Math Lib: distance to AABB
Original code by @mano-wii, modified for general use.
This commit is contained in:
@@ -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]);
|
||||
|
||||
@@ -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.
|
||||
*
|
||||
|
||||
Reference in New Issue
Block a user