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// This code is in the public domain -- castanyo@yahoo.es
#include "Box.h"
#include "Box.inl"
#include "Sphere.h"
using namespace nv;
// Clip the given segment against this box.
bool Box::clipSegment(const Vector3 & origin, const Vector3 & dir, float * t_near, float * t_far) const {
// Avoid aliasing.
float tnear = *t_near;
float tfar = *t_far;
// clip ray segment to box
for (int i = 0; i < 3; i++)
{
const float pos = origin.component[i] + tfar * dir.component[i];
const float dt = tfar - tnear;
if (dir.component[i] < 0) {
// clip end point
if (pos < minCorner.component[i]) {
tfar = tnear + dt * (origin.component[i] - minCorner.component[i]) / (origin.component[i] - pos);
}
// clip start point
if (origin.component[i] > maxCorner.component[i]) {
tnear = tnear + dt * (origin.component[i] - maxCorner.component[i]) / (tfar * dir.component[i]);
}
}
else {
// clip end point
if (pos > maxCorner.component[i]) {
tfar = tnear + dt * (maxCorner.component[i] - origin.component[i]) / (pos - origin.component[i]);
}
// clip start point
if (origin.component[i] < minCorner.component[i]) {
tnear = tnear + dt * (minCorner.component[i] - origin.component[i]) / (tfar * dir.component[i]);
}
}
if (tnear > tfar) {
// Clipped away.
return false;
}
}
// Return result.
*t_near = tnear;
*t_far = tfar;
return true;
}
float nv::distanceSquared(const Box &box, const Vector3 &point) {
Vector3 closest;
if (point.x < box.minCorner.x) closest.x = box.minCorner.x;
else if (point.x > box.maxCorner.x) closest.x = box.maxCorner.x;
else closest.x = point.x;
if (point.y < box.minCorner.y) closest.y = box.minCorner.y;
else if (point.y > box.maxCorner.y) closest.y = box.maxCorner.y;
else closest.y = point.y;
if (point.z < box.minCorner.z) closest.z = box.minCorner.z;
else if (point.z > box.maxCorner.z) closest.z = box.maxCorner.z;
else closest.z = point.z;
return lengthSquared(point - closest);
}
bool nv::overlap(const Box &box, const Sphere &sphere) {
return distanceSquared(box, sphere.center) < sphere.radius * sphere.radius;
}
bool nv::intersect(const Box & box, const Vector3 & p, const Vector3 & id, float * t /*= NULL*/) {
// Precompute these in ray structure?
int sdx = (id.x < 0);
int sdy = (id.y < 0);
int sdz = (id.z < 0);
float tmin = (box.corner( sdx).x - p.x) * id.x;
float tmax = (box.corner(1-sdx).x - p.x) * id.x;
float tymin = (box.corner( sdy).y - p.y) * id.y;
float tymax = (box.corner(1-sdy).y - p.y) * id.y;
if ((tmin > tymax) || (tymin > tmax))
return false;
if (tymin > tmin) tmin = tymin;
if (tymax < tmax) tmax = tymax;
float tzmin = (box.corner( sdz).z - p.z) * id.z;
float tzmax = (box.corner(1-sdz).z - p.z) * id.z;
if ((tmin > tzmax) || (tzmin > tmax))
return false;
if (tzmin > tmin) tmin = tzmin;
if (tzmax < tmax) tmax = tzmax;
if (tmax < 0)
return false;
if (t != NULL) *t = tmin;
return true;
}
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