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authorCampbell Barton <ideasman42@gmail.com>2017-10-02 08:09:07 +0300
committerCampbell Barton <ideasman42@gmail.com>2017-10-02 14:07:39 +0300
commitdeb16defd5e10ded5c4000eeaf142ee91408e452 (patch)
tree33d9be295ab20726add21351b22889c6e42d1ccd
parentff0938870ff800e160ac6dbe8d2b70980f01b5c5 (diff)
Math Lib: distance to AABB
Original code by @mano-wii, modified for general use.
-rw-r--r--source/blender/blenlib/BLI_math_geom.h20
-rw-r--r--source/blender/blenlib/intern/math_geom.c146
2 files changed, 166 insertions, 0 deletions
diff --git a/source/blender/blenlib/BLI_math_geom.h b/source/blender/blenlib/BLI_math_geom.h
index 0fef849c8fa..d0b59244384 100644
--- a/source/blender/blenlib/BLI_math_geom.h
+++ b/source/blender/blenlib/BLI_math_geom.h
@@ -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]);
diff --git a/source/blender/blenlib/intern/math_geom.c b/source/blender/blenlib/intern/math_geom.c
index 53fcf9c745c..dbbc1adb534 100644
--- a/source/blender/blenlib/intern/math_geom.c
+++ b/source/blender/blenlib/intern/math_geom.c
@@ -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.
*