2 Copyright (c) 2003-2006 Gino van den Bergen / Erwin Coumans https://bulletphysics.org
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:
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.
18 #include "Bullet3Common/b3Transform.h"
19 #include "Bullet3Common/b3Vector3.h"
20 #include "Bullet3Common/b3MinMax.h"
22 B3_FORCE_INLINE void b3AabbExpand(b3Vector3& aabbMin,
24 const b3Vector3& expansionMin,
25 const b3Vector3& expansionMax)
27 aabbMin = aabbMin + expansionMin;
28 aabbMax = aabbMax + expansionMax;
31 /// conservative test for overlap between two aabbs
32 B3_FORCE_INLINE bool b3TestPointAgainstAabb2(const b3Vector3& aabbMin1, const b3Vector3& aabbMax1,
33 const b3Vector3& point)
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;
42 /// conservative test for overlap between two aabbs
43 B3_FORCE_INLINE bool b3TestAabbAgainstAabb2(const b3Vector3& aabbMin1, const b3Vector3& aabbMax1,
44 const b3Vector3& aabbMin2, const b3Vector3& aabbMax2)
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;
53 /// conservative test for overlap between triangle and aabb
54 B3_FORCE_INLINE bool b3TestTriangleAgainstAabb2(const b3Vector3* vertices,
55 const b3Vector3& aabbMin, const b3Vector3& aabbMax)
57 const b3Vector3& p1 = vertices[0];
58 const b3Vector3& p2 = vertices[1];
59 const b3Vector3& p3 = vertices[2];
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;
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;
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;
72 B3_FORCE_INLINE int b3Outcode(const b3Vector3& p, const b3Vector3& halfExtent)
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);
82 B3_FORCE_INLINE bool b3RayAabb2(const b3Vector3& rayFrom,
83 const b3Vector3& rayInvDirection,
84 const unsigned int raySign[3],
85 const b3Vector3 bounds[2],
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();
96 if ((tmin > tymax) || (tymin > tmax))
105 tzmin = (bounds[raySign[2]].getZ() - rayFrom.getZ()) * rayInvDirection.getZ();
106 tzmax = (bounds[1 - raySign[2]].getZ() - rayFrom.getZ()) * rayInvDirection.getZ();
108 if ((tmin > tzmax) || (tzmin > tmax))
114 return ((tmin < lambda_max) && (tmax > lambda_min));
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)
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)
131 b3Scalar lambda_enter = b3Scalar(0.0);
132 b3Scalar lambda_exit = param;
133 b3Vector3 r = target - source;
135 b3Scalar normSign = 1;
136 b3Vector3 hitNormal = b3MakeVector3(0, 0, 0);
139 for (int j = 0; j < 2; j++)
141 for (i = 0; i != 3; ++i)
143 if (sourceOutcode & bit)
145 b3Scalar lambda = (-source[i] - aabbHalfExtent[i] * normSign) / r[i];
146 if (lambda_enter <= lambda)
148 lambda_enter = lambda;
149 hitNormal.setValue(0, 0, 0);
150 hitNormal[i] = normSign;
153 else if (targetOutcode & bit)
155 b3Scalar lambda = (-source[i] - aabbHalfExtent[i] * normSign) / r[i];
156 b3SetMin(lambda_exit, lambda);
160 normSign = b3Scalar(-1.);
162 if (lambda_enter <= lambda_exit)
164 param = lambda_enter;
172 B3_FORCE_INLINE void b3TransformAabb(const b3Vector3& halfExtents, b3Scalar margin, const b3Transform& t, b3Vector3& aabbMinOut, b3Vector3& aabbMaxOut)
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;
182 B3_FORCE_INLINE void b3TransformAabb(const b3Vector3& localAabbMin, const b3Vector3& localAabbMax, b3Scalar margin, const b3Transform& trans, b3Vector3& aabbMinOut, b3Vector3& aabbMaxOut)
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);
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;
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)
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)
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])),
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)
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;
215 #endif //B3_USE_BANCHLESS
217 #endif //B3_AABB_UTIL2