[算法]三角形与立方体重叠测试

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//AABBtriangle.h
#pragma once
/********************************************************/ 
/* AABB-triangle overlap test code */ 					
/* Function: int triBoxOverlap(float boxcenter[3], float boxhalfsize[3], float triverts[3][3]); */	
/********************************************************/
#include <math.h> 
#include <stdio.h> 
#define X 0 
#define Y 1 
#define Z 2
#define CROSS(dest,v1,v2) dest[0] = v1[1] * v2[2] - v1[2] * v2[1];dest[1] = v1[2] * v2[0] - v1[0] * v2[2];dest[2] = v1[0] * v2[1] - v1[1] * v2[0];
#define DOT(v1,v2) v1[0]*v2[0]+v1[1]*v2[1]+v1[2]*v2[2] 
#define SUB(dest,v1,v2)  dest[0] = v1[0] - v2[0];dest[1] = v1[1] - v2[1]; dest[2] = v1[2] - v2[2];
#define FINDMINMAX(x0,x1,x2,min,max) min = max = x0; if (x1 < min) min = x1; if (x1 > max) max = x1; if (x2 < min) min = x2; if (x2 > max) max = x2;

int planeBoxOverlap(float normal[3], float d, float maxbox[3]);

/*======================== X-tests ========================*/ 
#define AXISTEST_X01(a, b, fa, fb) p0 = a*v0[Y] - b*v0[Z];p2 = a*v2[Y] - b*v2[Z]; if (p0<p2) { min = p0; max = p2; } else { min = p2; max = p0; } rad = fa * boxhalfsize[Y] + fb * boxhalfsize[Z]; if (min>rad || max<-rad) return 0;
#define AXISTEST_X2(a, b, fa, fb)  p0 = a*v0[Y] - b*v0[Z]; p1 = a*v1[Y] - b*v1[Z]; if (p0<p1) { min = p0; max = p1; }else { min = p1; max = p0; } rad = fa * boxhalfsize[Y] + fb * boxhalfsize[Z]; if (min>rad || max<-rad) return 0;

/*======================== Y-tests ========================*/ 
#define AXISTEST_Y02(a, b, fa, fb) p0 = -a*v0[X] + b*v0[Z]; p2 = -a*v2[X] + b*v2[Z];if (p0<p2) { min = p0; max = p2; }else { min = p2; max = p0; } rad = fa * boxhalfsize[X] + fb * boxhalfsize[Z]; if (min>rad || max<-rad) return 0;
#define AXISTEST_Y1(a, b, fa, fb)  p0 = -a*v0[X] + b*v0[Z]; p1 = -a*v1[X] + b*v1[Z];if (p0<p1) { min = p0; max = p1; }else { min = p1; max = p0; } rad = fa * boxhalfsize[X] + fb * boxhalfsize[Z]; if (min>rad || max<-rad) return 0;

/*======================== Z-tests ========================*/ 
#define AXISTEST_Z12(a, b, fa, fb)  p1 = a*v1[X] - b*v1[Y];  p2 = a*v2[X] - b*v2[Y]; if (p2<p1) { min = p2; max = p1; }else { min = p1; max = p2; }rad = fa * boxhalfsize[X] + fb * boxhalfsize[Y]; if (min>rad || max<-rad) return 0;
#define AXISTEST_Z0(a, b, fa, fb)   p0 = a*v0[X] - b*v0[Y];  p1 = a*v1[X] - b*v1[Y]; if (p0<p1) { min = p0; max = p1; }else { min = p1; max = p0; }rad = fa * boxhalfsize[X] + fb * boxhalfsize[Y]; if (min>rad || max<-rad) return 0;

int triBoxOverlap(float boxcenter[3], float boxhalfsize[3], float triverts[3][3]);

  

//AABBtriangle.cpp
#include"AABBtriangle.h"

int planeBoxOverlap(float normal[3], float d, float maxbox[3])
{
	int q;
	float vmin[3], vmax[3];
	for (q = X; q <= Z; q++)
	{
		if (normal[q] > 0.0f)
		{
			vmin[q] = -maxbox[q];
			vmax[q] = maxbox[q];
		}
		else
		{
			vmin[q] = maxbox[q];
			vmax[q] = -maxbox[q];
		}
	}
	if (DOT(normal, vmin) + d > 0.0f) return 0;
	if (DOT(normal, vmax) + d >= 0.0f) return 1;
	return 0;
}


int triBoxOverlap(float boxcenter[3], float boxhalfsize[3], float triverts[3][3])
{
	/* use separating axis theorem to test overlap between triangle and box */
	/* need to test for overlap in these directions: */
	/* 1) the {x,y,z}-directions (actually, since we use the AABB of the triangle */
	/* we do not even need to test these) */
	/* 2) normal of the triangle */
	/* 3) crossproduct(edge from tri, {x,y,z}-directin) */
	/* this gives 3x3=9 more tests */

	float v0[3], v1[3], v2[3];
	float axis[3];
	float min, max, d, p0, p1, p2, rad, fex, fey, fez; 
	float normal[3], e0[3], e1[3], e2[3];

	/* This is the fastest branch on Sun */ 
	/* move everything so that the boxcenter is in (0,0,0) */
	SUB(v0,triverts[0],boxcenter); 
	SUB(v1, triverts[1], boxcenter);
	SUB(v2, triverts[2], boxcenter); 
	
	/* compute triangle edges */
	SUB(e0, v1, v0); /* tri edge 0 */ 
	SUB(e1, v2, v1); /* tri edge 1 */
	SUB(e2, v0, v2); /* tri edge 2 */
					 
	/* Bullet 3: */
	/* test the 9 tests first (this was faster) */
	fex = fabs(e0[X]); 
	fey = fabs(e0[Y]);
	fez = fabs(e0[Z]);
	AXISTEST_X01(e0[Z], e0[Y], fez, fey);
	AXISTEST_Y02(e0[Z], e0[X], fez, fex);
	AXISTEST_Z12(e0[Y], e0[X], fey, fex);

	fex = fabs(e1[X]); 
	fey = fabs(e1[Y]);
	fez = fabs(e1[Z]);
	AXISTEST_X01(e1[Z], e1[Y], fez, fey);
	AXISTEST_Y02(e1[Z], e1[X], fez, fex); 
	AXISTEST_Z0(e1[Y], e1[X], fey, fex);

	fex = fabs(e2[X]); 
	fey = fabs(e2[Y]);
	fez = fabs(e2[Z]); 
	AXISTEST_X2(e2[Z], e2[Y], fez, fey);
	AXISTEST_Y1(e2[Z], e2[X], fez, fex); 
	AXISTEST_Z12(e2[Y], e2[X], fey, fex);

	/* Bullet 1: */ 
	/* first test overlap in the {x,y,z}-directions */
	/* find min, max of the triangle each direction, and test for overlap in */
	/* that direction -- this is equivalent to testing a minimal AABB around */
	/*  the triangle against the AABB */ 
	/* test in X-direction */
	FINDMINMAX(v0[X],v1[X],v2[X],min,max);
	if (min>boxhalfsize[X] || max<-boxhalfsize[X]) return 0;

	/* test in Y-direction */
	FINDMINMAX(v0[Y], v1[Y], v2[Y], min, max);
	if (min>boxhalfsize[Y] || max<-boxhalfsize[Y]) return 0; 
	
	/* test in Z-direction */
	FINDMINMAX(v0[Z], v1[Z], v2[Z], min, max); 
	if (min>boxhalfsize[Z] || max<-boxhalfsize[Z]) return 0;

	/* Bullet 2: */ 
	/* test if the box intersects the plane of the triangle */
	/* compute plane equation of triangle: normal*x+d=0 */
	CROSS(normal, e0, e1);
	d = -DOT(normal, v0); /* plane eq: normal.x+d=0 */
	if (!planeBoxOverlap(normal, d, boxhalfsize)) return 0;
	return 1; /* box and triangle overlaps */

}

  

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