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- ///////////////////////////////////////////////////////////////////////////
- //
- // Copyright (c) 2002-2012, Industrial Light & Magic, a division of Lucas
- // Digital Ltd. LLC
- //
- // All rights reserved.
- //
- // Redistribution and use in source and binary forms, with or without
- // modification, are permitted provided that the following conditions are
- // met:
- // * Redistributions of source code must retain the above copyright
- // notice, this list of conditions and the following disclaimer.
- // * Redistributions in binary form must reproduce the above
- // copyright notice, this list of conditions and the following disclaimer
- // in the documentation and/or other materials provided with the
- // distribution.
- // * Neither the name of Industrial Light & Magic nor the names of
- // its contributors may be used to endorse or promote products derived
- // from this software without specific prior written permission.
- //
- // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
- // "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
- // LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
- // A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
- // OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
- // SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
- // LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
- // DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
- // THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
- // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
- // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
- //
- ///////////////////////////////////////////////////////////////////////////
- #ifndef INCLUDED_IMATHBOXALGO_H
- #define INCLUDED_IMATHBOXALGO_H
- //---------------------------------------------------------------------------
- //
- // This file contains algorithms applied to or in conjunction
- // with bounding boxes (Imath::Box). These algorithms require
- // more headers to compile. The assumption made is that these
- // functions are called much less often than the basic box
- // functions or these functions require more support classes.
- //
- // Contains:
- //
- // T clip<T>(const T& in, const Box<T>& box)
- //
- // Vec3<T> closestPointOnBox(const Vec3<T>&, const Box<Vec3<T>>& )
- //
- // Vec3<T> closestPointInBox(const Vec3<T>&, const Box<Vec3<T>>& )
- //
- // Box< Vec3<S> > transform(const Box<Vec3<S>>&, const Matrix44<T>&)
- // Box< Vec3<S> > affineTransform(const Box<Vec3<S>>&, const Matrix44<T>&)
- //
- // void transform(const Box<Vec3<S>>&, const Matrix44<T>&, Box<V3ec3<S>>&)
- // void affineTransform(const Box<Vec3<S>>&,
- // const Matrix44<T>&,
- // Box<V3ec3<S>>&)
- //
- // bool findEntryAndExitPoints(const Line<T> &line,
- // const Box< Vec3<T> > &box,
- // Vec3<T> &enterPoint,
- // Vec3<T> &exitPoint)
- //
- // bool intersects(const Box<Vec3<T>> &box,
- // const Line3<T> &ray,
- // Vec3<T> intersectionPoint)
- //
- // bool intersects(const Box<Vec3<T>> &box, const Line3<T> &ray)
- //
- //---------------------------------------------------------------------------
- #include "ImathBox.h"
- #include "ImathMatrix.h"
- #include "ImathLineAlgo.h"
- #include "ImathPlane.h"
- #include "ImathNamespace.h"
- IMATH_INTERNAL_NAMESPACE_HEADER_ENTER
- template <class T>
- inline T
- clip (const T &p, const Box<T> &box)
- {
- //
- // Clip the coordinates of a point, p, against a box.
- // The result, q, is the closest point to p that is inside the box.
- //
- T q;
- for (int i = 0; i < int (box.min.dimensions()); i++)
- {
- if (p[i] < box.min[i])
- q[i] = box.min[i];
- else if (p[i] > box.max[i])
- q[i] = box.max[i];
- else
- q[i] = p[i];
- }
- return q;
- }
- template <class T>
- inline T
- closestPointInBox (const T &p, const Box<T> &box)
- {
- return clip (p, box);
- }
- template <class T>
- Vec3<T>
- closestPointOnBox (const Vec3<T> &p, const Box< Vec3<T> > &box)
- {
- //
- // Find the point, q, on the surface of
- // the box, that is closest to point p.
- //
- // If the box is empty, return p.
- //
- if (box.isEmpty())
- return p;
- Vec3<T> q = closestPointInBox (p, box);
- if (q == p)
- {
- Vec3<T> d1 = p - box.min;
- Vec3<T> d2 = box.max - p;
- Vec3<T> d ((d1.x < d2.x)? d1.x: d2.x,
- (d1.y < d2.y)? d1.y: d2.y,
- (d1.z < d2.z)? d1.z: d2.z);
- if (d.x < d.y && d.x < d.z)
- {
- q.x = (d1.x < d2.x)? box.min.x: box.max.x;
- }
- else if (d.y < d.z)
- {
- q.y = (d1.y < d2.y)? box.min.y: box.max.y;
- }
- else
- {
- q.z = (d1.z < d2.z)? box.min.z: box.max.z;
- }
- }
- return q;
- }
- template <class S, class T>
- Box< Vec3<S> >
- transform (const Box< Vec3<S> > &box, const Matrix44<T> &m)
- {
- //
- // Transform a 3D box by a matrix, and compute a new box that
- // tightly encloses the transformed box.
- //
- // If m is an affine transform, then we use James Arvo's fast
- // method as described in "Graphics Gems", Academic Press, 1990,
- // pp. 548-550.
- //
- //
- // A transformed empty box is still empty, and a transformed infinite box
- // is still infinite
- //
- if (box.isEmpty() || box.isInfinite())
- return box;
- //
- // If the last column of m is (0 0 0 1) then m is an affine
- // transform, and we use the fast Graphics Gems trick.
- //
- if (m[0][3] == 0 && m[1][3] == 0 && m[2][3] == 0 && m[3][3] == 1)
- {
- Box< Vec3<S> > newBox;
- for (int i = 0; i < 3; i++)
- {
- newBox.min[i] = newBox.max[i] = (S) m[3][i];
- for (int j = 0; j < 3; j++)
- {
- S a, b;
- a = (S) m[j][i] * box.min[j];
- b = (S) m[j][i] * box.max[j];
- if (a < b)
- {
- newBox.min[i] += a;
- newBox.max[i] += b;
- }
- else
- {
- newBox.min[i] += b;
- newBox.max[i] += a;
- }
- }
- }
- return newBox;
- }
- //
- // M is a projection matrix. Do things the naive way:
- // Transform the eight corners of the box, and find an
- // axis-parallel box that encloses the transformed corners.
- //
- Vec3<S> points[8];
- points[0][0] = points[1][0] = points[2][0] = points[3][0] = box.min[0];
- points[4][0] = points[5][0] = points[6][0] = points[7][0] = box.max[0];
- points[0][1] = points[1][1] = points[4][1] = points[5][1] = box.min[1];
- points[2][1] = points[3][1] = points[6][1] = points[7][1] = box.max[1];
- points[0][2] = points[2][2] = points[4][2] = points[6][2] = box.min[2];
- points[1][2] = points[3][2] = points[5][2] = points[7][2] = box.max[2];
- Box< Vec3<S> > newBox;
- for (int i = 0; i < 8; i++)
- newBox.extendBy (points[i] * m);
- return newBox;
- }
- template <class S, class T>
- void
- transform (const Box< Vec3<S> > &box,
- const Matrix44<T> &m,
- Box< Vec3<S> > &result)
- {
- //
- // Transform a 3D box by a matrix, and compute a new box that
- // tightly encloses the transformed box.
- //
- // If m is an affine transform, then we use James Arvo's fast
- // method as described in "Graphics Gems", Academic Press, 1990,
- // pp. 548-550.
- //
- //
- // A transformed empty box is still empty, and a transformed infinite
- // box is still infinite
- //
- if (box.isEmpty() || box.isInfinite())
- {
- return;
- }
- //
- // If the last column of m is (0 0 0 1) then m is an affine
- // transform, and we use the fast Graphics Gems trick.
- //
- if (m[0][3] == 0 && m[1][3] == 0 && m[2][3] == 0 && m[3][3] == 1)
- {
- for (int i = 0; i < 3; i++)
- {
- result.min[i] = result.max[i] = (S) m[3][i];
- for (int j = 0; j < 3; j++)
- {
- S a, b;
- a = (S) m[j][i] * box.min[j];
- b = (S) m[j][i] * box.max[j];
- if (a < b)
- {
- result.min[i] += a;
- result.max[i] += b;
- }
- else
- {
- result.min[i] += b;
- result.max[i] += a;
- }
- }
- }
- return;
- }
- //
- // M is a projection matrix. Do things the naive way:
- // Transform the eight corners of the box, and find an
- // axis-parallel box that encloses the transformed corners.
- //
- Vec3<S> points[8];
- points[0][0] = points[1][0] = points[2][0] = points[3][0] = box.min[0];
- points[4][0] = points[5][0] = points[6][0] = points[7][0] = box.max[0];
- points[0][1] = points[1][1] = points[4][1] = points[5][1] = box.min[1];
- points[2][1] = points[3][1] = points[6][1] = points[7][1] = box.max[1];
- points[0][2] = points[2][2] = points[4][2] = points[6][2] = box.min[2];
- points[1][2] = points[3][2] = points[5][2] = points[7][2] = box.max[2];
- for (int i = 0; i < 8; i++)
- result.extendBy (points[i] * m);
- }
- template <class S, class T>
- Box< Vec3<S> >
- affineTransform (const Box< Vec3<S> > &box, const Matrix44<T> &m)
- {
- //
- // Transform a 3D box by a matrix whose rightmost column
- // is (0 0 0 1), and compute a new box that tightly encloses
- // the transformed box.
- //
- // As in the transform() function, above, we use James Arvo's
- // fast method.
- //
- if (box.isEmpty() || box.isInfinite())
- {
- //
- // A transformed empty or infinite box is still empty or infinite
- //
- return box;
- }
- Box< Vec3<S> > newBox;
- for (int i = 0; i < 3; i++)
- {
- newBox.min[i] = newBox.max[i] = (S) m[3][i];
- for (int j = 0; j < 3; j++)
- {
- S a, b;
- a = (S) m[j][i] * box.min[j];
- b = (S) m[j][i] * box.max[j];
- if (a < b)
- {
- newBox.min[i] += a;
- newBox.max[i] += b;
- }
- else
- {
- newBox.min[i] += b;
- newBox.max[i] += a;
- }
- }
- }
- return newBox;
- }
- template <class S, class T>
- void
- affineTransform (const Box< Vec3<S> > &box,
- const Matrix44<T> &m,
- Box<Vec3<S> > &result)
- {
- //
- // Transform a 3D box by a matrix whose rightmost column
- // is (0 0 0 1), and compute a new box that tightly encloses
- // the transformed box.
- //
- // As in the transform() function, above, we use James Arvo's
- // fast method.
- //
- if (box.isEmpty())
- {
- //
- // A transformed empty box is still empty
- //
- result.makeEmpty();
- return;
- }
- if (box.isInfinite())
- {
- //
- // A transformed infinite box is still infinite
- //
- result.makeInfinite();
- return;
- }
- for (int i = 0; i < 3; i++)
- {
- result.min[i] = result.max[i] = (S) m[3][i];
- for (int j = 0; j < 3; j++)
- {
- S a, b;
- a = (S) m[j][i] * box.min[j];
- b = (S) m[j][i] * box.max[j];
- if (a < b)
- {
- result.min[i] += a;
- result.max[i] += b;
- }
- else
- {
- result.min[i] += b;
- result.max[i] += a;
- }
- }
- }
- }
- template <class T>
- bool
- findEntryAndExitPoints (const Line3<T> &r,
- const Box<Vec3<T> > &b,
- Vec3<T> &entry,
- Vec3<T> &exit)
- {
- //
- // Compute the points where a ray, r, enters and exits a box, b:
- //
- // findEntryAndExitPoints() returns
- //
- // - true if the ray starts inside the box or if the
- // ray starts outside and intersects the box
- //
- // - false otherwise (that is, if the ray does not
- // intersect the box)
- //
- // The entry and exit points are
- //
- // - points on two of the faces of the box when
- // findEntryAndExitPoints() returns true
- // (The entry end exit points may be on either
- // side of the ray's origin)
- //
- // - undefined when findEntryAndExitPoints()
- // returns false
- //
- if (b.isEmpty())
- {
- //
- // No ray intersects an empty box
- //
- return false;
- }
- //
- // The following description assumes that the ray's origin is outside
- // the box, but the code below works even if the origin is inside the
- // box:
- //
- // Between one and three "frontfacing" sides of the box are oriented
- // towards the ray's origin, and between one and three "backfacing"
- // sides are oriented away from the ray's origin.
- // We intersect the ray with the planes that contain the sides of the
- // box, and compare the distances between the ray's origin and the
- // ray-plane intersections. The ray intersects the box if the most
- // distant frontfacing intersection is nearer than the nearest
- // backfacing intersection. If the ray does intersect the box, then
- // the most distant frontfacing ray-plane intersection is the entry
- // point and the nearest backfacing ray-plane intersection is the
- // exit point.
- //
- const T TMAX = limits<T>::max();
- T tFrontMax = -TMAX;
- T tBackMin = TMAX;
- //
- // Minimum and maximum X sides.
- //
- if (r.dir.x >= 0)
- {
- T d1 = b.max.x - r.pos.x;
- T d2 = b.min.x - r.pos.x;
- if (r.dir.x > 1 ||
- (abs (d1) < TMAX * r.dir.x &&
- abs (d2) < TMAX * r.dir.x))
- {
- T t1 = d1 / r.dir.x;
- T t2 = d2 / r.dir.x;
- if (tBackMin > t1)
- {
- tBackMin = t1;
- exit.x = b.max.x;
- exit.y = clamp (r.pos.y + t1 * r.dir.y, b.min.y, b.max.y);
- exit.z = clamp (r.pos.z + t1 * r.dir.z, b.min.z, b.max.z);
- }
- if (tFrontMax < t2)
- {
- tFrontMax = t2;
- entry.x = b.min.x;
- entry.y = clamp (r.pos.y + t2 * r.dir.y, b.min.y, b.max.y);
- entry.z = clamp (r.pos.z + t2 * r.dir.z, b.min.z, b.max.z);
- }
- }
- else if (r.pos.x < b.min.x || r.pos.x > b.max.x)
- {
- return false;
- }
- }
- else // r.dir.x < 0
- {
- T d1 = b.min.x - r.pos.x;
- T d2 = b.max.x - r.pos.x;
- if (r.dir.x < -1 ||
- (abs (d1) < -TMAX * r.dir.x &&
- abs (d2) < -TMAX * r.dir.x))
- {
- T t1 = d1 / r.dir.x;
- T t2 = d2 / r.dir.x;
- if (tBackMin > t1)
- {
- tBackMin = t1;
- exit.x = b.min.x;
- exit.y = clamp (r.pos.y + t1 * r.dir.y, b.min.y, b.max.y);
- exit.z = clamp (r.pos.z + t1 * r.dir.z, b.min.z, b.max.z);
- }
- if (tFrontMax < t2)
- {
- tFrontMax = t2;
- entry.x = b.max.x;
- entry.y = clamp (r.pos.y + t2 * r.dir.y, b.min.y, b.max.y);
- entry.z = clamp (r.pos.z + t2 * r.dir.z, b.min.z, b.max.z);
- }
- }
- else if (r.pos.x < b.min.x || r.pos.x > b.max.x)
- {
- return false;
- }
- }
- //
- // Minimum and maximum Y sides.
- //
- if (r.dir.y >= 0)
- {
- T d1 = b.max.y - r.pos.y;
- T d2 = b.min.y - r.pos.y;
- if (r.dir.y > 1 ||
- (abs (d1) < TMAX * r.dir.y &&
- abs (d2) < TMAX * r.dir.y))
- {
- T t1 = d1 / r.dir.y;
- T t2 = d2 / r.dir.y;
- if (tBackMin > t1)
- {
- tBackMin = t1;
- exit.x = clamp (r.pos.x + t1 * r.dir.x, b.min.x, b.max.x);
- exit.y = b.max.y;
- exit.z = clamp (r.pos.z + t1 * r.dir.z, b.min.z, b.max.z);
- }
- if (tFrontMax < t2)
- {
- tFrontMax = t2;
- entry.x = clamp (r.pos.x + t2 * r.dir.x, b.min.x, b.max.x);
- entry.y = b.min.y;
- entry.z = clamp (r.pos.z + t2 * r.dir.z, b.min.z, b.max.z);
- }
- }
- else if (r.pos.y < b.min.y || r.pos.y > b.max.y)
- {
- return false;
- }
- }
- else // r.dir.y < 0
- {
- T d1 = b.min.y - r.pos.y;
- T d2 = b.max.y - r.pos.y;
- if (r.dir.y < -1 ||
- (abs (d1) < -TMAX * r.dir.y &&
- abs (d2) < -TMAX * r.dir.y))
- {
- T t1 = d1 / r.dir.y;
- T t2 = d2 / r.dir.y;
- if (tBackMin > t1)
- {
- tBackMin = t1;
- exit.x = clamp (r.pos.x + t1 * r.dir.x, b.min.x, b.max.x);
- exit.y = b.min.y;
- exit.z = clamp (r.pos.z + t1 * r.dir.z, b.min.z, b.max.z);
- }
- if (tFrontMax < t2)
- {
- tFrontMax = t2;
- entry.x = clamp (r.pos.x + t2 * r.dir.x, b.min.x, b.max.x);
- entry.y = b.max.y;
- entry.z = clamp (r.pos.z + t2 * r.dir.z, b.min.z, b.max.z);
- }
- }
- else if (r.pos.y < b.min.y || r.pos.y > b.max.y)
- {
- return false;
- }
- }
- //
- // Minimum and maximum Z sides.
- //
- if (r.dir.z >= 0)
- {
- T d1 = b.max.z - r.pos.z;
- T d2 = b.min.z - r.pos.z;
- if (r.dir.z > 1 ||
- (abs (d1) < TMAX * r.dir.z &&
- abs (d2) < TMAX * r.dir.z))
- {
- T t1 = d1 / r.dir.z;
- T t2 = d2 / r.dir.z;
- if (tBackMin > t1)
- {
- tBackMin = t1;
- exit.x = clamp (r.pos.x + t1 * r.dir.x, b.min.x, b.max.x);
- exit.y = clamp (r.pos.y + t1 * r.dir.y, b.min.y, b.max.y);
- exit.z = b.max.z;
- }
- if (tFrontMax < t2)
- {
- tFrontMax = t2;
- entry.x = clamp (r.pos.x + t2 * r.dir.x, b.min.x, b.max.x);
- entry.y = clamp (r.pos.y + t2 * r.dir.y, b.min.y, b.max.y);
- entry.z = b.min.z;
- }
- }
- else if (r.pos.z < b.min.z || r.pos.z > b.max.z)
- {
- return false;
- }
- }
- else // r.dir.z < 0
- {
- T d1 = b.min.z - r.pos.z;
- T d2 = b.max.z - r.pos.z;
- if (r.dir.z < -1 ||
- (abs (d1) < -TMAX * r.dir.z &&
- abs (d2) < -TMAX * r.dir.z))
- {
- T t1 = d1 / r.dir.z;
- T t2 = d2 / r.dir.z;
- if (tBackMin > t1)
- {
- tBackMin = t1;
- exit.x = clamp (r.pos.x + t1 * r.dir.x, b.min.x, b.max.x);
- exit.y = clamp (r.pos.y + t1 * r.dir.y, b.min.y, b.max.y);
- exit.z = b.min.z;
- }
- if (tFrontMax < t2)
- {
- tFrontMax = t2;
- entry.x = clamp (r.pos.x + t2 * r.dir.x, b.min.x, b.max.x);
- entry.y = clamp (r.pos.y + t2 * r.dir.y, b.min.y, b.max.y);
- entry.z = b.max.z;
- }
- }
- else if (r.pos.z < b.min.z || r.pos.z > b.max.z)
- {
- return false;
- }
- }
- return tFrontMax <= tBackMin;
- }
- template<class T>
- bool
- intersects (const Box< Vec3<T> > &b, const Line3<T> &r, Vec3<T> &ip)
- {
- //
- // Intersect a ray, r, with a box, b, and compute the intersection
- // point, ip:
- //
- // intersect() returns
- //
- // - true if the ray starts inside the box or if the
- // ray starts outside and intersects the box
- //
- // - false if the ray starts outside the box and intersects it,
- // but the intersection is behind the ray's origin.
- //
- // - false if the ray starts outside and does not intersect it
- //
- // The intersection point is
- //
- // - the ray's origin if the ray starts inside the box
- //
- // - a point on one of the faces of the box if the ray
- // starts outside the box
- //
- // - undefined when intersect() returns false
- //
- if (b.isEmpty())
- {
- //
- // No ray intersects an empty box
- //
- return false;
- }
- if (b.intersects (r.pos))
- {
- //
- // The ray starts inside the box
- //
- ip = r.pos;
- return true;
- }
- //
- // The ray starts outside the box. Between one and three "frontfacing"
- // sides of the box are oriented towards the ray, and between one and
- // three "backfacing" sides are oriented away from the ray.
- // We intersect the ray with the planes that contain the sides of the
- // box, and compare the distances between ray's origin and the ray-plane
- // intersections.
- // The ray intersects the box if the most distant frontfacing intersection
- // is nearer than the nearest backfacing intersection. If the ray does
- // intersect the box, then the most distant frontfacing ray-plane
- // intersection is the ray-box intersection.
- //
- const T TMAX = limits<T>::max();
- T tFrontMax = -1;
- T tBackMin = TMAX;
- //
- // Minimum and maximum X sides.
- //
- if (r.dir.x > 0)
- {
- if (r.pos.x > b.max.x)
- return false;
- T d = b.max.x - r.pos.x;
- if (r.dir.x > 1 || d < TMAX * r.dir.x)
- {
- T t = d / r.dir.x;
- if (tBackMin > t)
- tBackMin = t;
- }
- if (r.pos.x <= b.min.x)
- {
- T d = b.min.x - r.pos.x;
- T t = (r.dir.x > 1 || d < TMAX * r.dir.x)? d / r.dir.x: TMAX;
- if (tFrontMax < t)
- {
- tFrontMax = t;
- ip.x = b.min.x;
- ip.y = clamp (r.pos.y + t * r.dir.y, b.min.y, b.max.y);
- ip.z = clamp (r.pos.z + t * r.dir.z, b.min.z, b.max.z);
- }
- }
- }
- else if (r.dir.x < 0)
- {
- if (r.pos.x < b.min.x)
- return false;
- T d = b.min.x - r.pos.x;
- if (r.dir.x < -1 || d > TMAX * r.dir.x)
- {
- T t = d / r.dir.x;
- if (tBackMin > t)
- tBackMin = t;
- }
- if (r.pos.x >= b.max.x)
- {
- T d = b.max.x - r.pos.x;
- T t = (r.dir.x < -1 || d > TMAX * r.dir.x)? d / r.dir.x: TMAX;
- if (tFrontMax < t)
- {
- tFrontMax = t;
- ip.x = b.max.x;
- ip.y = clamp (r.pos.y + t * r.dir.y, b.min.y, b.max.y);
- ip.z = clamp (r.pos.z + t * r.dir.z, b.min.z, b.max.z);
- }
- }
- }
- else // r.dir.x == 0
- {
- if (r.pos.x < b.min.x || r.pos.x > b.max.x)
- return false;
- }
- //
- // Minimum and maximum Y sides.
- //
- if (r.dir.y > 0)
- {
- if (r.pos.y > b.max.y)
- return false;
- T d = b.max.y - r.pos.y;
- if (r.dir.y > 1 || d < TMAX * r.dir.y)
- {
- T t = d / r.dir.y;
- if (tBackMin > t)
- tBackMin = t;
- }
- if (r.pos.y <= b.min.y)
- {
- T d = b.min.y - r.pos.y;
- T t = (r.dir.y > 1 || d < TMAX * r.dir.y)? d / r.dir.y: TMAX;
- if (tFrontMax < t)
- {
- tFrontMax = t;
- ip.x = clamp (r.pos.x + t * r.dir.x, b.min.x, b.max.x);
- ip.y = b.min.y;
- ip.z = clamp (r.pos.z + t * r.dir.z, b.min.z, b.max.z);
- }
- }
- }
- else if (r.dir.y < 0)
- {
- if (r.pos.y < b.min.y)
- return false;
- T d = b.min.y - r.pos.y;
- if (r.dir.y < -1 || d > TMAX * r.dir.y)
- {
- T t = d / r.dir.y;
- if (tBackMin > t)
- tBackMin = t;
- }
- if (r.pos.y >= b.max.y)
- {
- T d = b.max.y - r.pos.y;
- T t = (r.dir.y < -1 || d > TMAX * r.dir.y)? d / r.dir.y: TMAX;
-
- if (tFrontMax < t)
- {
- tFrontMax = t;
- ip.x = clamp (r.pos.x + t * r.dir.x, b.min.x, b.max.x);
- ip.y = b.max.y;
- ip.z = clamp (r.pos.z + t * r.dir.z, b.min.z, b.max.z);
- }
- }
- }
- else // r.dir.y == 0
- {
- if (r.pos.y < b.min.y || r.pos.y > b.max.y)
- return false;
- }
- //
- // Minimum and maximum Z sides.
- //
- if (r.dir.z > 0)
- {
- if (r.pos.z > b.max.z)
- return false;
- T d = b.max.z - r.pos.z;
- if (r.dir.z > 1 || d < TMAX * r.dir.z)
- {
- T t = d / r.dir.z;
- if (tBackMin > t)
- tBackMin = t;
- }
- if (r.pos.z <= b.min.z)
- {
- T d = b.min.z - r.pos.z;
- T t = (r.dir.z > 1 || d < TMAX * r.dir.z)? d / r.dir.z: TMAX;
-
- if (tFrontMax < t)
- {
- tFrontMax = t;
- ip.x = clamp (r.pos.x + t * r.dir.x, b.min.x, b.max.x);
- ip.y = clamp (r.pos.y + t * r.dir.y, b.min.y, b.max.y);
- ip.z = b.min.z;
- }
- }
- }
- else if (r.dir.z < 0)
- {
- if (r.pos.z < b.min.z)
- return false;
- T d = b.min.z - r.pos.z;
- if (r.dir.z < -1 || d > TMAX * r.dir.z)
- {
- T t = d / r.dir.z;
- if (tBackMin > t)
- tBackMin = t;
- }
- if (r.pos.z >= b.max.z)
- {
- T d = b.max.z - r.pos.z;
- T t = (r.dir.z < -1 || d > TMAX * r.dir.z)? d / r.dir.z: TMAX;
-
- if (tFrontMax < t)
- {
- tFrontMax = t;
- ip.x = clamp (r.pos.x + t * r.dir.x, b.min.x, b.max.x);
- ip.y = clamp (r.pos.y + t * r.dir.y, b.min.y, b.max.y);
- ip.z = b.max.z;
- }
- }
- }
- else // r.dir.z == 0
- {
- if (r.pos.z < b.min.z || r.pos.z > b.max.z)
- return false;
- }
- return tFrontMax <= tBackMin;
- }
- template<class T>
- bool
- intersects (const Box< Vec3<T> > &box, const Line3<T> &ray)
- {
- Vec3<T> ignored;
- return intersects (box, ray, ignored);
- }
- IMATH_INTERNAL_NAMESPACE_HEADER_EXIT
- #endif // INCLUDED_IMATHBOXALGO_H
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