Math Lib: distance to AABB

Original code by @mano-wii, modified for general use.
This commit is contained in:
Campbell Barton
2017-10-02 16:09:07 +11:00
parent ff0938870f
commit deb16defd5
2 changed files with 166 additions and 0 deletions

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@@ -119,6 +119,26 @@ float dist_squared_ray_to_seg_v3(
const float ray_origin[3], const float ray_direction[3],
const float v0[3], const float v1[3],
float r_point[3], float *r_depth);
struct DistRayAABB_Precalc {
float ray_origin[3];
float ray_direction[3];
float ray_inv_dir[3];
bool sign[3];
};
void dist_squared_ray_to_aabb_precalc(
struct DistRayAABB_Precalc *neasrest_precalc,
const float ray_origin[3], const float ray_direction[3]);
float dist_squared_ray_to_aabb(
const struct DistRayAABB_Precalc *data,
const float bb_min[3], const float bb_max[3],
float r_point[3], float *r_depth);
/* when there is no advantage to precalc. */
float dist_squared_to_ray_to_aabb_simple(
const float ray_origin[3], const float ray_direction[3],
const float bb_min[3], const float bb_max[3],
float r_point[3], float *r_depth);
float closest_to_line_v2(float r_close[2], const float p[2], const float l1[2], const float l2[2]);
float closest_to_line_v3(float r_close[3], const float p[3], const float l1[3], const float l2[3]);
void closest_to_line_segment_v2(float r_close[2], const float p[2], const float l1[2], const float l2[2]);

View File

@@ -619,6 +619,152 @@ float dist_squared_ray_to_seg_v3(
return len_squared_v3(t) - SQUARE(*r_depth);
}
/* -------------------------------------------------------------------- */
/** \name dist_squared_to_ray_to_aabb and helpers
* \{ */
void dist_squared_ray_to_aabb_precalc(
struct DistRayAABB_Precalc *neasrest_precalc,
const float ray_origin[3], const float ray_direction[3])
{
copy_v3_v3(neasrest_precalc->ray_origin, ray_origin);
copy_v3_v3(neasrest_precalc->ray_direction, ray_direction);
for (int i = 0; i < 3; i++) {
neasrest_precalc->ray_inv_dir[i] =
(neasrest_precalc->ray_direction[i] != 0.0f) ?
(1.0f / neasrest_precalc->ray_direction[i]) : FLT_MAX;
neasrest_precalc->sign[i] = (neasrest_precalc->ray_inv_dir[i] < 0.0f);
}
}
/**
* Returns the distance from a ray to a bound-box (projected on ray)
*/
float dist_squared_ray_to_aabb(
const struct DistRayAABB_Precalc *data,
const float bb_min[3], const float bb_max[3],
float r_point[3], float *r_depth)
{
// bool r_axis_closest[3];
float local_bvmin[3], local_bvmax[3];
if (data->sign[0]) {
local_bvmin[0] = bb_max[0];
local_bvmax[0] = bb_min[0];
}
else {
local_bvmin[0] = bb_min[0];
local_bvmax[0] = bb_max[0];
}
if (data->sign[1]) {
local_bvmin[1] = bb_max[1];
local_bvmax[1] = bb_min[1];
}
else {
local_bvmin[1] = bb_min[1];
local_bvmax[1] = bb_max[1];
}
if (data->sign[2]) {
local_bvmin[2] = bb_max[2];
local_bvmax[2] = bb_min[2];
}
else {
local_bvmin[2] = bb_min[2];
local_bvmax[2] = bb_max[2];
}
const float tmin[3] = {
(local_bvmin[0] - data->ray_origin[0]) * data->ray_inv_dir[0],
(local_bvmin[1] - data->ray_origin[1]) * data->ray_inv_dir[1],
(local_bvmin[2] - data->ray_origin[2]) * data->ray_inv_dir[2],
};
const float tmax[3] = {
(local_bvmax[0] - data->ray_origin[0]) * data->ray_inv_dir[0],
(local_bvmax[1] - data->ray_origin[1]) * data->ray_inv_dir[1],
(local_bvmax[2] - data->ray_origin[2]) * data->ray_inv_dir[2],
};
/* `va` and `vb` are the coordinates of the AABB edge closest to the ray */
float va[3], vb[3];
/* `rtmin` and `rtmax` are the minimum and maximum distances of the ray hits on the AABB */
float rtmin, rtmax;
int main_axis;
if ((tmax[0] <= tmax[1]) && (tmax[0] <= tmax[2])) {
rtmax = tmax[0];
va[0] = vb[0] = local_bvmax[0];
main_axis = 3;
// r_axis_closest[0] = data->sign[0];
}
else if ((tmax[1] <= tmax[0]) && (tmax[1] <= tmax[2])) {
rtmax = tmax[1];
va[1] = vb[1] = local_bvmax[1];
main_axis = 2;
// r_axis_closest[1] = data->sign[1];
}
else {
rtmax = tmax[2];
va[2] = vb[2] = local_bvmax[2];
main_axis = 1;
// r_axis_closest[2] = data->sign[2];
}
if ((tmin[0] >= tmin[1]) && (tmin[0] >= tmin[2])) {
rtmin = tmin[0];
va[0] = vb[0] = local_bvmin[0];
main_axis -= 3;
// r_axis_closest[0] = !data->sign[0];
}
else if ((tmin[1] >= tmin[0]) && (tmin[1] >= tmin[2])) {
rtmin = tmin[1];
va[1] = vb[1] = local_bvmin[1];
main_axis -= 1;
// r_axis_closest[1] = !data->sign[1];
}
else {
rtmin = tmin[2];
va[2] = vb[2] = local_bvmin[2];
main_axis -= 2;
// r_axis_closest[2] = !data->sign[2];
}
if (main_axis < 0) {
main_axis += 3;
}
/* if rtmin <= rtmax, ray intersect `AABB` */
if (rtmin <= rtmax) {
float dvec[3];
copy_v3_v3(r_point, local_bvmax);
sub_v3_v3v3(dvec, local_bvmax, data->ray_origin);
*r_depth = dot_v3v3(dvec, data->ray_direction);
return 0.0f;
}
if (data->sign[main_axis]) {
va[main_axis] = local_bvmax[main_axis];
vb[main_axis] = local_bvmin[main_axis];
}
else {
va[main_axis] = local_bvmin[main_axis];
vb[main_axis] = local_bvmax[main_axis];
}
return dist_squared_ray_to_seg_v3(
data->ray_origin, data->ray_direction, va, vb,
r_point, r_depth);
}
float dist_squared_to_ray_to_aabb_simple(
const float ray_origin[3], const float ray_direction[3],
const float bbmin[3], const float bbmax[3],
float r_point[3], float *r_depth)
{
struct DistRayAABB_Precalc data;
dist_squared_ray_to_aabb_precalc(&data, ray_origin, ray_direction);
return dist_squared_ray_to_aabb(&data, bbmin, bbmax, r_point, r_depth);
}
/** \} */
/* Adapted from "Real-Time Collision Detection" by Christer Ericson,
* published by Morgan Kaufmann Publishers, copyright 2005 Elsevier Inc.
*