices[region][2]];
|
---|
1199 | dist *= dist;
|
---|
1200 | face = 3 * (csvertices[region][3]) + csvertices[region][4];
|
---|
1201 | float dist2 = GetExtent(face) - center[csvertices[region][4]];
|
---|
1202 | dist += (dist2 * dist2);
|
---|
1203 | if (dist > rad2)
|
---|
1204 | return true; // no intersection is possible
|
---|
1205 | }
|
---|
1206 | case 9: {
|
---|
1207 | // test one coordinate described within the field
|
---|
1208 | int face = 3*csvertices[region][1] + csvertices[region][2];
|
---|
1209 | float dist = fabs(GetExtent(face) - center[csvertices[region][2]]);
|
---|
1210 | if (dist > rad)
|
---|
1211 | return true; // no intersection is possible
|
---|
1212 | }
|
---|
1213 | case 15:
|
---|
1214 | return false; // box and sphere surely has intersection
|
---|
1215 | default: {
|
---|
1216 | // test using normal vertices
|
---|
1217 | assert( (csvertices[region][0]>=0) && (csvertices[region][0]<8) );
|
---|
1218 |
|
---|
1219 | // normal vertex
|
---|
1220 | GetVertex(csvertices[region][0], vertex);
|
---|
1221 |
|
---|
1222 | if (SqrMagnitude(vertex - center) > rad2)
|
---|
1223 | return true; // no intersectino is possible
|
---|
1224 | }
|
---|
1225 | } // switch
|
---|
1226 |
|
---|
1227 | return false; // partial or full containtment
|
---|
1228 | }
|
---|
1229 |
|
---|
1230 | #if 0
|
---|
1231 | // Given the sphere, determine the mutual position between the
|
---|
1232 | // sphere and box
|
---|
1233 |
|
---|
1234 | // SOME BUG IS INSIDE !!!! V.H. 25/4/2001
|
---|
1235 | int
|
---|
1236 | AxisAlignedBox3::MutualPositionWithSphere(const Vector3 ¢er, float rad) const
|
---|
1237 | {
|
---|
1238 | int region = GetRegionID(center);
|
---|
1239 | float rad2 = rad*rad;
|
---|
1240 |
|
---|
1241 | // vertex of the box
|
---|
1242 | Vector3 vertex;
|
---|
1243 |
|
---|
1244 | // first testing for full containtment - whether sphere fully
|
---|
1245 | // contains the box
|
---|
1246 | int countInside = 0; // how many points were found inside
|
---|
1247 |
|
---|
1248 | int i = 0;
|
---|
1249 | for (i = 0 ; ; i++) {
|
---|
1250 | int a = fsvertices[region][i];
|
---|
1251 | if (a == 15)
|
---|
1252 | return 1; // the sphere fully contain the box
|
---|
1253 |
|
---|
1254 | assert( (a>=0) && (a<8) );
|
---|
1255 |
|
---|
1256 | // normal vertex
|
---|
1257 | GetVertex(a, vertex);
|
---|
1258 |
|
---|
1259 | if (SqrMagnitude(vertex - center) <= rad2)
|
---|
1260 | countInside++; // the number of vertices inside the sphere
|
---|
1261 | else {
|
---|
1262 | if (countInside)
|
---|
1263 | return 0; // partiall overlap has been found
|
---|
1264 | // the sphere does not fully contain the box .. only way to break
|
---|
1265 | // this loop and go for other testing
|
---|
1266 | break;
|
---|
1267 | }
|
---|
1268 | } // for
|
---|
1269 |
|
---|
1270 | // now only box and sphere can partially overlap or no intersection
|
---|
1271 | switch (csvertices[region][0]) {
|
---|
1272 | case 8: {
|
---|
1273 | // test two coordinates described within the field
|
---|
1274 | int face = 3*csvertices[region][1] + csvertices[region][2];
|
---|
1275 | float dist = GetExtent(face) - center[csvertices[region][2]];
|
---|
1276 | dist *= dist;
|
---|
1277 | face = 3 * (csvertices[region][3]) + csvertices[region][4];
|
---|
1278 | float dist2 = GetExtent(face) - center[csvertices[region][4]];
|
---|
1279 | dist += (dist2 * dist2);
|
---|
1280 | if (dist > rad2 )
|
---|
1281 | return -1; // no intersection is possible
|
---|
1282 | }
|
---|
1283 | case 9: {
|
---|
1284 | // test one coordinate described within the field
|
---|
1285 | int face = 3*csvertices[region][1] + csvertices[region][2];
|
---|
1286 | float dist = fabs(GetExtent(face) - center[csvertices[region][2]]);
|
---|
1287 | if (dist > rad)
|
---|
1288 | return -1; // no intersection is possible
|
---|
1289 | }
|
---|
1290 | case 15:
|
---|
1291 | return 0 ; // partial overlap is now guaranteed
|
---|
1292 | default: {
|
---|
1293 | // test using normal vertices
|
---|
1294 | assert( (csvertices[region][0]>=0) && (csvertices[region][0]<8) );
|
---|
1295 |
|
---|
1296 | // normal vertex
|
---|
1297 | GetVertex(csvertices[region][0], vertex);
|
---|
1298 |
|
---|
1299 | if (SqrMagnitude(vertex - center) > rad2)
|
---|
1300 | return -1; // no intersection is possible
|
---|
1301 | }
|
---|
1302 | } // switch
|
---|
1303 |
|
---|
1304 | return 0; // partial intersection is guaranteed
|
---|
1305 | }
|
---|
1306 | #else
|
---|
1307 |
|
---|
1308 | // Some maybe smarter version, extendible easily to d-dimensional
|
---|
1309 | // space!
|
---|
1310 | // Given a sphere described by the center and radius,
|
---|
1311 | // the fullowing function returns:
|
---|
1312 | // -1 ... the sphere and the box are completely separate
|
---|
1313 | // 0 ... the sphere and the box only partially overlap
|
---|
1314 | // 1 ... the sphere contains fully the box
|
---|
1315 | // Note: the case when box fully contains the sphere is not reported
|
---|
1316 | // since it was not required.
|
---|
1317 | int
|
---|
1318 | AxisAlignedBox3::MutualPositionWithSphere(const Vector3 ¢er, float rad) const
|
---|
1319 | {
|
---|
1320 | //#define SPEED_UP
|
---|
1321 |
|
---|
1322 | #ifndef SPEED_UP
|
---|
1323 | // slow version, instructively written
|
---|
1324 | #if 0
|
---|
1325 | // does it make sense to test
|
---|
1326 | // checking the sides of the box for possible non-intersection
|
---|
1327 | if ( ((center.x + rad) < mMin.x) ||
|
---|
1328 | ((center.x - rad) > mMax.x) ||
|
---|
1329 | ((center.y + rad) < mMin.y) ||
|
---|
1330 | ((center.y - rad) > mMax.y) ||
|
---|
1331 | ((center.z + rad) < mMin.z) ||
|
---|
1332 | ((center.z - rad) > mMax.z) ) {
|
---|
1333 | // cout << "r ";
|
---|
1334 | return -1; // no overlap is possible
|
---|
1335 | }
|
---|
1336 | #endif
|
---|
1337 |
|
---|
1338 | // someoverlap is possible, check the distance of vertices
|
---|
1339 | rad = rad*rad;
|
---|
1340 | float sumMin = 0;
|
---|
1341 | // Try to minimize the function of a distance
|
---|
1342 | // from the sphere center
|
---|
1343 |
|
---|
1344 | // for x-axis
|
---|
1345 | float minSqrX = sqr(mMin.x - center.x);
|
---|
1346 | float maxSqrX = sqr(mMax.x - center.x);
|
---|
1347 | if (center.x < mMin.x)
|
---|
1348 | sumMin = minSqrX;
|
---|
1349 | else
|
---|
1350 | if (center.x > mMax.x)
|
---|
1351 | sumMin = maxSqrX;
|
---|
1352 |
|
---|
1353 | // for y-axis
|
---|
1354 | float minSqrY = sqr(mMin.y - center.y);
|
---|
1355 | float maxSqrY = sqr(mMax.y - center.y);
|
---|
1356 | if (center.y < mMin.y)
|
---|
1357 | sumMin += minSqrY;
|
---|
1358 | else
|
---|
1359 | if (center.y > mMax.y)
|
---|
1360 | sumMin += maxSqrY;
|
---|
1361 |
|
---|
1362 | // for z-axis
|
---|
1363 | float minSqrZ = sqr(mMin.z - center.z);
|
---|
1364 | float maxSqrZ = sqr(mMax.z - center.z);
|
---|
1365 | if (center.z < mMin.z)
|
---|
1366 | sumMin += minSqrZ;
|
---|
1367 | else
|
---|
1368 | if (center.z > mMax.z)
|
---|
1369 | sumMin += maxSqrZ;
|
---|
1370 |
|
---|
1371 | if (sumMin > rad)
|
---|
1372 | return -1; // no intersection between sphere and box
|
---|
1373 |
|
---|
1374 | // try to find out the maximum distance between the
|
---|
1375 | // sphere center and vertices
|
---|
1376 | float sumMax = 0;
|
---|
1377 |
|
---|
1378 | if (minSqrX > maxSqrX)
|
---|
1379 | sumMax = minSqrX;
|
---|
1380 | else
|
---|
1381 | sumMax = maxSqrX;
|
---|
1382 |
|
---|
1383 | if (minSqrY > maxSqrY)
|
---|
1384 | sumMax += minSqrY;
|
---|
1385 | else
|
---|
1386 | sumMax += maxSqrY;
|
---|
1387 |
|
---|
1388 | if (minSqrZ > maxSqrZ)
|
---|
1389 | sumMax += minSqrZ;
|
---|
1390 | else
|
---|
1391 | sumMax += maxSqrZ;
|
---|
1392 |
|
---|
1393 | // sumMin < rad
|
---|
1394 | if (sumMax < rad)
|
---|
1395 | return 1; // the sphere contains the box completely
|
---|
1396 |
|
---|
1397 | // partial intersection, part of the box is outside the sphere
|
---|
1398 | return 0;
|
---|
1399 | #else
|
---|
1400 |
|
---|
1401 | // Optimized version of the test
|
---|
1402 |
|
---|
1403 | #ifndef __VECTOR_HACK
|
---|
1404 | #error "__VECTOR_HACK for Vector3 was not defined"
|
---|
1405 | #endif
|
---|
1406 |
|
---|
1407 | // some overlap is possible, check the distance of vertices
|
---|
1408 | rad = rad*rad;
|
---|
1409 | float sumMin = 0;
|
---|
1410 | float sumMax = 0;
|
---|
1411 | // Try to minimize the function of a distance
|
---|
1412 | // from the sphere center
|
---|
1413 |
|
---|
1414 | const float *minp = &(min[0]);
|
---|
1415 | const float *maxp = &(max[0]);
|
---|
1416 | const float *pcenter = &(center[0]);
|
---|
1417 |
|
---|
1418 | // for x-axis
|
---|
1419 | for (int i = 0; i < 3; i++, minp++, maxp++, pcenter++) {
|
---|
1420 | float minsqr = sqr(*minp - *pcenter);
|
---|
1421 | float maxsqr = sqr(*maxp - *pcenter);
|
---|
1422 | if (*pcenter < *minp)
|
---|
1423 | sumMin += minsqr;
|
---|
1424 | else
|
---|
1425 | if (*pcenter > *maxp)
|
---|
1426 | sumMin += maxsqr;
|
---|
1427 | sumMax += (minsqr > maxsqr) ? minsqr : maxsqr;
|
---|
1428 | }
|
---|
1429 |
|
---|
1430 | if (sumMin > rad)
|
---|
1431 | return -1; // no intersection between sphere and box
|
---|
1432 |
|
---|
1433 | // sumMin < rad
|
---|
1434 | if (sumMax < rad)
|
---|
1435 | return 1; // the sphere contains the box completely
|
---|
1436 |
|
---|
1437 | // partial intersection, part of the box is outside the sphere
|
---|
1438 | return 0;
|
---|
1439 | #endif
|
---|
1440 | }
|
---|
1441 | #endif
|
---|
1442 |
|
---|
1443 | // Given the cube describe by the center and the half-sie,
|
---|
1444 | // determine the mutual position between the cube and the box
|
---|
1445 | int
|
---|
1446 | AxisAlignedBox3::MutualPositionWithCube(const Vector3 ¢er, float radius) const
|
---|
1447 | {
|
---|
1448 | // the cube is described by the center and the distance to the any face
|
---|
1449 | // along the axes
|
---|
1450 |
|
---|
1451 | // Note on efficiency!
|
---|
1452 | // Can be quite optimized using tables, but I do not have time
|
---|
1453 | // V.H. 18/11/2001
|
---|
1454 |
|
---|
1455 | AxisAlignedBox3 a =
|
---|
1456 | AxisAlignedBox3(Vector3(center.x - radius, center.y - radius, center.z - radius),
|
---|
1457 | Vector3(center.x + radius, center.y + radius, center.z + radius));
|
---|
1458 |
|
---|
1459 | if (a.Includes(*this))
|
---|
1460 | return 1; // cube contains the box
|
---|
1461 |
|
---|
1462 | if (OverlapS(a,*this))
|
---|
1463 | return 0; // cube partially overlap the box
|
---|
1464 |
|
---|
1465 | return -1; // completely separate
|
---|
1466 | }
|
---|
1467 |
|
---|
1468 | void
|
---|
1469 | AxisAlignedBox3::GetSqrDistances(const Vector3 &point,
|
---|
1470 | float &minDistance,
|
---|
1471 | float &maxDistance
|
---|
1472 | ) const
|
---|
1473 | {
|
---|
1474 |
|
---|
1475 |
|
---|
1476 | #ifndef __VECTOR_HACK
|
---|
1477 | #error "__VECTOR_HACK for Vector3 was not defined"
|
---|
1478 | #endif
|
---|
1479 |
|
---|
1480 | // some overlap is possible, check the distance of vertices
|
---|
1481 | float sumMin = 0;
|
---|
1482 | float sumMax = 0;
|
---|
1483 |
|
---|
1484 | // Try to minimize the function of a distance
|
---|
1485 | // from the sphere center
|
---|
1486 |
|
---|
1487 | const float *minp = &(mMin[0]);
|
---|
1488 | const float *maxp = &(mMax[0]);
|
---|
1489 | const float *pcenter = &(point[0]);
|
---|
1490 |
|
---|
1491 | // for x-axis
|
---|
1492 | for (int i = 0; i < 3; i++, minp++, maxp++, pcenter++) {
|
---|
1493 | float minsqr = sqr(*minp - *pcenter);
|
---|
1494 | float maxsqr = sqr(*maxp - *pcenter);
|
---|
1495 | if (*pcenter < *minp)
|
---|
1496 | sumMin += minsqr;
|
---|
1497 | else
|
---|
1498 | if (*pcenter > *maxp)
|
---|
1499 | sumMin += maxsqr;
|
---|
1500 | sumMax += (minsqr > maxsqr) ? minsqr : maxsqr;
|
---|
1501 | }
|
---|
1502 |
|
---|
1503 | minDistance = sumMin;
|
---|
1504 | maxDistance = sumMax;
|
---|
1505 |
|
---|
1506 |
|
---|
1507 | }
|
---|
1508 |
|
---|
1509 |
|
---|