1 /*
2 Copyright (c) 2003-2006 Gino van den Bergen / Erwin Coumans  http://continuousphysics.com/Bullet/
3 
4 This software is provided 'as-is', without any express or implied warranty.
5 In no event will the authors be held liable for any damages arising from the use of this software.
6 Permission is granted to anyone to use this software for any purpose,
7 including commercial applications, and to alter it and redistribute it freely,
8 subject to the following restrictions:
9 
10 1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required.
11 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
12 3. This notice may not be removed or altered from any source distribution.
13 */
14 
15 #ifndef B3_AABB_UTIL2
16 #define B3_AABB_UTIL2
17 
18 #include "Bullet3Common/b3Transform.h"
19 #include "Bullet3Common/b3Vector3.h"
20 #include "Bullet3Common/b3MinMax.h"
21 
b3AabbExpand(b3Vector3 & aabbMin,b3Vector3 & aabbMax,const b3Vector3 & expansionMin,const b3Vector3 & expansionMax)22 B3_FORCE_INLINE void b3AabbExpand(b3Vector3& aabbMin,
23 								  b3Vector3& aabbMax,
24 								  const b3Vector3& expansionMin,
25 								  const b3Vector3& expansionMax)
26 {
27 	aabbMin = aabbMin + expansionMin;
28 	aabbMax = aabbMax + expansionMax;
29 }
30 
31 /// conservative test for overlap between two aabbs
b3TestPointAgainstAabb2(const b3Vector3 & aabbMin1,const b3Vector3 & aabbMax1,const b3Vector3 & point)32 B3_FORCE_INLINE bool b3TestPointAgainstAabb2(const b3Vector3& aabbMin1, const b3Vector3& aabbMax1,
33 											 const b3Vector3& point)
34 {
35 	bool overlap = true;
36 	overlap = (aabbMin1.getX() > point.getX() || aabbMax1.getX() < point.getX()) ? false : overlap;
37 	overlap = (aabbMin1.getZ() > point.getZ() || aabbMax1.getZ() < point.getZ()) ? false : overlap;
38 	overlap = (aabbMin1.getY() > point.getY() || aabbMax1.getY() < point.getY()) ? false : overlap;
39 	return overlap;
40 }
41 
42 /// conservative test for overlap between two aabbs
b3TestAabbAgainstAabb2(const b3Vector3 & aabbMin1,const b3Vector3 & aabbMax1,const b3Vector3 & aabbMin2,const b3Vector3 & aabbMax2)43 B3_FORCE_INLINE bool b3TestAabbAgainstAabb2(const b3Vector3& aabbMin1, const b3Vector3& aabbMax1,
44 											const b3Vector3& aabbMin2, const b3Vector3& aabbMax2)
45 {
46 	bool overlap = true;
47 	overlap = (aabbMin1.getX() > aabbMax2.getX() || aabbMax1.getX() < aabbMin2.getX()) ? false : overlap;
48 	overlap = (aabbMin1.getZ() > aabbMax2.getZ() || aabbMax1.getZ() < aabbMin2.getZ()) ? false : overlap;
49 	overlap = (aabbMin1.getY() > aabbMax2.getY() || aabbMax1.getY() < aabbMin2.getY()) ? false : overlap;
50 	return overlap;
51 }
52 
53 /// conservative test for overlap between triangle and aabb
b3TestTriangleAgainstAabb2(const b3Vector3 * vertices,const b3Vector3 & aabbMin,const b3Vector3 & aabbMax)54 B3_FORCE_INLINE bool b3TestTriangleAgainstAabb2(const b3Vector3* vertices,
55 												const b3Vector3& aabbMin, const b3Vector3& aabbMax)
56 {
57 	const b3Vector3& p1 = vertices[0];
58 	const b3Vector3& p2 = vertices[1];
59 	const b3Vector3& p3 = vertices[2];
60 
61 	if (b3Min(b3Min(p1[0], p2[0]), p3[0]) > aabbMax[0]) return false;
62 	if (b3Max(b3Max(p1[0], p2[0]), p3[0]) < aabbMin[0]) return false;
63 
64 	if (b3Min(b3Min(p1[2], p2[2]), p3[2]) > aabbMax[2]) return false;
65 	if (b3Max(b3Max(p1[2], p2[2]), p3[2]) < aabbMin[2]) return false;
66 
67 	if (b3Min(b3Min(p1[1], p2[1]), p3[1]) > aabbMax[1]) return false;
68 	if (b3Max(b3Max(p1[1], p2[1]), p3[1]) < aabbMin[1]) return false;
69 	return true;
70 }
71 
b3Outcode(const b3Vector3 & p,const b3Vector3 & halfExtent)72 B3_FORCE_INLINE int b3Outcode(const b3Vector3& p, const b3Vector3& halfExtent)
73 {
74 	return (p.getX() < -halfExtent.getX() ? 0x01 : 0x0) |
75 		   (p.getX() > halfExtent.getX() ? 0x08 : 0x0) |
76 		   (p.getY() < -halfExtent.getY() ? 0x02 : 0x0) |
77 		   (p.getY() > halfExtent.getY() ? 0x10 : 0x0) |
78 		   (p.getZ() < -halfExtent.getZ() ? 0x4 : 0x0) |
79 		   (p.getZ() > halfExtent.getZ() ? 0x20 : 0x0);
80 }
81 
b3RayAabb2(const b3Vector3 & rayFrom,const b3Vector3 & rayInvDirection,const unsigned int raySign[3],const b3Vector3 bounds[2],b3Scalar & tmin,b3Scalar lambda_min,b3Scalar lambda_max)82 B3_FORCE_INLINE bool b3RayAabb2(const b3Vector3& rayFrom,
83 								const b3Vector3& rayInvDirection,
84 								const unsigned int raySign[3],
85 								const b3Vector3 bounds[2],
86 								b3Scalar& tmin,
87 								b3Scalar lambda_min,
88 								b3Scalar lambda_max)
89 {
90 	b3Scalar tmax, tymin, tymax, tzmin, tzmax;
91 	tmin = (bounds[raySign[0]].getX() - rayFrom.getX()) * rayInvDirection.getX();
92 	tmax = (bounds[1 - raySign[0]].getX() - rayFrom.getX()) * rayInvDirection.getX();
93 	tymin = (bounds[raySign[1]].getY() - rayFrom.getY()) * rayInvDirection.getY();
94 	tymax = (bounds[1 - raySign[1]].getY() - rayFrom.getY()) * rayInvDirection.getY();
95 
96 	if ((tmin > tymax) || (tymin > tmax))
97 		return false;
98 
99 	if (tymin > tmin)
100 		tmin = tymin;
101 
102 	if (tymax < tmax)
103 		tmax = tymax;
104 
105 	tzmin = (bounds[raySign[2]].getZ() - rayFrom.getZ()) * rayInvDirection.getZ();
106 	tzmax = (bounds[1 - raySign[2]].getZ() - rayFrom.getZ()) * rayInvDirection.getZ();
107 
108 	if ((tmin > tzmax) || (tzmin > tmax))
109 		return false;
110 	if (tzmin > tmin)
111 		tmin = tzmin;
112 	if (tzmax < tmax)
113 		tmax = tzmax;
114 	return ((tmin < lambda_max) && (tmax > lambda_min));
115 }
116 
b3RayAabb(const b3Vector3 & rayFrom,const b3Vector3 & rayTo,const b3Vector3 & aabbMin,const b3Vector3 & aabbMax,b3Scalar & param,b3Vector3 & normal)117 B3_FORCE_INLINE bool b3RayAabb(const b3Vector3& rayFrom,
118 							   const b3Vector3& rayTo,
119 							   const b3Vector3& aabbMin,
120 							   const b3Vector3& aabbMax,
121 							   b3Scalar& param, b3Vector3& normal)
122 {
123 	b3Vector3 aabbHalfExtent = (aabbMax - aabbMin) * b3Scalar(0.5);
124 	b3Vector3 aabbCenter = (aabbMax + aabbMin) * b3Scalar(0.5);
125 	b3Vector3 source = rayFrom - aabbCenter;
126 	b3Vector3 target = rayTo - aabbCenter;
127 	int sourceOutcode = b3Outcode(source, aabbHalfExtent);
128 	int targetOutcode = b3Outcode(target, aabbHalfExtent);
129 	if ((sourceOutcode & targetOutcode) == 0x0)
130 	{
131 		b3Scalar lambda_enter = b3Scalar(0.0);
132 		b3Scalar lambda_exit = param;
133 		b3Vector3 r = target - source;
134 		int i;
135 		b3Scalar normSign = 1;
136 		b3Vector3 hitNormal = b3MakeVector3(0, 0, 0);
137 		int bit = 1;
138 
139 		for (int j = 0; j < 2; j++)
140 		{
141 			for (i = 0; i != 3; ++i)
142 			{
143 				if (sourceOutcode & bit)
144 				{
145 					b3Scalar lambda = (-source[i] - aabbHalfExtent[i] * normSign) / r[i];
146 					if (lambda_enter <= lambda)
147 					{
148 						lambda_enter = lambda;
149 						hitNormal.setValue(0, 0, 0);
150 						hitNormal[i] = normSign;
151 					}
152 				}
153 				else if (targetOutcode & bit)
154 				{
155 					b3Scalar lambda = (-source[i] - aabbHalfExtent[i] * normSign) / r[i];
156 					b3SetMin(lambda_exit, lambda);
157 				}
158 				bit <<= 1;
159 			}
160 			normSign = b3Scalar(-1.);
161 		}
162 		if (lambda_enter <= lambda_exit)
163 		{
164 			param = lambda_enter;
165 			normal = hitNormal;
166 			return true;
167 		}
168 	}
169 	return false;
170 }
171 
b3TransformAabb(const b3Vector3 & halfExtents,b3Scalar margin,const b3Transform & t,b3Vector3 & aabbMinOut,b3Vector3 & aabbMaxOut)172 B3_FORCE_INLINE void b3TransformAabb(const b3Vector3& halfExtents, b3Scalar margin, const b3Transform& t, b3Vector3& aabbMinOut, b3Vector3& aabbMaxOut)
173 {
174 	b3Vector3 halfExtentsWithMargin = halfExtents + b3MakeVector3(margin, margin, margin);
175 	b3Matrix3x3 abs_b = t.getBasis().absolute();
176 	b3Vector3 center = t.getOrigin();
177 	b3Vector3 extent = halfExtentsWithMargin.dot3(abs_b[0], abs_b[1], abs_b[2]);
178 	aabbMinOut = center - extent;
179 	aabbMaxOut = center + extent;
180 }
181 
b3TransformAabb(const b3Vector3 & localAabbMin,const b3Vector3 & localAabbMax,b3Scalar margin,const b3Transform & trans,b3Vector3 & aabbMinOut,b3Vector3 & aabbMaxOut)182 B3_FORCE_INLINE void b3TransformAabb(const b3Vector3& localAabbMin, const b3Vector3& localAabbMax, b3Scalar margin, const b3Transform& trans, b3Vector3& aabbMinOut, b3Vector3& aabbMaxOut)
183 {
184 	//b3Assert(localAabbMin.getX() <= localAabbMax.getX());
185 	//b3Assert(localAabbMin.getY() <= localAabbMax.getY());
186 	//b3Assert(localAabbMin.getZ() <= localAabbMax.getZ());
187 	b3Vector3 localHalfExtents = b3Scalar(0.5) * (localAabbMax - localAabbMin);
188 	localHalfExtents += b3MakeVector3(margin, margin, margin);
189 
190 	b3Vector3 localCenter = b3Scalar(0.5) * (localAabbMax + localAabbMin);
191 	b3Matrix3x3 abs_b = trans.getBasis().absolute();
192 	b3Vector3 center = trans(localCenter);
193 	b3Vector3 extent = localHalfExtents.dot3(abs_b[0], abs_b[1], abs_b[2]);
194 	aabbMinOut = center - extent;
195 	aabbMaxOut = center + extent;
196 }
197 
198 #define B3_USE_BANCHLESS 1
199 #ifdef B3_USE_BANCHLESS
200 //This block replaces the block below and uses no branches, and replaces the 8 bit return with a 32 bit return for improved performance (~3x on XBox 360)
b3TestQuantizedAabbAgainstQuantizedAabb(const unsigned short int * aabbMin1,const unsigned short int * aabbMax1,const unsigned short int * aabbMin2,const unsigned short int * aabbMax2)201 B3_FORCE_INLINE unsigned b3TestQuantizedAabbAgainstQuantizedAabb(const unsigned short int* aabbMin1, const unsigned short int* aabbMax1, const unsigned short int* aabbMin2, const unsigned short int* aabbMax2)
202 {
203 	return static_cast<unsigned int>(b3Select((unsigned)((aabbMin1[0] <= aabbMax2[0]) & (aabbMax1[0] >= aabbMin2[0]) & (aabbMin1[2] <= aabbMax2[2]) & (aabbMax1[2] >= aabbMin2[2]) & (aabbMin1[1] <= aabbMax2[1]) & (aabbMax1[1] >= aabbMin2[1])),
204 											  1, 0));
205 }
206 #else
b3TestQuantizedAabbAgainstQuantizedAabb(const unsigned short int * aabbMin1,const unsigned short int * aabbMax1,const unsigned short int * aabbMin2,const unsigned short int * aabbMax2)207 B3_FORCE_INLINE bool b3TestQuantizedAabbAgainstQuantizedAabb(const unsigned short int* aabbMin1, const unsigned short int* aabbMax1, const unsigned short int* aabbMin2, const unsigned short int* aabbMax2)
208 {
209 	bool overlap = true;
210 	overlap = (aabbMin1[0] > aabbMax2[0] || aabbMax1[0] < aabbMin2[0]) ? false : overlap;
211 	overlap = (aabbMin1[2] > aabbMax2[2] || aabbMax1[2] < aabbMin2[2]) ? false : overlap;
212 	overlap = (aabbMin1[1] > aabbMax2[1] || aabbMax1[1] < aabbMin2[1]) ? false : overlap;
213 	return overlap;
214 }
215 #endif  //B3_USE_BANCHLESS
216 
217 #endif  //B3_AABB_UTIL2
218