/* * Copyright 2011-2015 Branimir Karadzic. All rights reserved. * License: http://www.opensource.org/licenses/BSD-2-Clause */ #include #include #include "bounds.h" void aabbToObb(Obb& _obb, const Aabb& _aabb) { memset(_obb.m_mtx, 0, sizeof(_obb.m_mtx) ); _obb.m_mtx[ 0] = (_aabb.m_max[0] - _aabb.m_min[0]) * 0.5f; _obb.m_mtx[ 5] = (_aabb.m_max[1] - _aabb.m_min[1]) * 0.5f; _obb.m_mtx[10] = (_aabb.m_max[2] - _aabb.m_min[2]) * 0.5f; _obb.m_mtx[12] = (_aabb.m_min[0] + _aabb.m_max[0]) * 0.5f; _obb.m_mtx[13] = (_aabb.m_min[1] + _aabb.m_max[1]) * 0.5f; _obb.m_mtx[14] = (_aabb.m_min[2] + _aabb.m_max[2]) * 0.5f; _obb.m_mtx[15] = 1.0f; } void sphereToAabb(Aabb& _aabb, const Sphere& _sphere) { float xx = _sphere.m_center[0]; float yy = _sphere.m_center[1]; float zz = _sphere.m_center[2]; float radius = _sphere.m_radius; _aabb.m_min[0] = xx - radius; _aabb.m_min[1] = yy - radius; _aabb.m_min[2] = zz - radius; _aabb.m_max[0] = xx + radius; _aabb.m_max[1] = yy + radius; _aabb.m_max[2] = zz + radius; } void aabbTransformToObb(Obb& _obb, const Aabb& _aabb, const float* _mtx) { aabbToObb(_obb, _aabb); float result[16]; bx::mtxMul(result, _obb.m_mtx, _mtx); memcpy(_obb.m_mtx, result, sizeof(result) ); } float calcAreaAabb(Aabb& _aabb) { float ww = _aabb.m_max[0] - _aabb.m_min[0]; float hh = _aabb.m_max[1] - _aabb.m_min[1]; float dd = _aabb.m_max[2] - _aabb.m_min[2]; return 2.0f * (ww*hh + ww*dd + hh*dd); } void calcAabb(Aabb& _aabb, const void* _vertices, uint32_t _numVertices, uint32_t _stride) { float min[3], max[3]; uint8_t* vertex = (uint8_t*)_vertices; float* position = (float*)vertex; min[0] = max[0] = position[0]; min[1] = max[1] = position[1]; min[2] = max[2] = position[2]; vertex += _stride; for (uint32_t ii = 1; ii < _numVertices; ++ii) { position = (float*)vertex; vertex += _stride; float xx = position[0]; float yy = position[1]; float zz = position[2]; min[0] = bx::fmin(xx, min[0]); min[1] = bx::fmin(yy, min[1]); min[2] = bx::fmin(zz, min[2]); max[0] = bx::fmax(xx, max[0]); max[1] = bx::fmax(yy, max[1]); max[2] = bx::fmax(zz, max[2]); } _aabb.m_min[0] = min[0]; _aabb.m_min[1] = min[1]; _aabb.m_min[2] = min[2]; _aabb.m_max[0] = max[0]; _aabb.m_max[1] = max[1]; _aabb.m_max[2] = max[2]; } void calcAabb(Aabb& _aabb, const float* _mtx, const void* _vertices, uint32_t _numVertices, uint32_t _stride) { float min[3], max[3]; uint8_t* vertex = (uint8_t*)_vertices; float position[3]; bx::vec3MulMtx(position, (float*)vertex, _mtx); min[0] = max[0] = position[0]; min[1] = max[1] = position[1]; min[2] = max[2] = position[2]; vertex += _stride; for (uint32_t ii = 1; ii < _numVertices; ++ii) { bx::vec3MulMtx(position, (float*)vertex, _mtx); vertex += _stride; float xx = position[0]; float yy = position[1]; float zz = position[2]; min[0] = bx::fmin(xx, min[0]); min[1] = bx::fmin(yy, min[1]); min[2] = bx::fmin(zz, min[2]); max[0] = bx::fmax(xx, max[0]); max[1] = bx::fmax(yy, max[1]); max[2] = bx::fmax(zz, max[2]); } _aabb.m_min[0] = min[0]; _aabb.m_min[1] = min[1]; _aabb.m_min[2] = min[2]; _aabb.m_max[0] = max[0]; _aabb.m_max[1] = max[1]; _aabb.m_max[2] = max[2]; } void aabbExpand(Aabb& _aabb, float _factor) { _aabb.m_min[0] -= _factor; _aabb.m_min[1] -= _factor; _aabb.m_min[2] -= _factor; _aabb.m_max[0] += _factor; _aabb.m_max[1] += _factor; _aabb.m_max[2] += _factor; } uint32_t aabbOverlapTest(Aabb& _aabb0, Aabb& _aabb1) { const uint32_t ltMinX = _aabb0.m_max[0] < _aabb1.m_min[0]; const uint32_t gtMaxX = _aabb0.m_min[0] > _aabb1.m_max[0]; const uint32_t ltMinY = _aabb0.m_max[1] < _aabb1.m_min[1]; const uint32_t gtMaxY = _aabb0.m_min[1] > _aabb1.m_max[1]; const uint32_t ltMinZ = _aabb0.m_max[2] < _aabb1.m_min[2]; const uint32_t gtMaxZ = _aabb0.m_min[2] > _aabb1.m_max[2]; return 0 | (ltMinX<<0) | (gtMaxX<<1) | (ltMinY<<2) | (gtMaxY<<3) | (ltMinZ<<4) | (gtMaxZ<<5) ; } void calcObb(Obb& _obb, const void* _vertices, uint32_t _numVertices, uint32_t _stride, uint32_t _steps) { Aabb aabb; calcAabb(aabb, _vertices, _numVertices, _stride); float minArea = calcAreaAabb(aabb); Obb best; aabbToObb(best, aabb); float angleStep = float(bx::piHalf/_steps); float ax = 0.0f; float mtx[16]; for (uint32_t ii = 0; ii < _steps; ++ii) { float ay = 0.0f; for (uint32_t jj = 0; jj < _steps; ++jj) { float az = 0.0f; for (uint32_t kk = 0; kk < _steps; ++kk) { bx::mtxRotateXYZ(mtx, ax, ay, az); float mtxT[16]; bx::mtxTranspose(mtxT, mtx); calcAabb(aabb, mtxT, _vertices, _numVertices, _stride); float area = calcAreaAabb(aabb); if (area < minArea) { minArea = area; aabbTransformToObb(best, aabb, mtx); } az += angleStep; } ay += angleStep; } ax += angleStep; } memcpy(&_obb, &best, sizeof(Obb) ); } void calcMaxBoundingSphere(Sphere& _sphere, const void* _vertices, uint32_t _numVertices, uint32_t _stride) { Aabb aabb; calcAabb(aabb, _vertices, _numVertices, _stride); float center[3]; center[0] = (aabb.m_min[0] + aabb.m_max[0]) * 0.5f; center[1] = (aabb.m_min[1] + aabb.m_max[1]) * 0.5f; center[2] = (aabb.m_min[2] + aabb.m_max[2]) * 0.5f; float maxDistSq = 0.0f; uint8_t* vertex = (uint8_t*)_vertices; for (uint32_t ii = 0; ii < _numVertices; ++ii) { float* position = (float*)vertex; vertex += _stride; float xx = position[0] - center[0]; float yy = position[1] - center[1]; float zz = position[2] - center[2]; float distSq = xx*xx + yy*yy + zz*zz; maxDistSq = bx::fmax(distSq, maxDistSq); } _sphere.m_center[0] = center[0]; _sphere.m_center[1] = center[1]; _sphere.m_center[2] = center[2]; _sphere.m_radius = sqrtf(maxDistSq); } void calcMinBoundingSphere(Sphere& _sphere, const void* _vertices, uint32_t _numVertices, uint32_t _stride, float _step) { bx::RngMwc rng; uint8_t* vertex = (uint8_t*)_vertices; float center[3]; float* position = (float*)&vertex[0]; center[0] = position[0]; center[1] = position[1]; center[2] = position[2]; position = (float*)&vertex[1*_stride]; center[0] += position[0]; center[1] += position[1]; center[2] += position[2]; center[0] *= 0.5f; center[1] *= 0.5f; center[2] *= 0.5f; float xx = position[0] - center[0]; float yy = position[1] - center[1]; float zz = position[2] - center[2]; float maxDistSq = xx*xx + yy*yy + zz*zz; float radiusStep = _step * 0.37f; bool done; do { done = true; for (uint32_t ii = 0, index = rng.gen()%_numVertices; ii < _numVertices; ++ii, index = (index + 1)%_numVertices) { position = (float*)&vertex[index*_stride]; float xx = position[0] - center[0]; float yy = position[1] - center[1]; float zz = position[2] - center[2]; float distSq = xx*xx + yy*yy + zz*zz; if (distSq > maxDistSq) { done = false; center[0] += xx * radiusStep; center[1] += yy * radiusStep; center[2] += zz * radiusStep; maxDistSq = bx::flerp(maxDistSq, distSq, _step); break; } } } while (!done); _sphere.m_center[0] = center[0]; _sphere.m_center[1] = center[1]; _sphere.m_center[2] = center[2]; _sphere.m_radius = sqrtf(maxDistSq); }