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authorJoe Ludwig <[email protected]>2013-06-26 15:22:04 -0700
committerJoe Ludwig <[email protected]>2013-06-26 15:22:04 -0700
commit39ed87570bdb2f86969d4be821c94b722dc71179 (patch)
treeabc53757f75f40c80278e87650ea92808274aa59 /mp/src/public/collisionutils.cpp
downloadsource-sdk-2013-39ed87570bdb2f86969d4be821c94b722dc71179.tar.xz
source-sdk-2013-39ed87570bdb2f86969d4be821c94b722dc71179.zip
First version of the SOurce SDK 2013
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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose: Common collision utility methods
+//
+// $Header: $
+// $NoKeywords: $
+//=============================================================================//
+
+#if !defined(_STATIC_LINKED) || defined(_SHARED_LIB)
+
+#include "collisionutils.h"
+#include "cmodel.h"
+#include "mathlib/mathlib.h"
+#include "mathlib/vector.h"
+#include "tier0/dbg.h"
+#include <float.h>
+#include "mathlib/vector4d.h"
+#include "trace.h"
+
+// memdbgon must be the last include file in a .cpp file!!!
+#include "tier0/memdbgon.h"
+
+#define UNINIT -99999.0
+
+//-----------------------------------------------------------------------------
+// Clears the trace
+//-----------------------------------------------------------------------------
+static void Collision_ClearTrace( const Vector &vecRayStart, const Vector &vecRayDelta, CBaseTrace *pTrace )
+{
+ pTrace->startpos = vecRayStart;
+ pTrace->endpos = vecRayStart;
+ pTrace->endpos += vecRayDelta;
+ pTrace->startsolid = false;
+ pTrace->allsolid = false;
+ pTrace->fraction = 1.0f;
+ pTrace->contents = 0;
+}
+
+
+//-----------------------------------------------------------------------------
+// Compute the offset in t along the ray that we'll use for the collision
+//-----------------------------------------------------------------------------
+static float ComputeBoxOffset( const Ray_t& ray )
+{
+ if (ray.m_IsRay)
+ return 1e-3f;
+
+ // Find the projection of the box diagonal along the ray...
+ float offset = FloatMakePositive(ray.m_Extents[0] * ray.m_Delta[0]) +
+ FloatMakePositive(ray.m_Extents[1] * ray.m_Delta[1]) +
+ FloatMakePositive(ray.m_Extents[2] * ray.m_Delta[2]);
+
+ // We need to divide twice: Once to normalize the computation above
+ // so we get something in units of extents, and the second to normalize
+ // that with respect to the entire raycast.
+ offset *= InvRSquared( ray.m_Delta );
+
+ // 1e-3 is an epsilon
+ return offset + 1e-3;
+}
+
+
+//-----------------------------------------------------------------------------
+// Intersects a swept box against a triangle
+//-----------------------------------------------------------------------------
+float IntersectRayWithTriangle( const Ray_t& ray,
+ const Vector& v1, const Vector& v2, const Vector& v3, bool oneSided )
+{
+ // This is cute: Use barycentric coordinates to represent the triangle
+ // Vo(1-u-v) + V1u + V2v and intersect that with a line Po + Dt
+ // This gives us 3 equations + 3 unknowns, which we can solve with
+ // Cramer's rule...
+ // E1x u + E2x v - Dx t = Pox - Vox
+ // There's a couple of other optimizations, Cramer's rule involves
+ // computing the determinant of a matrix which has been constructed
+ // by three vectors. It turns out that
+ // det | A B C | = -( A x C ) dot B or -(C x B) dot A
+ // which we'll use below..
+
+ Vector edge1, edge2, org;
+ VectorSubtract( v2, v1, edge1 );
+ VectorSubtract( v3, v1, edge2 );
+
+ // Cull out one-sided stuff
+ if (oneSided)
+ {
+ Vector normal;
+ CrossProduct( edge1, edge2, normal );
+ if (DotProduct( normal, ray.m_Delta ) >= 0.0f)
+ return -1.0f;
+ }
+
+ // FIXME: This is inaccurate, but fast for boxes
+ // We want to do a fast separating axis implementation here
+ // with a swept triangle along the reverse direction of the ray.
+
+ // Compute some intermediary terms
+ Vector dirCrossEdge2, orgCrossEdge1;
+ CrossProduct( ray.m_Delta, edge2, dirCrossEdge2 );
+
+ // Compute the denominator of Cramer's rule:
+ // | -Dx E1x E2x |
+ // det | -Dy E1y E2y | = (D x E2) dot E1
+ // | -Dz E1z E2z |
+ float denom = DotProduct( dirCrossEdge2, edge1 );
+ if( FloatMakePositive( denom ) < 1e-6 )
+ return -1.0f;
+ denom = 1.0f / denom;
+
+ // Compute u. It's gotta lie in the range of 0 to 1.
+ // | -Dx orgx E2x |
+ // u = denom * det | -Dy orgy E2y | = (D x E2) dot org
+ // | -Dz orgz E2z |
+ VectorSubtract( ray.m_Start, v1, org );
+ float u = DotProduct( dirCrossEdge2, org ) * denom;
+ if ((u < 0.0f) || (u > 1.0f))
+ return -1.0f;
+
+ // Compute t and v the same way...
+ // In barycentric coords, u + v < 1
+ CrossProduct( org, edge1, orgCrossEdge1 );
+ float v = DotProduct( orgCrossEdge1, ray.m_Delta ) * denom;
+ if ((v < 0.0f) || (v + u > 1.0f))
+ return -1.0f;
+
+ // Compute the distance along the ray direction that we need to fudge
+ // when using swept boxes
+ float boxt = ComputeBoxOffset( ray );
+ float t = DotProduct( orgCrossEdge1, edge2 ) * denom;
+ if ((t < -boxt) || (t > 1.0f + boxt))
+ return -1.0f;
+
+ return clamp( t, 0.f, 1.f );
+}
+
+//-----------------------------------------------------------------------------
+// computes the barycentric coordinates of an intersection
+//-----------------------------------------------------------------------------
+
+bool ComputeIntersectionBarycentricCoordinates( const Ray_t& ray,
+ const Vector& v1, const Vector& v2, const Vector& v3, float& u, float& v,
+ float *t )
+{
+ Vector edge1, edge2, org;
+ VectorSubtract( v2, v1, edge1 );
+ VectorSubtract( v3, v1, edge2 );
+
+ // Compute some intermediary terms
+ Vector dirCrossEdge2, orgCrossEdge1;
+ CrossProduct( ray.m_Delta, edge2, dirCrossEdge2 );
+
+ // Compute the denominator of Cramer's rule:
+ // | -Dx E1x E2x |
+ // det | -Dy E1y E2y | = (D x E2) dot E1
+ // | -Dz E1z E2z |
+ float denom = DotProduct( dirCrossEdge2, edge1 );
+ if( FloatMakePositive( denom ) < 1e-6 )
+ return false;
+ denom = 1.0f / denom;
+
+ // Compute u. It's gotta lie in the range of 0 to 1.
+ // | -Dx orgx E2x |
+ // u = denom * det | -Dy orgy E2y | = (D x E2) dot org
+ // | -Dz orgz E2z |
+ VectorSubtract( ray.m_Start, v1, org );
+ u = DotProduct( dirCrossEdge2, org ) * denom;
+
+ // Compute t and v the same way...
+ // In barycentric coords, u + v < 1
+ CrossProduct( org, edge1, orgCrossEdge1 );
+ v = DotProduct( orgCrossEdge1, ray.m_Delta ) * denom;
+
+ // Compute the distance along the ray direction that we need to fudge
+ // when using swept boxes
+ if( t )
+ {
+ float boxt = ComputeBoxOffset( ray );
+ *t = DotProduct( orgCrossEdge1, edge2 ) * denom;
+ if( ( *t < -boxt ) || ( *t > 1.0f + boxt ) )
+ return false;
+ }
+
+ return true;
+}
+
+//-----------------------------------------------------------------------------
+// Intersects a plane with a triangle (requires barycentric definition)
+//-----------------------------------------------------------------------------
+
+int IntersectTriangleWithPlaneBarycentric( const Vector& org, const Vector& edgeU,
+ const Vector& edgeV, const Vector4D& plane, Vector2D* pIntersection )
+{
+ // This uses a barycentric method, since we need that to determine
+ // interpolated points, alphas, and normals
+ // Given the plane equation P dot N + d = 0
+ // and the barycentric coodinate equation P = Org + EdgeU * u + EdgeV * v
+ // Plug em in. Intersection occurs at u = 0 or v = 0 or u + v = 1
+
+ float orgDotNormal = DotProduct( org, plane.AsVector3D() );
+ float edgeUDotNormal = DotProduct( edgeU, plane.AsVector3D() );
+ float edgeVDotNormal = DotProduct( edgeV, plane.AsVector3D() );
+
+ int ptIdx = 0;
+
+ // u = 0
+ if ( edgeVDotNormal != 0.0f )
+ {
+ pIntersection[ptIdx].x = 0.0f;
+ pIntersection[ptIdx].y = - ( orgDotNormal - plane.w ) / edgeVDotNormal;
+ if ((pIntersection[ptIdx].y >= 0.0f) && (pIntersection[ptIdx].y <= 1.0f))
+ ++ptIdx;
+ }
+
+ // v = 0
+ if ( edgeUDotNormal != 0.0f )
+ {
+ pIntersection[ptIdx].x = - ( orgDotNormal - plane.w ) / edgeUDotNormal;
+ pIntersection[ptIdx].y = 0.0f;
+ if ((pIntersection[ptIdx].x >= 0.0f) && (pIntersection[ptIdx].x <= 1.0f))
+ ++ptIdx;
+ }
+
+ // u + v = 1
+ if (ptIdx == 2)
+ return ptIdx;
+
+ if ( edgeVDotNormal != edgeUDotNormal )
+ {
+ pIntersection[ptIdx].x = - ( orgDotNormal - plane.w + edgeVDotNormal) /
+ ( edgeUDotNormal - edgeVDotNormal);
+ pIntersection[ptIdx].y = 1.0f - pIntersection[ptIdx].x;;
+ if ((pIntersection[ptIdx].x >= 0.0f) && (pIntersection[ptIdx].x <= 1.0f) &&
+ (pIntersection[ptIdx].y >= 0.0f) && (pIntersection[ptIdx].y <= 1.0f))
+ ++ptIdx;
+ }
+
+ Assert( ptIdx < 3 );
+ return ptIdx;
+}
+
+
+//-----------------------------------------------------------------------------
+// Returns true if a box intersects with a sphere
+//-----------------------------------------------------------------------------
+bool IsSphereIntersectingSphere( const Vector& center1, float radius1,
+ const Vector& center2, float radius2 )
+{
+ Vector delta;
+ VectorSubtract( center2, center1, delta );
+ float distSq = delta.LengthSqr();
+ float radiusSum = radius1 + radius2;
+ return (distSq <= (radiusSum * radiusSum));
+}
+
+
+//-----------------------------------------------------------------------------
+// Returns true if a box intersects with a sphere
+//-----------------------------------------------------------------------------
+bool IsBoxIntersectingSphere( const Vector& boxMin, const Vector& boxMax,
+ const Vector& center, float radius )
+{
+ // See Graphics Gems, box-sphere intersection
+ float dmin = 0.0f;
+ float flDelta;
+
+ // Unrolled the loop.. this is a big cycle stealer...
+ if (center[0] < boxMin[0])
+ {
+ flDelta = center[0] - boxMin[0];
+ dmin += flDelta * flDelta;
+ }
+ else if (center[0] > boxMax[0])
+ {
+ flDelta = boxMax[0] - center[0];
+ dmin += flDelta * flDelta;
+ }
+
+ if (center[1] < boxMin[1])
+ {
+ flDelta = center[1] - boxMin[1];
+ dmin += flDelta * flDelta;
+ }
+ else if (center[1] > boxMax[1])
+ {
+ flDelta = boxMax[1] - center[1];
+ dmin += flDelta * flDelta;
+ }
+
+ if (center[2] < boxMin[2])
+ {
+ flDelta = center[2] - boxMin[2];
+ dmin += flDelta * flDelta;
+ }
+ else if (center[2] > boxMax[2])
+ {
+ flDelta = boxMax[2] - center[2];
+ dmin += flDelta * flDelta;
+ }
+
+ return dmin < radius * radius;
+}
+
+bool IsBoxIntersectingSphereExtents( const Vector& boxCenter, const Vector& boxHalfDiag,
+ const Vector& center, float radius )
+{
+ // See Graphics Gems, box-sphere intersection
+ float dmin = 0.0f;
+ float flDelta, flDiff;
+
+ // Unrolled the loop.. this is a big cycle stealer...
+ flDiff = FloatMakePositive( center.x - boxCenter.x );
+ if (flDiff > boxHalfDiag.x)
+ {
+ flDelta = flDiff - boxHalfDiag.x;
+ dmin += flDelta * flDelta;
+ }
+
+ flDiff = FloatMakePositive( center.y - boxCenter.y );
+ if (flDiff > boxHalfDiag.y)
+ {
+ flDelta = flDiff - boxHalfDiag.y;
+ dmin += flDelta * flDelta;
+ }
+
+ flDiff = FloatMakePositive( center.z - boxCenter.z );
+ if (flDiff > boxHalfDiag.z)
+ {
+ flDelta = flDiff - boxHalfDiag.z;
+ dmin += flDelta * flDelta;
+ }
+
+ return dmin < radius * radius;
+}
+
+
+//-----------------------------------------------------------------------------
+// Returns true if a rectangle intersects with a circle
+//-----------------------------------------------------------------------------
+bool IsCircleIntersectingRectangle( const Vector2D& boxMin, const Vector2D& boxMax,
+ const Vector2D& center, float radius )
+{
+ // See Graphics Gems, box-sphere intersection
+ float dmin = 0.0f;
+ float flDelta;
+
+ if (center[0] < boxMin[0])
+ {
+ flDelta = center[0] - boxMin[0];
+ dmin += flDelta * flDelta;
+ }
+ else if (center[0] > boxMax[0])
+ {
+ flDelta = boxMax[0] - center[0];
+ dmin += flDelta * flDelta;
+ }
+
+ if (center[1] < boxMin[1])
+ {
+ flDelta = center[1] - boxMin[1];
+ dmin += flDelta * flDelta;
+ }
+ else if (center[1] > boxMax[1])
+ {
+ flDelta = boxMax[1] - center[1];
+ dmin += flDelta * flDelta;
+ }
+
+ return dmin < radius * radius;
+}
+
+
+//-----------------------------------------------------------------------------
+// returns true if there's an intersection between ray and sphere
+//-----------------------------------------------------------------------------
+bool IsRayIntersectingSphere( const Vector &vecRayOrigin, const Vector &vecRayDelta,
+ const Vector& vecCenter, float flRadius, float flTolerance )
+{
+ // For this algorithm, find a point on the ray which is closest to the sphere origin
+ // Do this by making a plane passing through the sphere origin
+ // whose normal is parallel to the ray. Intersect that plane with the ray.
+ // Plane: N dot P = I, N = D (ray direction), I = C dot N = C dot D
+ // Ray: P = O + D * t
+ // D dot ( O + D * t ) = C dot D
+ // D dot O + D dot D * t = C dot D
+ // t = (C - O) dot D / D dot D
+ // Clamp t to (0,1)
+ // Find distance of the point on the ray to the sphere center.
+ Assert( flTolerance >= 0.0f );
+ flRadius += flTolerance;
+
+ Vector vecRayToSphere;
+ VectorSubtract( vecCenter, vecRayOrigin, vecRayToSphere );
+ float flNumerator = DotProduct( vecRayToSphere, vecRayDelta );
+
+ float t;
+ if (flNumerator <= 0.0f)
+ {
+ t = 0.0f;
+ }
+ else
+ {
+ float flDenominator = DotProduct( vecRayDelta, vecRayDelta );
+ if ( flNumerator > flDenominator )
+ t = 1.0f;
+ else
+ t = flNumerator / flDenominator;
+ }
+
+ Vector vecClosestPoint;
+ VectorMA( vecRayOrigin, t, vecRayDelta, vecClosestPoint );
+ return ( vecClosestPoint.DistToSqr( vecCenter ) <= flRadius * flRadius );
+
+ // NOTE: This in an alternate algorithm which I didn't use because I'd have to use a sqrt
+ // So it's probably faster to do this other algorithm. I'll leave the comments here
+ // for how to go back if we want to
+
+ // Solve using the ray equation + the sphere equation
+ // P = o + dt
+ // (x - xc)^2 + (y - yc)^2 + (z - zc)^2 = r^2
+ // (ox + dx * t - xc)^2 + (oy + dy * t - yc)^2 + (oz + dz * t - zc)^2 = r^2
+ // (ox - xc)^2 + 2 * (ox-xc) * dx * t + dx^2 * t^2 +
+ // (oy - yc)^2 + 2 * (oy-yc) * dy * t + dy^2 * t^2 +
+ // (oz - zc)^2 + 2 * (oz-zc) * dz * t + dz^2 * t^2 = r^2
+ // (dx^2 + dy^2 + dz^2) * t^2 + 2 * ((ox-xc)dx + (oy-yc)dy + (oz-zc)dz) t +
+ // (ox-xc)^2 + (oy-yc)^2 + (oz-zc)^2 - r^2 = 0
+ // or, t = (-b +/- sqrt( b^2 - 4ac)) / 2a
+ // a = DotProduct( vecRayDelta, vecRayDelta );
+ // b = 2 * DotProduct( vecRayOrigin - vecCenter, vecRayDelta )
+ // c = DotProduct(vecRayOrigin - vecCenter, vecRayOrigin - vecCenter) - flRadius * flRadius;
+ // Valid solutions are possible only if b^2 - 4ac >= 0
+ // Therefore, compute that value + see if we got it
+}
+
+
+//-----------------------------------------------------------------------------
+//
+// IntersectInfiniteRayWithSphere
+//
+// Returns whether or not there was an intersection.
+// Returns the two intersection points
+//
+//-----------------------------------------------------------------------------
+bool IntersectInfiniteRayWithSphere( const Vector &vecRayOrigin, const Vector &vecRayDelta,
+ const Vector &vecSphereCenter, float flRadius, float *pT1, float *pT2 )
+{
+ // Solve using the ray equation + the sphere equation
+ // P = o + dt
+ // (x - xc)^2 + (y - yc)^2 + (z - zc)^2 = r^2
+ // (ox + dx * t - xc)^2 + (oy + dy * t - yc)^2 + (oz + dz * t - zc)^2 = r^2
+ // (ox - xc)^2 + 2 * (ox-xc) * dx * t + dx^2 * t^2 +
+ // (oy - yc)^2 + 2 * (oy-yc) * dy * t + dy^2 * t^2 +
+ // (oz - zc)^2 + 2 * (oz-zc) * dz * t + dz^2 * t^2 = r^2
+ // (dx^2 + dy^2 + dz^2) * t^2 + 2 * ((ox-xc)dx + (oy-yc)dy + (oz-zc)dz) t +
+ // (ox-xc)^2 + (oy-yc)^2 + (oz-zc)^2 - r^2 = 0
+ // or, t = (-b +/- sqrt( b^2 - 4ac)) / 2a
+ // a = DotProduct( vecRayDelta, vecRayDelta );
+ // b = 2 * DotProduct( vecRayOrigin - vecCenter, vecRayDelta )
+ // c = DotProduct(vecRayOrigin - vecCenter, vecRayOrigin - vecCenter) - flRadius * flRadius;
+
+ Vector vecSphereToRay;
+ VectorSubtract( vecRayOrigin, vecSphereCenter, vecSphereToRay );
+
+ float a = DotProduct( vecRayDelta, vecRayDelta );
+
+ // This would occur in the case of a zero-length ray
+ if ( a == 0.0f )
+ {
+ *pT1 = *pT2 = 0.0f;
+ return vecSphereToRay.LengthSqr() <= flRadius * flRadius;
+ }
+
+ float b = 2 * DotProduct( vecSphereToRay, vecRayDelta );
+ float c = DotProduct( vecSphereToRay, vecSphereToRay ) - flRadius * flRadius;
+ float flDiscrim = b * b - 4 * a * c;
+ if ( flDiscrim < 0.0f )
+ return false;
+
+ flDiscrim = sqrt( flDiscrim );
+ float oo2a = 0.5f / a;
+ *pT1 = ( - b - flDiscrim ) * oo2a;
+ *pT2 = ( - b + flDiscrim ) * oo2a;
+ return true;
+}
+
+
+
+//-----------------------------------------------------------------------------
+//
+// IntersectRayWithSphere
+//
+// Returns whether or not there was an intersection.
+// Returns the two intersection points, clamped to (0,1)
+//
+//-----------------------------------------------------------------------------
+bool IntersectRayWithSphere( const Vector &vecRayOrigin, const Vector &vecRayDelta,
+ const Vector &vecSphereCenter, float flRadius, float *pT1, float *pT2 )
+{
+ if ( !IntersectInfiniteRayWithSphere( vecRayOrigin, vecRayDelta, vecSphereCenter, flRadius, pT1, pT2 ) )
+ return false;
+
+ if (( *pT1 > 1.0f ) || ( *pT2 < 0.0f ))
+ return false;
+
+ // Clamp it!
+ if ( *pT1 < 0.0f )
+ *pT1 = 0.0f;
+ if ( *pT2 > 1.0f )
+ *pT2 = 1.0f;
+
+ return true;
+}
+
+
+// returns true if the sphere and cone intersect
+// NOTE: cone sine/cosine are the half angle of the cone
+bool IsSphereIntersectingCone( const Vector &sphereCenter, float sphereRadius, const Vector &coneOrigin, const Vector &coneNormal, float coneSine, float coneCosine )
+{
+ Vector backCenter = coneOrigin - (sphereRadius / coneSine) * coneNormal;
+ Vector delta = sphereCenter - backCenter;
+ float deltaLen = delta.Length();
+ if ( DotProduct(coneNormal, delta) >= deltaLen*coneCosine )
+ {
+ delta = sphereCenter - coneOrigin;
+ deltaLen = delta.Length();
+ if ( -DotProduct(coneNormal, delta) >= deltaLen * coneSine )
+ {
+ return ( deltaLen <= sphereRadius ) ? true : false;
+ }
+ return true;
+ }
+ return false;
+}
+
+
+
+//-----------------------------------------------------------------------------
+// returns true if the point is in the box
+//-----------------------------------------------------------------------------
+bool IsPointInBox( const Vector& pt, const Vector& boxMin, const Vector& boxMax )
+{
+ Assert( boxMin[0] <= boxMax[0] );
+ Assert( boxMin[1] <= boxMax[1] );
+ Assert( boxMin[2] <= boxMax[2] );
+
+ // on x360, force use of SIMD version.
+ if (IsX360())
+ {
+ return IsPointInBox( LoadUnaligned3SIMD(pt.Base()), LoadUnaligned3SIMD(boxMin.Base()), LoadUnaligned3SIMD(boxMax.Base()) ) ;
+ }
+
+ if ( (pt[0] > boxMax[0]) || (pt[0] < boxMin[0]) )
+ return false;
+ if ( (pt[1] > boxMax[1]) || (pt[1] < boxMin[1]) )
+ return false;
+ if ( (pt[2] > boxMax[2]) || (pt[2] < boxMin[2]) )
+ return false;
+ return true;
+}
+
+
+bool IsPointInCone( const Vector &pt, const Vector &origin, const Vector &axis, float cosAngle, float length )
+{
+ Vector delta = pt - origin;
+ float dist = VectorNormalize( delta );
+ float dot = DotProduct( delta, axis );
+ if ( dot < cosAngle )
+ return false;
+ if ( dist * dot > length )
+ return false;
+
+ return true;
+}
+
+
+//-----------------------------------------------------------------------------
+// returns true if there's an intersection between two boxes
+//-----------------------------------------------------------------------------
+bool IsBoxIntersectingBox( const Vector& boxMin1, const Vector& boxMax1,
+ const Vector& boxMin2, const Vector& boxMax2 )
+{
+ Assert( boxMin1[0] <= boxMax1[0] );
+ Assert( boxMin1[1] <= boxMax1[1] );
+ Assert( boxMin1[2] <= boxMax1[2] );
+ Assert( boxMin2[0] <= boxMax2[0] );
+ Assert( boxMin2[1] <= boxMax2[1] );
+ Assert( boxMin2[2] <= boxMax2[2] );
+
+ if ( (boxMin1[0] > boxMax2[0]) || (boxMax1[0] < boxMin2[0]) )
+ return false;
+ if ( (boxMin1[1] > boxMax2[1]) || (boxMax1[1] < boxMin2[1]) )
+ return false;
+ if ( (boxMin1[2] > boxMax2[2]) || (boxMax1[2] < boxMin2[2]) )
+ return false;
+ return true;
+}
+
+bool IsBoxIntersectingBoxExtents( const Vector& boxCenter1, const Vector& boxHalfDiagonal1,
+ const Vector& boxCenter2, const Vector& boxHalfDiagonal2 )
+{
+ Vector vecDelta, vecSize;
+ VectorSubtract( boxCenter1, boxCenter2, vecDelta );
+ VectorAdd( boxHalfDiagonal1, boxHalfDiagonal2, vecSize );
+ return ( FloatMakePositive( vecDelta.x ) <= vecSize.x ) &&
+ ( FloatMakePositive( vecDelta.y ) <= vecSize.y ) &&
+ ( FloatMakePositive( vecDelta.z ) <= vecSize.z );
+}
+
+
+//-----------------------------------------------------------------------------
+//
+// IsOBBIntersectingOBB
+//
+// returns true if there's an intersection between two OBBs
+//
+//-----------------------------------------------------------------------------
+bool IsOBBIntersectingOBB( const Vector &vecOrigin1, const QAngle &vecAngles1, const Vector& boxMin1, const Vector& boxMax1,
+ const Vector &vecOrigin2, const QAngle &vecAngles2, const Vector& boxMin2, const Vector& boxMax2, float flTolerance )
+{
+ // FIXME: Simple case AABB check doesn't work because the min and max extents are not oriented based on the angle
+ // this fast check would only be good for cubes.
+ /*if ( vecAngles1 == vecAngles2 )
+ {
+ const Vector &vecDelta = vecOrigin2 - vecOrigin1;
+ Vector vecOtherMins, vecOtherMaxs;
+ VectorAdd( boxMin2, vecDelta, vecOtherMins );
+ VectorAdd( boxMax2, vecDelta, vecOtherMaxs );
+ return IsBoxIntersectingBox( boxMin1, boxMax1, vecOtherMins, vecOtherMaxs );
+ }*/
+
+ // OBB test...
+ cplane_t plane;
+ bool bFoundPlane = ComputeSeparatingPlane( vecOrigin1, vecAngles1, boxMin1, boxMax1,
+ vecOrigin2, vecAngles2, boxMin2, boxMax2, flTolerance, &plane );
+ return (bFoundPlane == false);
+}
+
+// NOTE: This is only very slightly faster on high end PCs and x360
+#define USE_SIMD_RAY_CHECKS 1
+//-----------------------------------------------------------------------------
+// returns true if there's an intersection between box and ray
+//-----------------------------------------------------------------------------
+bool FASTCALL IsBoxIntersectingRay( const Vector& boxMin, const Vector& boxMax,
+ const Vector& origin, const Vector& vecDelta, float flTolerance )
+{
+
+#if USE_SIMD_RAY_CHECKS
+ // Load the unaligned ray/box parameters into SIMD registers
+ fltx4 start = LoadUnaligned3SIMD(origin.Base());
+ fltx4 delta = LoadUnaligned3SIMD(vecDelta.Base());
+ fltx4 boxMins = LoadUnaligned3SIMD( boxMin.Base() );
+ fltx4 boxMaxs = LoadUnaligned3SIMD( boxMax.Base() );
+ fltx4 epsilon = ReplicateX4(flTolerance);
+ // compute the mins/maxs of the box expanded by the ray extents
+ // relocate the problem so that the ray start is at the origin.
+ fltx4 offsetMins = SubSIMD(boxMins, start);
+ fltx4 offsetMaxs = SubSIMD(boxMaxs, start);
+ fltx4 offsetMinsExpanded = SubSIMD(offsetMins, epsilon);
+ fltx4 offsetMaxsExpanded = AddSIMD(offsetMaxs, epsilon);
+
+ // Check to see if both the origin (start point) and the end point (delta) are on the front side
+ // of any of the box sides - if so there can be no intersection
+ fltx4 startOutMins = CmpLtSIMD(Four_Zeros, offsetMinsExpanded);
+ fltx4 endOutMins = CmpLtSIMD(delta,offsetMinsExpanded);
+ fltx4 minsMask = AndSIMD( startOutMins, endOutMins );
+ fltx4 startOutMaxs = CmpGtSIMD(Four_Zeros, offsetMaxsExpanded);
+ fltx4 endOutMaxs = CmpGtSIMD(delta,offsetMaxsExpanded);
+ fltx4 maxsMask = AndSIMD( startOutMaxs, endOutMaxs );
+ if ( IsAnyNegative(SetWToZeroSIMD(OrSIMD(minsMask,maxsMask))))
+ return false;
+
+ // now build the per-axis interval of t for intersections
+ fltx4 invDelta = ReciprocalSaturateSIMD(delta);
+ fltx4 tmins = MulSIMD( offsetMinsExpanded, invDelta );
+ fltx4 tmaxs = MulSIMD( offsetMaxsExpanded, invDelta );
+ fltx4 crossPlane = OrSIMD(XorSIMD(startOutMins,endOutMins), XorSIMD(startOutMaxs,endOutMaxs));
+
+ // only consider axes where we crossed a plane
+ tmins = MaskedAssign( crossPlane, tmins, Four_Negative_FLT_MAX );
+ tmaxs = MaskedAssign( crossPlane, tmaxs, Four_FLT_MAX );
+
+ // now sort the interval per axis
+ fltx4 mint = MinSIMD( tmins, tmaxs );
+ fltx4 maxt = MaxSIMD( tmins, tmaxs );
+
+ // now find the intersection of the intervals on all axes
+ fltx4 firstOut = FindLowestSIMD3(maxt);
+ fltx4 lastIn = FindHighestSIMD3(mint);
+ // NOTE: This is really a scalar quantity now [t0,t1] == [lastIn,firstOut]
+ firstOut = MinSIMD(firstOut, Four_Ones);
+ lastIn = MaxSIMD(lastIn, Four_Zeros);
+
+ // If the final interval is valid lastIn<firstOut, check for separation
+ fltx4 separation = CmpGtSIMD(lastIn, firstOut);
+
+ return IsAllZeros(separation);
+#else
+ // On the x360, we force use of the SIMD functions.
+#if defined(_X360)
+ if (IsX360())
+ {
+ fltx4 delta = LoadUnaligned3SIMD(vecDelta.Base());
+ return IsBoxIntersectingRay(
+ LoadUnaligned3SIMD(boxMin.Base()), LoadUnaligned3SIMD(boxMax.Base()),
+ LoadUnaligned3SIMD(origin.Base()), delta, ReciprocalSIMD(delta), // ray parameters
+ ReplicateX4(flTolerance) ///< eg from ReplicateX4(flTolerance)
+ );
+ }
+#endif
+ Assert( boxMin[0] <= boxMax[0] );
+ Assert( boxMin[1] <= boxMax[1] );
+ Assert( boxMin[2] <= boxMax[2] );
+
+ // FIXME: Surely there's a faster way
+ float tmin = -FLT_MAX;
+ float tmax = FLT_MAX;
+
+ for (int i = 0; i < 3; ++i)
+ {
+ // Parallel case...
+ if (FloatMakePositive(vecDelta[i]) < 1e-8)
+ {
+ // Check that origin is in the box
+ // if not, then it doesn't intersect..
+ if ( (origin[i] < boxMin[i] - flTolerance) || (origin[i] > boxMax[i] + flTolerance) )
+ return false;
+
+ continue;
+ }
+
+ // non-parallel case
+ // Find the t's corresponding to the entry and exit of
+ // the ray along x, y, and z. The find the furthest entry
+ // point, and the closest exit point. Once that is done,
+ // we know we don't collide if the closest exit point
+ // is behind the starting location. We also don't collide if
+ // the closest exit point is in front of the furthest entry point
+
+ float invDelta = 1.0f / vecDelta[i];
+ float t1 = (boxMin[i] - flTolerance - origin[i]) * invDelta;
+ float t2 = (boxMax[i] + flTolerance - origin[i]) * invDelta;
+ if (t1 > t2)
+ {
+ float temp = t1;
+ t1 = t2;
+ t2 = temp;
+ }
+ if (t1 > tmin)
+ tmin = t1;
+ if (t2 < tmax)
+ tmax = t2;
+ if (tmin > tmax)
+ return false;
+ if (tmax < 0)
+ return false;
+ if (tmin > 1)
+ return false;
+ }
+
+ return true;
+#endif
+}
+
+//-----------------------------------------------------------------------------
+// returns true if there's an intersection between box and ray
+//-----------------------------------------------------------------------------
+bool FASTCALL IsBoxIntersectingRay( const Vector& boxMin, const Vector& boxMax,
+ const Vector& origin, const Vector& vecDelta,
+ const Vector& vecInvDelta, float flTolerance )
+{
+#if USE_SIMD_RAY_CHECKS
+ // Load the unaligned ray/box parameters into SIMD registers
+ fltx4 start = LoadUnaligned3SIMD(origin.Base());
+ fltx4 delta = LoadUnaligned3SIMD(vecDelta.Base());
+ fltx4 boxMins = LoadUnaligned3SIMD( boxMin.Base() );
+ fltx4 boxMaxs = LoadUnaligned3SIMD( boxMax.Base() );
+ // compute the mins/maxs of the box expanded by the ray extents
+ // relocate the problem so that the ray start is at the origin.
+ boxMins = SubSIMD(boxMins, start);
+ boxMaxs = SubSIMD(boxMaxs, start);
+
+ // Check to see if both the origin (start point) and the end point (delta) are on the front side
+ // of any of the box sides - if so there can be no intersection
+ fltx4 startOutMins = CmpLtSIMD(Four_Zeros, boxMins);
+ fltx4 endOutMins = CmpLtSIMD(delta,boxMins);
+ fltx4 minsMask = AndSIMD( startOutMins, endOutMins );
+ fltx4 startOutMaxs = CmpGtSIMD(Four_Zeros, boxMaxs);
+ fltx4 endOutMaxs = CmpGtSIMD(delta,boxMaxs);
+ fltx4 maxsMask = AndSIMD( startOutMaxs, endOutMaxs );
+ if ( IsAnyNegative(SetWToZeroSIMD(OrSIMD(minsMask,maxsMask))))
+ return false;
+
+ // now build the per-axis interval of t for intersections
+ fltx4 epsilon = ReplicateX4(flTolerance);
+ fltx4 invDelta = LoadUnaligned3SIMD(vecInvDelta.Base());
+ boxMins = SubSIMD(boxMins, epsilon);
+ boxMaxs = AddSIMD(boxMaxs, epsilon);
+
+ boxMins = MulSIMD( boxMins, invDelta );
+ boxMaxs = MulSIMD( boxMaxs, invDelta );
+
+ fltx4 crossPlane = OrSIMD(XorSIMD(startOutMins,endOutMins), XorSIMD(startOutMaxs,endOutMaxs));
+ // only consider axes where we crossed a plane
+ boxMins = MaskedAssign( crossPlane, boxMins, Four_Negative_FLT_MAX );
+ boxMaxs = MaskedAssign( crossPlane, boxMaxs, Four_FLT_MAX );
+
+ // now sort the interval per axis
+ fltx4 mint = MinSIMD( boxMins, boxMaxs );
+ fltx4 maxt = MaxSIMD( boxMins, boxMaxs );
+
+ // now find the intersection of the intervals on all axes
+ fltx4 firstOut = FindLowestSIMD3(maxt);
+ fltx4 lastIn = FindHighestSIMD3(mint);
+ // NOTE: This is really a scalar quantity now [t0,t1] == [lastIn,firstOut]
+ firstOut = MinSIMD(firstOut, Four_Ones);
+ lastIn = MaxSIMD(lastIn, Four_Zeros);
+
+ // If the final interval is valid lastIn<firstOut, check for separation
+ fltx4 separation = CmpGtSIMD(lastIn, firstOut);
+
+ return IsAllZeros(separation);
+#else
+ // On the x360, we force use of the SIMD functions.
+#if defined(_X360) && !defined(PARANOID_SIMD_ASSERTING)
+ if (IsX360())
+ {
+ return IsBoxIntersectingRay(
+ LoadUnaligned3SIMD(boxMin.Base()), LoadUnaligned3SIMD(boxMax.Base()),
+ LoadUnaligned3SIMD(origin.Base()), LoadUnaligned3SIMD(vecDelta.Base()), LoadUnaligned3SIMD(vecInvDelta.Base()), // ray parameters
+ ReplicateX4(flTolerance) ///< eg from ReplicateX4(flTolerance)
+ );
+ }
+#endif
+
+ Assert( boxMin[0] <= boxMax[0] );
+ Assert( boxMin[1] <= boxMax[1] );
+ Assert( boxMin[2] <= boxMax[2] );
+
+ // FIXME: Surely there's a faster way
+ float tmin = -FLT_MAX;
+ float tmax = FLT_MAX;
+
+ for ( int i = 0; i < 3; ++i )
+ {
+ // Parallel case...
+ if ( FloatMakePositive( vecDelta[i] ) < 1e-8 )
+ {
+ // Check that origin is in the box, if not, then it doesn't intersect..
+ if ( ( origin[i] < boxMin[i] - flTolerance ) || ( origin[i] > boxMax[i] + flTolerance ) )
+ return false;
+
+ continue;
+ }
+
+ // Non-parallel case
+ // Find the t's corresponding to the entry and exit of
+ // the ray along x, y, and z. The find the furthest entry
+ // point, and the closest exit point. Once that is done,
+ // we know we don't collide if the closest exit point
+ // is behind the starting location. We also don't collide if
+ // the closest exit point is in front of the furthest entry point
+ float t1 = ( boxMin[i] - flTolerance - origin[i] ) * vecInvDelta[i];
+ float t2 = ( boxMax[i] + flTolerance - origin[i] ) * vecInvDelta[i];
+ if ( t1 > t2 )
+ {
+ float temp = t1;
+ t1 = t2;
+ t2 = temp;
+ }
+
+ if (t1 > tmin)
+ tmin = t1;
+
+ if (t2 < tmax)
+ tmax = t2;
+
+ if (tmin > tmax)
+ return false;
+
+ if (tmax < 0)
+ return false;
+
+ if (tmin > 1)
+ return false;
+ }
+
+ return true;
+#endif
+}
+
+//-----------------------------------------------------------------------------
+// Intersects a ray with a aabb, return true if they intersect
+//-----------------------------------------------------------------------------
+bool FASTCALL IsBoxIntersectingRay( const Vector& vecBoxMin, const Vector& vecBoxMax, const Ray_t& ray, float flTolerance )
+{
+ // On the x360, we force use of the SIMD functions.
+#if defined(_X360)
+ if (IsX360())
+ {
+ return IsBoxIntersectingRay(
+ LoadUnaligned3SIMD(vecBoxMin.Base()), LoadUnaligned3SIMD(vecBoxMax.Base()),
+ ray, flTolerance);
+ }
+#endif
+
+ if ( !ray.m_IsSwept )
+ {
+ Vector rayMins, rayMaxs;
+ VectorSubtract( ray.m_Start, ray.m_Extents, rayMins );
+ VectorAdd( ray.m_Start, ray.m_Extents, rayMaxs );
+ if ( flTolerance != 0.0f )
+ {
+ rayMins.x -= flTolerance; rayMins.y -= flTolerance; rayMins.z -= flTolerance;
+ rayMaxs.x += flTolerance; rayMaxs.y += flTolerance; rayMaxs.z += flTolerance;
+ }
+ return IsBoxIntersectingBox( vecBoxMin, vecBoxMax, rayMins, rayMaxs );
+ }
+
+ Vector vecExpandedBoxMin, vecExpandedBoxMax;
+ VectorSubtract( vecBoxMin, ray.m_Extents, vecExpandedBoxMin );
+ VectorAdd( vecBoxMax, ray.m_Extents, vecExpandedBoxMax );
+ return IsBoxIntersectingRay( vecExpandedBoxMin, vecExpandedBoxMax, ray.m_Start, ray.m_Delta, flTolerance );
+}
+
+
+//-----------------------------------------------------------------------------
+// returns true if there's an intersection between box and ray (SIMD version)
+//-----------------------------------------------------------------------------
+
+
+#ifdef _X360
+bool FASTCALL IsBoxIntersectingRay( fltx4 boxMin, fltx4 boxMax,
+ fltx4 origin, fltx4 delta, fltx4 invDelta, // ray parameters
+ fltx4 vTolerance ///< eg from ReplicateX4(flTolerance)
+ )
+#else
+bool FASTCALL IsBoxIntersectingRay( const fltx4 &inBoxMin, const fltx4 & inBoxMax,
+ const fltx4 & origin, const fltx4 & delta, const fltx4 & invDelta, // ray parameters
+ const fltx4 & vTolerance ///< eg from ReplicateX4(flTolerance)
+ )
+#endif
+{
+ // Load the unaligned ray/box parameters into SIMD registers
+ // compute the mins/maxs of the box expanded by the ray extents
+ // relocate the problem so that the ray start is at the origin.
+
+#ifdef _X360
+ boxMin = SubSIMD(boxMin, origin);
+ boxMax = SubSIMD(boxMax, origin);
+#else
+ fltx4 boxMin = SubSIMD(inBoxMin, origin);
+ fltx4 boxMax = SubSIMD(inBoxMax, origin);
+#endif
+
+ // Check to see if the origin (start point) and the end point (delta) are on the same side
+ // of any of the box sides - if so there can be no intersection
+ fltx4 startOutMins = AndSIMD( CmpLtSIMD(Four_Zeros, boxMin), CmpLtSIMD(delta,boxMin) );
+ fltx4 startOutMaxs = AndSIMD( CmpGtSIMD(Four_Zeros, boxMax), CmpGtSIMD(delta,boxMax) );
+ if ( IsAnyNegative(SetWToZeroSIMD(OrSIMD(startOutMaxs,startOutMins))))
+ return false;
+
+ // now build the per-axis interval of t for intersections
+ boxMin = SubSIMD(boxMin, vTolerance);
+ boxMax = AddSIMD(boxMax, vTolerance);
+
+ boxMin = MulSIMD( boxMin, invDelta );
+ boxMax = MulSIMD( boxMax, invDelta );
+
+ // now sort the interval per axis
+ fltx4 mint = MinSIMD( boxMin, boxMax );
+ fltx4 maxt = MaxSIMD( boxMin, boxMax );
+
+ // now find the intersection of the intervals on all axes
+ fltx4 firstOut = FindLowestSIMD3(maxt);
+ fltx4 lastIn = FindHighestSIMD3(mint);
+ // NOTE: This is really a scalar quantity now [t0,t1] == [lastIn,firstOut]
+ firstOut = MinSIMD(firstOut, Four_Ones);
+ lastIn = MaxSIMD(lastIn, Four_Zeros);
+
+ // If the final interval is valid lastIn<firstOut, check for separation
+ fltx4 separation = CmpGtSIMD(lastIn, firstOut);
+
+ return IsAllZeros(separation);
+}
+
+
+bool FASTCALL IsBoxIntersectingRay( const fltx4& boxMin, const fltx4& boxMax,
+ const Ray_t& ray, float flTolerance )
+{
+ fltx4 vTolerance = ReplicateX4(flTolerance);
+ fltx4 rayStart = LoadAlignedSIMD(ray.m_Start);
+ fltx4 rayExtents = LoadAlignedSIMD(ray.m_Extents);
+ if ( !ray.m_IsSwept )
+ {
+
+ fltx4 rayMins, rayMaxs;
+ rayMins = SubSIMD(rayStart, rayExtents);
+ rayMaxs = AddSIMD(rayStart, rayExtents);
+ rayMins = AddSIMD(rayMins, vTolerance);
+ rayMaxs = AddSIMD(rayMaxs, vTolerance);
+
+ VectorAligned vecBoxMin, vecBoxMax, vecRayMins, vecRayMaxs;
+ StoreAlignedSIMD( vecBoxMin.Base(), boxMin );
+ StoreAlignedSIMD( vecBoxMax.Base(), boxMax );
+ StoreAlignedSIMD( vecRayMins.Base(), rayMins );
+ StoreAlignedSIMD( vecRayMaxs.Base(), rayMaxs );
+
+ return IsBoxIntersectingBox( vecBoxMin, vecBoxMax, vecRayMins, vecRayMaxs );
+ }
+
+ fltx4 rayDelta = LoadAlignedSIMD(ray.m_Delta);
+ fltx4 vecExpandedBoxMin, vecExpandedBoxMax;
+ vecExpandedBoxMin = SubSIMD( boxMin, rayExtents );
+ vecExpandedBoxMax = AddSIMD( boxMax, rayExtents );
+
+ return IsBoxIntersectingRay( vecExpandedBoxMin, vecExpandedBoxMax, rayStart, rayDelta, ReciprocalSIMD(rayDelta), ReplicateX4(flTolerance) );
+}
+
+
+//-----------------------------------------------------------------------------
+// Intersects a ray with a ray, return true if they intersect
+// t, s = parameters of closest approach (if not intersecting!)
+//-----------------------------------------------------------------------------
+bool IntersectRayWithRay( const Ray_t &ray0, const Ray_t &ray1, float &t, float &s )
+{
+ Assert( ray0.m_IsRay && ray1.m_IsRay );
+
+ //
+ // r0 = p0 + v0t
+ // r1 = p1 + v1s
+ //
+ // intersection : r0 = r1 :: p0 + v0t = p1 + v1s
+ // NOTE: v(0,1) are unit direction vectors
+ //
+ // subtract p0 from both sides and cross with v1 (NOTE: v1 x v1 = 0)
+ // (v0 x v1)t = ((p1 - p0 ) x v1)
+ //
+ // dotting with (v0 x v1) and dividing by |v0 x v1|^2
+ // t = Det | (p1 - p0) , v1 , (v0 x v1) | / |v0 x v1|^2
+ // s = Det | (p1 - p0) , v0 , (v0 x v1) | / |v0 x v1|^2
+ //
+ // Det | A B C | = -( A x C ) dot B or -( C x B ) dot A
+ //
+ // NOTE: if |v0 x v1|^2 = 0, then the lines are parallel
+ //
+ Vector v0( ray0.m_Delta );
+ Vector v1( ray1.m_Delta );
+ VectorNormalize( v0 );
+ VectorNormalize( v1 );
+
+ Vector v0xv1 = v0.Cross( v1 );
+ float lengthSq = v0xv1.LengthSqr();
+ if( lengthSq == 0.0f )
+ {
+ t = 0; s = 0;
+ return false; // parallel
+ }
+
+ Vector p1p0 = ray1.m_Start - ray0.m_Start;
+
+ Vector AxC = p1p0.Cross( v0xv1 );
+ AxC.Negate();
+ float detT = AxC.Dot( v1 );
+
+ AxC = p1p0.Cross( v0xv1 );
+ AxC.Negate();
+ float detS = AxC.Dot( v0 );
+
+ t = detT / lengthSq;
+ s = detS / lengthSq;
+
+ // intersection????
+ Vector i0, i1;
+ i0 = v0 * t;
+ i1 = v1 * s;
+ i0 += ray0.m_Start;
+ i1 += ray1.m_Start;
+ if( i0.x == i1.x && i0.y == i1.y && i0.z == i1.z )
+ return true;
+
+ return false;
+}
+
+//-----------------------------------------------------------------------------
+// Intersects a ray with a plane, returns distance t along ray.
+//-----------------------------------------------------------------------------
+float IntersectRayWithPlane( const Ray_t& ray, const cplane_t& plane )
+{
+ float denom = DotProduct( ray.m_Delta, plane.normal );
+ if (denom == 0.0f)
+ return 0.0f;
+
+ denom = 1.0f / denom;
+ return (plane.dist - DotProduct( ray.m_Start, plane.normal )) * denom;
+}
+
+float IntersectRayWithPlane( const Vector& org, const Vector& dir, const cplane_t& plane )
+{
+ float denom = DotProduct( dir, plane.normal );
+ if (denom == 0.0f)
+ return 0.0f;
+
+ denom = 1.0f / denom;
+ return (plane.dist - DotProduct( org, plane.normal )) * denom;
+}
+
+float IntersectRayWithPlane( const Vector& org, const Vector& dir, const Vector& normal, float dist )
+{
+ float denom = DotProduct( dir, normal );
+ if (denom == 0.0f)
+ return 0.0f;
+
+ denom = 1.0f / denom;
+ return (dist - DotProduct( org, normal )) * denom;
+}
+
+float IntersectRayWithAAPlane( const Vector& vecStart, const Vector& vecEnd, int nAxis, float flSign, float flDist )
+{
+ float denom = flSign * (vecEnd[nAxis] - vecStart[nAxis]);
+ if (denom == 0.0f)
+ return 0.0f;
+
+ denom = 1.0f / denom;
+ return (flDist - flSign * vecStart[nAxis]) * denom;
+}
+
+
+//-----------------------------------------------------------------------------
+// Intersects a ray against a box
+//-----------------------------------------------------------------------------
+bool IntersectRayWithBox( const Vector &vecRayStart, const Vector &vecRayDelta,
+ const Vector &boxMins, const Vector &boxMaxs, float flTolerance, BoxTraceInfo_t *pTrace )
+{
+ int i;
+ float d1, d2;
+ float f;
+
+ pTrace->t1 = -1.0f;
+ pTrace->t2 = 1.0f;
+ pTrace->hitside = -1;
+
+ // UNDONE: This makes this code a little messy
+ pTrace->startsolid = true;
+
+ for ( i = 0; i < 6; ++i )
+ {
+ if ( i >= 3 )
+ {
+ d1 = vecRayStart[i-3] - boxMaxs[i-3];
+ d2 = d1 + vecRayDelta[i-3];
+ }
+ else
+ {
+ d1 = -vecRayStart[i] + boxMins[i];
+ d2 = d1 - vecRayDelta[i];
+ }
+
+ // if completely in front of face, no intersection
+ if (d1 > 0 && d2 > 0)
+ {
+ // UNDONE: Have to revert this in case it's still set
+ // UNDONE: Refactor to have only 2 return points (true/false) from this function
+ pTrace->startsolid = false;
+ return false;
+ }
+
+ // completely inside, check next face
+ if (d1 <= 0 && d2 <= 0)
+ continue;
+
+ if (d1 > 0)
+ {
+ pTrace->startsolid = false;
+ }
+
+ // crosses face
+ if (d1 > d2)
+ {
+ f = d1 - flTolerance;
+ if ( f < 0 )
+ {
+ f = 0;
+ }
+ f = f / (d1-d2);
+ if (f > pTrace->t1)
+ {
+ pTrace->t1 = f;
+ pTrace->hitside = i;
+ }
+ }
+ else
+ {
+ // leave
+ f = (d1 + flTolerance) / (d1-d2);
+ if (f < pTrace->t2)
+ {
+ pTrace->t2 = f;
+ }
+ }
+ }
+
+ return pTrace->startsolid || (pTrace->t1 < pTrace->t2 && pTrace->t1 >= 0.0f);
+}
+
+
+//-----------------------------------------------------------------------------
+// Intersects a ray against a box
+//-----------------------------------------------------------------------------
+bool IntersectRayWithBox( const Vector &vecRayStart, const Vector &vecRayDelta,
+ const Vector &boxMins, const Vector &boxMaxs, float flTolerance, CBaseTrace *pTrace, float *pFractionLeftSolid )
+{
+ Collision_ClearTrace( vecRayStart, vecRayDelta, pTrace );
+
+ BoxTraceInfo_t trace;
+
+ if ( IntersectRayWithBox( vecRayStart, vecRayDelta, boxMins, boxMaxs, flTolerance, &trace ) )
+ {
+ pTrace->startsolid = trace.startsolid;
+ if (trace.t1 < trace.t2 && trace.t1 >= 0.0f)
+ {
+ pTrace->fraction = trace.t1;
+ VectorMA( pTrace->startpos, trace.t1, vecRayDelta, pTrace->endpos );
+ pTrace->contents = CONTENTS_SOLID;
+ pTrace->plane.normal = vec3_origin;
+ if ( trace.hitside >= 3 )
+ {
+ trace.hitside -= 3;
+ pTrace->plane.dist = boxMaxs[trace.hitside];
+ pTrace->plane.normal[trace.hitside] = 1.0f;
+ pTrace->plane.type = trace.hitside;
+ }
+ else
+ {
+ pTrace->plane.dist = -boxMins[trace.hitside];
+ pTrace->plane.normal[trace.hitside] = -1.0f;
+ pTrace->plane.type = trace.hitside;
+ }
+ return true;
+ }
+
+ if ( pTrace->startsolid )
+ {
+ pTrace->allsolid = (trace.t2 <= 0.0f) || (trace.t2 >= 1.0f);
+ pTrace->fraction = 0;
+ if ( pFractionLeftSolid )
+ {
+ *pFractionLeftSolid = trace.t2;
+ }
+ pTrace->endpos = pTrace->startpos;
+ pTrace->contents = CONTENTS_SOLID;
+ pTrace->plane.dist = pTrace->startpos[0];
+ pTrace->plane.normal.Init( 1.0f, 0.0f, 0.0f );
+ pTrace->plane.type = 0;
+ pTrace->startpos = vecRayStart + (trace.t2 * vecRayDelta);
+ return true;
+ }
+ }
+
+ return false;
+}
+
+
+//-----------------------------------------------------------------------------
+// Intersects a ray against a box
+//-----------------------------------------------------------------------------
+bool IntersectRayWithBox( const Ray_t &ray, const Vector &boxMins, const Vector &boxMaxs,
+ float flTolerance, CBaseTrace *pTrace, float *pFractionLeftSolid )
+{
+ if ( !ray.m_IsRay )
+ {
+ Vector vecExpandedMins = boxMins - ray.m_Extents;
+ Vector vecExpandedMaxs = boxMaxs + ray.m_Extents;
+ bool bIntersects = IntersectRayWithBox( ray.m_Start, ray.m_Delta, vecExpandedMins, vecExpandedMaxs, flTolerance, pTrace, pFractionLeftSolid );
+ pTrace->startpos += ray.m_StartOffset;
+ pTrace->endpos += ray.m_StartOffset;
+ return bIntersects;
+ }
+ return IntersectRayWithBox( ray.m_Start, ray.m_Delta, boxMins, boxMaxs, flTolerance, pTrace, pFractionLeftSolid );
+}
+
+
+//-----------------------------------------------------------------------------
+// Intersects a ray against an OBB, returns t1 and t2
+//-----------------------------------------------------------------------------
+bool IntersectRayWithOBB( const Vector &vecRayStart, const Vector &vecRayDelta,
+ const matrix3x4_t &matOBBToWorld, const Vector &vecOBBMins, const Vector &vecOBBMaxs,
+ float flTolerance, BoxTraceInfo_t *pTrace )
+{
+ // FIXME: Two transforms is pretty expensive. Should we optimize this?
+ Vector start, delta;
+ VectorITransform( vecRayStart, matOBBToWorld, start );
+ VectorIRotate( vecRayDelta, matOBBToWorld, delta );
+
+ return IntersectRayWithBox( start, delta, vecOBBMins, vecOBBMaxs, flTolerance, pTrace );
+}
+
+
+
+//-----------------------------------------------------------------------------
+// Intersects a ray against an OBB
+//-----------------------------------------------------------------------------
+bool IntersectRayWithOBB( const Vector &vecRayStart, const Vector &vecRayDelta,
+ const matrix3x4_t &matOBBToWorld, const Vector &vecOBBMins, const Vector &vecOBBMaxs,
+ float flTolerance, CBaseTrace *pTrace )
+{
+ Collision_ClearTrace( vecRayStart, vecRayDelta, pTrace );
+
+ // FIXME: Make it work with tolerance
+ Assert( flTolerance == 0.0f );
+
+ // OPTIMIZE: Store this in the box instead of computing it here
+ // compute center in local space
+ Vector vecBoxExtents = (vecOBBMins + vecOBBMaxs) * 0.5;
+ Vector vecBoxCenter;
+
+ // transform to world space
+ VectorTransform( vecBoxExtents, matOBBToWorld, vecBoxCenter );
+
+ // calc extents from local center
+ vecBoxExtents = vecOBBMaxs - vecBoxExtents;
+
+ // OPTIMIZE: This is optimized for world space. If the transform is fast enough, it may make more
+ // sense to just xform and call UTIL_ClipToBox() instead. MEASURE THIS.
+
+ // save the extents of the ray along
+ Vector extent, uextent;
+ Vector segmentCenter = vecRayStart + vecRayDelta - vecBoxCenter;
+
+ extent.Init();
+
+ // check box axes for separation
+ for ( int j = 0; j < 3; j++ )
+ {
+ extent[j] = vecRayDelta.x * matOBBToWorld[0][j] + vecRayDelta.y * matOBBToWorld[1][j] + vecRayDelta.z * matOBBToWorld[2][j];
+ uextent[j] = fabsf(extent[j]);
+ float coord = segmentCenter.x * matOBBToWorld[0][j] + segmentCenter.y * matOBBToWorld[1][j] + segmentCenter.z * matOBBToWorld[2][j];
+ coord = fabsf(coord);
+
+ if ( coord > (vecBoxExtents[j] + uextent[j]) )
+ return false;
+ }
+
+ // now check cross axes for separation
+ float tmp, cextent;
+ Vector cross = vecRayDelta.Cross( segmentCenter );
+ cextent = cross.x * matOBBToWorld[0][0] + cross.y * matOBBToWorld[1][0] + cross.z * matOBBToWorld[2][0];
+ cextent = fabsf(cextent);
+ tmp = vecBoxExtents[1]*uextent[2] + vecBoxExtents[2]*uextent[1];
+ if ( cextent > tmp )
+ return false;
+
+ cextent = cross.x * matOBBToWorld[0][1] + cross.y * matOBBToWorld[1][1] + cross.z * matOBBToWorld[2][1];
+ cextent = fabsf(cextent);
+ tmp = vecBoxExtents[0]*uextent[2] + vecBoxExtents[2]*uextent[0];
+ if ( cextent > tmp )
+ return false;
+
+ cextent = cross.x * matOBBToWorld[0][2] + cross.y * matOBBToWorld[1][2] + cross.z * matOBBToWorld[2][2];
+ cextent = fabsf(cextent);
+ tmp = vecBoxExtents[0]*uextent[1] + vecBoxExtents[1]*uextent[0];
+ if ( cextent > tmp )
+ return false;
+
+ // !!! We hit this box !!! compute intersection point and return
+ // Compute ray start in bone space
+ Vector start;
+ VectorITransform( vecRayStart, matOBBToWorld, start );
+
+ // extent is ray.m_Delta in bone space, recompute delta in bone space
+ extent *= 2.0f;
+
+ // delta was prescaled by the current t, so no need to see if this intersection
+ // is closer
+ trace_t boxTrace;
+ if ( !IntersectRayWithBox( start, extent, vecOBBMins, vecOBBMaxs, flTolerance, pTrace ) )
+ return false;
+
+ // Fix up the start/end pos and fraction
+ Vector vecTemp;
+ VectorTransform( pTrace->endpos, matOBBToWorld, vecTemp );
+ pTrace->endpos = vecTemp;
+
+ pTrace->startpos = vecRayStart;
+ pTrace->fraction *= 2.0f;
+
+ // Fix up the plane information
+ float flSign = pTrace->plane.normal[ pTrace->plane.type ];
+ pTrace->plane.normal[0] = flSign * matOBBToWorld[0][pTrace->plane.type];
+ pTrace->plane.normal[1] = flSign * matOBBToWorld[1][pTrace->plane.type];
+ pTrace->plane.normal[2] = flSign * matOBBToWorld[2][pTrace->plane.type];
+ pTrace->plane.dist = DotProduct( pTrace->endpos, pTrace->plane.normal );
+ pTrace->plane.type = 3;
+
+ return true;
+}
+
+
+//-----------------------------------------------------------------------------
+// Intersects a ray against an OBB
+//-----------------------------------------------------------------------------
+bool IntersectRayWithOBB( const Vector &vecRayOrigin, const Vector &vecRayDelta,
+ const Vector &vecBoxOrigin, const QAngle &angBoxRotation,
+ const Vector &vecOBBMins, const Vector &vecOBBMaxs, float flTolerance, CBaseTrace *pTrace )
+{
+ if (angBoxRotation == vec3_angle)
+ {
+ Vector vecAbsMins, vecAbsMaxs;
+ VectorAdd( vecBoxOrigin, vecOBBMins, vecAbsMins );
+ VectorAdd( vecBoxOrigin, vecOBBMaxs, vecAbsMaxs );
+ return IntersectRayWithBox( vecRayOrigin, vecRayDelta, vecAbsMins, vecAbsMaxs, flTolerance, pTrace );
+ }
+
+ matrix3x4_t obbToWorld;
+ AngleMatrix( angBoxRotation, vecBoxOrigin, obbToWorld );
+ return IntersectRayWithOBB( vecRayOrigin, vecRayDelta, obbToWorld, vecOBBMins, vecOBBMaxs, flTolerance, pTrace );
+}
+
+
+//-----------------------------------------------------------------------------
+// Box support map
+//-----------------------------------------------------------------------------
+inline void ComputeSupportMap( const Vector &vecDirection, const Vector &vecBoxMins,
+ const Vector &vecBoxMaxs, float pDist[2] )
+{
+ int nIndex = (vecDirection.x > 0.0f);
+ pDist[nIndex] = vecBoxMaxs.x * vecDirection.x;
+ pDist[1 - nIndex] = vecBoxMins.x * vecDirection.x;
+
+ nIndex = (vecDirection.y > 0.0f);
+ pDist[nIndex] += vecBoxMaxs.y * vecDirection.y;
+ pDist[1 - nIndex] += vecBoxMins.y * vecDirection.y;
+
+ nIndex = (vecDirection.z > 0.0f);
+ pDist[nIndex] += vecBoxMaxs.z * vecDirection.z;
+ pDist[1 - nIndex] += vecBoxMins.z * vecDirection.z;
+}
+
+inline void ComputeSupportMap( const Vector &vecDirection, int i1, int i2,
+ const Vector &vecBoxMins, const Vector &vecBoxMaxs, float pDist[2] )
+{
+ int nIndex = (vecDirection[i1] > 0.0f);
+ pDist[nIndex] = vecBoxMaxs[i1] * vecDirection[i1];
+ pDist[1 - nIndex] = vecBoxMins[i1] * vecDirection[i1];
+
+ nIndex = (vecDirection[i2] > 0.0f);
+ pDist[nIndex] += vecBoxMaxs[i2] * vecDirection[i2];
+ pDist[1 - nIndex] += vecBoxMins[i2] * vecDirection[i2];
+}
+
+//-----------------------------------------------------------------------------
+// Intersects a ray against an OBB
+//-----------------------------------------------------------------------------
+static int s_ExtIndices[3][2] =
+{
+ { 2, 1 },
+ { 0, 2 },
+ { 0, 1 },
+};
+
+static int s_MatIndices[3][2] =
+{
+ { 1, 2 },
+ { 2, 0 },
+ { 1, 0 },
+};
+
+bool IntersectRayWithOBB( const Ray_t &ray, const matrix3x4_t &matOBBToWorld,
+ const Vector &vecOBBMins, const Vector &vecOBBMaxs, float flTolerance, CBaseTrace *pTrace )
+{
+ if ( ray.m_IsRay )
+ {
+ return IntersectRayWithOBB( ray.m_Start, ray.m_Delta, matOBBToWorld,
+ vecOBBMins, vecOBBMaxs, flTolerance, pTrace );
+ }
+
+ Collision_ClearTrace( ray.m_Start + ray.m_StartOffset, ray.m_Delta, pTrace );
+
+ // Compute a bounding sphere around the bloated OBB
+ Vector vecOBBCenter;
+ VectorAdd( vecOBBMins, vecOBBMaxs, vecOBBCenter );
+ vecOBBCenter *= 0.5f;
+ vecOBBCenter.x += matOBBToWorld[0][3];
+ vecOBBCenter.y += matOBBToWorld[1][3];
+ vecOBBCenter.z += matOBBToWorld[2][3];
+
+ Vector vecOBBHalfDiagonal;
+ VectorSubtract( vecOBBMaxs, vecOBBMins, vecOBBHalfDiagonal );
+ vecOBBHalfDiagonal *= 0.5f;
+
+ float flRadius = vecOBBHalfDiagonal.Length() + ray.m_Extents.Length();
+ if ( !IsRayIntersectingSphere( ray.m_Start, ray.m_Delta, vecOBBCenter, flRadius, flTolerance ) )
+ return false;
+
+ // Ok, we passed the trivial reject, so lets do the dirty deed.
+ // Basically we're going to do the GJK thing explicitly. We'll shrink the ray down
+ // to a point, and bloat the OBB by the ray's extents. This will generate facet
+ // planes which are perpendicular to all of the separating axes typically seen in
+ // a standard seperating axis implementation.
+
+ // We're going to create a number of planes through various vertices in the OBB
+ // which represent all of the separating planes. Then we're going to bloat the planes
+ // by the ray extents.
+
+ // We're going to do all work in OBB-space because it's easier to do the
+ // support-map in this case
+
+ // First, transform the ray into the space of the OBB
+ Vector vecLocalRayOrigin, vecLocalRayDirection;
+ VectorITransform( ray.m_Start, matOBBToWorld, vecLocalRayOrigin );
+ VectorIRotate( ray.m_Delta, matOBBToWorld, vecLocalRayDirection );
+
+ // Next compute all separating planes
+ Vector pPlaneNormal[15];
+ float ppPlaneDist[15][2];
+
+ int i;
+ for ( i = 0; i < 3; ++i )
+ {
+ // Each plane needs to be bloated an amount = to the abs dot product of
+ // the ray extents with the plane normal
+ // For the OBB planes, do it in world space;
+ // and use the direction of the OBB (the ith column of matOBBToWorld) in world space vs extents
+ pPlaneNormal[i].Init( );
+ pPlaneNormal[i][i] = 1.0f;
+
+ float flExtentDotNormal =
+ FloatMakePositive( matOBBToWorld[0][i] * ray.m_Extents.x ) +
+ FloatMakePositive( matOBBToWorld[1][i] * ray.m_Extents.y ) +
+ FloatMakePositive( matOBBToWorld[2][i] * ray.m_Extents.z );
+
+ ppPlaneDist[i][0] = vecOBBMins[i] - flExtentDotNormal;
+ ppPlaneDist[i][1] = vecOBBMaxs[i] + flExtentDotNormal;
+
+ // For the ray-extents planes, they are bloated by the extents
+ // Use the support map to determine which
+ VectorCopy( matOBBToWorld[i], pPlaneNormal[i+3].Base() );
+ ComputeSupportMap( pPlaneNormal[i+3], vecOBBMins, vecOBBMaxs, ppPlaneDist[i+3] );
+ ppPlaneDist[i+3][0] -= ray.m_Extents[i];
+ ppPlaneDist[i+3][1] += ray.m_Extents[i];
+
+ // Now the edge cases... (take the cross product of x,y,z axis w/ ray extent axes
+ // given by the rows of the obb to world matrix.
+ // Compute the ray extent bloat in world space because it's easier...
+
+ // These are necessary to compute the world-space versions of
+ // the edges so we can compute the extent dot products
+ float flRayExtent0 = ray.m_Extents[s_ExtIndices[i][0]];
+ float flRayExtent1 = ray.m_Extents[s_ExtIndices[i][1]];
+ const float *pMatRow0 = matOBBToWorld[s_MatIndices[i][0]];
+ const float *pMatRow1 = matOBBToWorld[s_MatIndices[i][1]];
+
+ // x axis of the OBB + world ith axis
+ pPlaneNormal[i+6].Init( 0.0f, -matOBBToWorld[i][2], matOBBToWorld[i][1] );
+ ComputeSupportMap( pPlaneNormal[i+6], 1, 2, vecOBBMins, vecOBBMaxs, ppPlaneDist[i+6] );
+ flExtentDotNormal =
+ FloatMakePositive( pMatRow0[0] ) * flRayExtent0 +
+ FloatMakePositive( pMatRow1[0] ) * flRayExtent1;
+ ppPlaneDist[i+6][0] -= flExtentDotNormal;
+ ppPlaneDist[i+6][1] += flExtentDotNormal;
+
+ // y axis of the OBB + world ith axis
+ pPlaneNormal[i+9].Init( matOBBToWorld[i][2], 0.0f, -matOBBToWorld[i][0] );
+ ComputeSupportMap( pPlaneNormal[i+9], 0, 2, vecOBBMins, vecOBBMaxs, ppPlaneDist[i+9] );
+ flExtentDotNormal =
+ FloatMakePositive( pMatRow0[1] ) * flRayExtent0 +
+ FloatMakePositive( pMatRow1[1] ) * flRayExtent1;
+ ppPlaneDist[i+9][0] -= flExtentDotNormal;
+ ppPlaneDist[i+9][1] += flExtentDotNormal;
+
+ // z axis of the OBB + world ith axis
+ pPlaneNormal[i+12].Init( -matOBBToWorld[i][1], matOBBToWorld[i][0], 0.0f );
+ ComputeSupportMap( pPlaneNormal[i+12], 0, 1, vecOBBMins, vecOBBMaxs, ppPlaneDist[i+12] );
+ flExtentDotNormal =
+ FloatMakePositive( pMatRow0[2] ) * flRayExtent0 +
+ FloatMakePositive( pMatRow1[2] ) * flRayExtent1;
+ ppPlaneDist[i+12][0] -= flExtentDotNormal;
+ ppPlaneDist[i+12][1] += flExtentDotNormal;
+ }
+
+ float enterfrac, leavefrac;
+ float d1[2], d2[2];
+ float f;
+
+ int hitplane = -1;
+ int hitside = -1;
+ enterfrac = -1.0f;
+ leavefrac = 1.0f;
+
+ pTrace->startsolid = true;
+
+ Vector vecLocalRayEnd;
+ VectorAdd( vecLocalRayOrigin, vecLocalRayDirection, vecLocalRayEnd );
+
+ for ( i = 0; i < 15; ++i )
+ {
+ // FIXME: Not particularly optimal since there's a lot of 0's in the plane normals
+ float flStartDot = DotProduct( pPlaneNormal[i], vecLocalRayOrigin );
+ float flEndDot = DotProduct( pPlaneNormal[i], vecLocalRayEnd );
+
+ // NOTE: Negative here is because the plane normal + dist
+ // are defined in negative terms for the far plane (plane dist index 0)
+ d1[0] = -(flStartDot - ppPlaneDist[i][0]);
+ d2[0] = -(flEndDot - ppPlaneDist[i][0]);
+
+ d1[1] = flStartDot - ppPlaneDist[i][1];
+ d2[1] = flEndDot - ppPlaneDist[i][1];
+
+ int j;
+ for ( j = 0; j < 2; ++j )
+ {
+ // if completely in front near plane or behind far plane no intersection
+ if (d1[j] > 0 && d2[j] > 0)
+ return false;
+
+ // completely inside, check next plane set
+ if (d1[j] <= 0 && d2[j] <= 0)
+ continue;
+
+ if (d1[j] > 0)
+ {
+ pTrace->startsolid = false;
+ }
+
+ // crosses face
+ float flDenom = 1.0f / (d1[j] - d2[j]);
+ if (d1[j] > d2[j])
+ {
+ f = d1[j] - flTolerance;
+ if ( f < 0 )
+ {
+ f = 0;
+ }
+ f *= flDenom;
+ if (f > enterfrac)
+ {
+ enterfrac = f;
+ hitplane = i;
+ hitside = j;
+ }
+ }
+ else
+ {
+ // leave
+ f = (d1[j] + flTolerance) * flDenom;
+ if (f < leavefrac)
+ {
+ leavefrac = f;
+ }
+ }
+ }
+ }
+
+ if (enterfrac < leavefrac && enterfrac >= 0.0f)
+ {
+ pTrace->fraction = enterfrac;
+ VectorMA( pTrace->startpos, enterfrac, ray.m_Delta, pTrace->endpos );
+ pTrace->contents = CONTENTS_SOLID;
+
+ // Need to transform the plane into world space...
+ cplane_t temp;
+ temp.normal = pPlaneNormal[hitplane];
+ temp.dist = ppPlaneDist[hitplane][hitside];
+ if (hitside == 0)
+ {
+ temp.normal *= -1.0f;
+ temp.dist *= -1.0f;
+ }
+ temp.type = 3;
+
+ MatrixITransformPlane( matOBBToWorld, temp, pTrace->plane );
+ return true;
+ }
+
+ if ( pTrace->startsolid )
+ {
+ pTrace->allsolid = (leavefrac <= 0.0f) || (leavefrac >= 1.0f);
+ pTrace->fraction = 0;
+ pTrace->endpos = pTrace->startpos;
+ pTrace->contents = CONTENTS_SOLID;
+ pTrace->plane.dist = pTrace->startpos[0];
+ pTrace->plane.normal.Init( 1.0f, 0.0f, 0.0f );
+ pTrace->plane.type = 0;
+ return true;
+ }
+
+ return false;
+}
+
+
+//-----------------------------------------------------------------------------
+// Intersects a ray against an OBB
+//-----------------------------------------------------------------------------
+bool IntersectRayWithOBB( const Ray_t &ray, const Vector &vecBoxOrigin, const QAngle &angBoxRotation,
+ const Vector &vecOBBMins, const Vector &vecOBBMaxs, float flTolerance, CBaseTrace *pTrace )
+{
+ if ( angBoxRotation == vec3_angle )
+ {
+ Vector vecWorldMins, vecWorldMaxs;
+ VectorAdd( vecBoxOrigin, vecOBBMins, vecWorldMins );
+ VectorAdd( vecBoxOrigin, vecOBBMaxs, vecWorldMaxs );
+ return IntersectRayWithBox( ray, vecWorldMins, vecWorldMaxs, flTolerance, pTrace );
+ }
+
+ if ( ray.m_IsRay )
+ {
+ return IntersectRayWithOBB( ray.m_Start, ray.m_Delta, vecBoxOrigin, angBoxRotation, vecOBBMins, vecOBBMaxs, flTolerance, pTrace );
+ }
+
+ matrix3x4_t matOBBToWorld;
+ AngleMatrix( angBoxRotation, vecBoxOrigin, matOBBToWorld );
+ return IntersectRayWithOBB( ray, matOBBToWorld, vecOBBMins, vecOBBMaxs, flTolerance, pTrace );
+}
+
+
+//-----------------------------------------------------------------------------
+//
+//-----------------------------------------------------------------------------
+void GetNonMajorAxes( const Vector &vNormal, Vector2D &axes )
+{
+ axes[0] = 0;
+ axes[1] = 1;
+
+ if( FloatMakePositive( vNormal.x ) > FloatMakePositive( vNormal.y ) )
+ {
+ if( FloatMakePositive( vNormal.x ) > FloatMakePositive( vNormal.z ) )
+ {
+ axes[0] = 1;
+ axes[1] = 2;
+ }
+ }
+ else
+ {
+ if( FloatMakePositive( vNormal.y ) > FloatMakePositive( vNormal.z ) )
+ {
+ axes[0] = 0;
+ axes[1] = 2;
+ }
+ }
+}
+
+
+//-----------------------------------------------------------------------------
+//-----------------------------------------------------------------------------
+QuadBarycentricRetval_t QuadWithParallelEdges( const Vector &vecOrigin,
+ const Vector &vecU, float lengthU, const Vector &vecV, float lengthV,
+ const Vector &pt, Vector2D &vecUV )
+{
+ Ray_t rayAxis;
+ Ray_t rayPt;
+
+ //
+ // handle the u axis
+ //
+ rayAxis.m_Start = vecOrigin;
+ rayAxis.m_Delta = vecU;
+ rayAxis.m_IsRay = true;
+
+ rayPt.m_Start = pt;
+ rayPt.m_Delta = vecV * -( lengthV * 10.0f );
+ rayPt.m_IsRay = true;
+
+ float s, t;
+ IntersectRayWithRay( rayAxis, rayPt, t, s );
+ vecUV[0] = t / lengthU;
+
+ //
+ // handle the v axis
+ //
+ rayAxis.m_Delta = vecV;
+
+ rayPt.m_Delta = vecU * -( lengthU * 10.0f );
+
+ IntersectRayWithRay( rayAxis, rayPt, t, s );
+ vecUV[1] = t / lengthV;
+
+ // inside of the quad??
+ if( ( vecUV[0] < 0.0f ) || ( vecUV[0] > 1.0f ) ||
+ ( vecUV[1] < 0.0f ) || ( vecUV[1] > 1.0f ) )
+ return BARY_QUADRATIC_FALSE;
+
+ return BARY_QUADRATIC_TRUE;
+}
+
+
+//-----------------------------------------------------------------------------
+//-----------------------------------------------------------------------------
+void ResolveQuadratic( double tPlus, double tMinus,
+ const Vector axisU0, const Vector axisU1,
+ const Vector axisV0, const Vector axisV1,
+ const Vector axisOrigin, const Vector pt,
+ int projU, double &s, double &t )
+{
+ // calculate the sPlus, sMinus pair(s)
+ double sDenomPlus = ( axisU0[projU] * ( 1 - tPlus ) ) + ( axisU1[projU] * tPlus );
+ double sDenomMinus = ( axisU0[projU] * ( 1 - tMinus ) ) + ( axisU1[projU] * tMinus );
+
+ double sPlus = UNINIT, sMinus = UNINIT;
+ if( FloatMakePositive( sDenomPlus ) >= 1e-5 )
+ {
+ sPlus = ( pt[projU] - axisOrigin[projU] - ( axisV0[projU] * tPlus ) ) / sDenomPlus;
+ }
+
+ if( FloatMakePositive( sDenomMinus ) >= 1e-5 )
+ {
+ sMinus = ( pt[projU] - axisOrigin[projU] - ( axisV0[projU] * tMinus ) ) / sDenomMinus;
+ }
+
+ if( ( tPlus >= 0.0 ) && ( tPlus <= 1.0 ) && ( sPlus >= 0.0 ) && ( sPlus <= 1.0 ) )
+ {
+ s = sPlus;
+ t = tPlus;
+ return;
+ }
+
+ if( ( tMinus >= 0.0 ) && ( tMinus <= 1.0 ) && ( sMinus >= 0.0 ) && ( sMinus <= 1.0 ) )
+ {
+ s = sMinus;
+ t = tMinus;
+ return;
+ }
+
+ double s0, t0, s1, t1;
+
+ s0 = sPlus;
+ t0 = tPlus;
+ if( s0 >= 1.0 ) { s0 -= 1.0; }
+ if( t0 >= 1.0 ) { t0 -= 1.0; }
+
+ s1 = sMinus;
+ t1 = tMinus;
+ if( s1 >= 1.0 ) { s1 -= 1.0; }
+ if( t1 >= 1.0 ) { t1 -= 1.0; }
+
+ s0 = FloatMakePositive( s0 );
+ t0 = FloatMakePositive( t0 );
+ s1 = FloatMakePositive( s1 );
+ t1 = FloatMakePositive( t1 );
+
+ double max0, max1;
+ max0 = s0;
+ if( t0 > max0 ) { max0 = t0; }
+ max1 = s1;
+ if( t1 > max1 ) { max1 = t1; }
+
+ if( max0 > max1 )
+ {
+ s = sMinus;
+ t = tMinus;
+ }
+ else
+ {
+ s = sPlus;
+ t = tPlus;
+ }
+}
+
+
+//-----------------------------------------------------------------------------
+//
+//-----------------------------------------------------------------------------
+
+QuadBarycentricRetval_t PointInQuadToBarycentric( const Vector &v1, const Vector &v2,
+ const Vector &v3, const Vector &v4, const Vector &point, Vector2D &uv )
+{
+#define PIQ_TEXTURE_EPSILON 0.001
+#define PIQ_PLANE_EPSILON 0.1
+#define PIQ_DOT_EPSILON 0.99f
+
+ //
+ // Think of a quad with points v1, v2, v3, v4 and u, v line segments
+ // u0 = v2 - v1
+ // u1 = v3 - v4
+ // v0 = v4 - v1
+ // v1 = v3 - v2
+ //
+ Vector axisU[2], axisV[2];
+ Vector axisUNorm[2], axisVNorm[2];
+ axisU[0] = axisUNorm[0] = v2 - v1;
+ axisU[1] = axisUNorm[1] = v3 - v4;
+ axisV[0] = axisVNorm[0] = v4 - v1;
+ axisV[1] = axisVNorm[1] = v3 - v2;
+
+ float lengthU[2], lengthV[2];
+ lengthU[0] = VectorNormalize( axisUNorm[0] );
+ lengthU[1] = VectorNormalize( axisUNorm[1] );
+ lengthV[0] = VectorNormalize( axisVNorm[0] );
+ lengthV[1] = VectorNormalize( axisVNorm[1] );
+
+ //
+ // check for an early out - parallel opposite edges!
+ // NOTE: quad property if 1 set of opposite edges is parallel and equal
+ // in length, then the other set of edges is as well
+ //
+ if( axisUNorm[0].Dot( axisUNorm[1] ) > PIQ_DOT_EPSILON )
+ {
+ if( FloatMakePositive( lengthU[0] - lengthU[1] ) < PIQ_PLANE_EPSILON )
+ {
+ return QuadWithParallelEdges( v1, axisUNorm[0], lengthU[0], axisVNorm[0], lengthV[0], point, uv );
+ }
+ }
+
+ //
+ // since we are solving for s in our equations below we need to ensure that
+ // the v axes are non-parallel
+ //
+ bool bFlipped = false;
+ if( axisVNorm[0].Dot( axisVNorm[1] ) > PIQ_DOT_EPSILON )
+ {
+ Vector tmp[2];
+ tmp[0] = axisV[0];
+ tmp[1] = axisV[1];
+ axisV[0] = axisU[0];
+ axisV[1] = axisU[1];
+ axisU[0] = tmp[0];
+ axisU[1] = tmp[1];
+ bFlipped = true;
+ }
+
+ //
+ // get the "projection" axes
+ //
+ Vector2D projAxes;
+ Vector vNormal = axisU[0].Cross( axisV[0] );
+ GetNonMajorAxes( vNormal, projAxes );
+
+ //
+ // NOTE: axisU[0][projAxes[0]] < axisU[0][projAxes[1]],
+ // this is done to decrease error when dividing later
+ //
+ if( FloatMakePositive( axisU[0][projAxes[0]] ) < FloatMakePositive( axisU[0][projAxes[1]] ) )
+ {
+ int tmp = projAxes[0];
+ projAxes[0] = projAxes[1];
+ projAxes[1] = tmp;
+ }
+
+ // Here's how we got these equations:
+ //
+ // Given the points and u,v line segments above...
+ //
+ // Then:
+ //
+ // (1.0) PT = P0 + U0 * s + V * t
+ //
+ // where
+ //
+ // (1.1) V = V0 + s * (V1 - V0)
+ // (1.2) U = U0 + t * (U1 - U0)
+ //
+ // Therefore (from 1.1 + 1.0):
+ // PT - P0 = U0 * s + (V0 + s * (V1-V0)) * t
+ // Group s's:
+ // PT - P0 - t * V0 = s * (U0 + t * (V1-V0))
+ // Two equations and two unknowns in x and y get you the following quadratic:
+ //
+ // solve the quadratic
+ //
+ double s = 0.0, t = 0.0;
+ double A, negB, C;
+
+ A = ( axisU[0][projAxes[1]] * axisV[0][projAxes[0]] ) -
+ ( axisU[0][projAxes[0]] * axisV[0][projAxes[1]] ) -
+ ( axisU[1][projAxes[1]] * axisV[0][projAxes[0]] ) +
+ ( axisU[1][projAxes[0]] * axisV[0][projAxes[1]] );
+ C = ( v1[projAxes[1]] * axisU[0][projAxes[0]] ) -
+ ( point[projAxes[1]] * axisU[0][projAxes[0]] ) -
+ ( v1[projAxes[0]] * axisU[0][projAxes[1]] ) +
+ ( point[projAxes[0]] * axisU[0][projAxes[1]] );
+ negB = C -
+ ( v1[projAxes[1]] * axisU[1][projAxes[0]] ) +
+ ( point[projAxes[1]] * axisU[1][projAxes[0]] ) +
+ ( v1[projAxes[0]] * axisU[1][projAxes[1]] ) -
+ ( point[projAxes[0]] * axisU[1][projAxes[1]] ) +
+ ( axisU[0][projAxes[1]] * axisV[0][projAxes[0]] ) -
+ ( axisU[0][projAxes[0]] * axisV[0][projAxes[1]] );
+
+ if( ( A > -PIQ_PLANE_EPSILON ) && ( A < PIQ_PLANE_EPSILON ) )
+ {
+ // shouldn't be here -- this should have been take care of in the "early out"
+// Assert( 0 );
+
+ Vector vecUAvg, vecVAvg;
+ vecUAvg = ( axisUNorm[0] + axisUNorm[1] ) * 0.5f;
+ vecVAvg = ( axisVNorm[0] + axisVNorm[1] ) * 0.5f;
+
+ float fLengthUAvg = ( lengthU[0] + lengthU[1] ) * 0.5f;
+ float fLengthVAvg = ( lengthV[0] + lengthV[1] ) * 0.5f;
+
+ return QuadWithParallelEdges( v1, vecUAvg, fLengthUAvg, vecVAvg, fLengthVAvg, point, uv );
+
+#if 0
+ // legacy code -- kept here for completeness!
+
+ // not a quadratic -- solve linearly
+ t = C / negB;
+
+ // See (1.2) above
+ float ui = axisU[0][projAxes[0]] + t * ( axisU[1][projAxes[0]] - axisU[0][projAxes[0]] );
+ if( FloatMakePositive( ui ) >= 1e-5 )
+ {
+ // See (1.0) above
+ s = ( point[projAxes[0]] - v1[projAxes[0]] - axisV[0][projAxes[0]] * t ) / ui;
+ }
+#endif
+ }
+ else
+ {
+ // (-b +/- sqrt( b^2 - 4ac )) / 2a
+ double discriminant = (negB*negB) - (4.0f * A * C);
+ if( discriminant < 0.0f )
+ {
+ uv[0] = -99999.0f;
+ uv[1] = -99999.0f;
+ return BARY_QUADRATIC_NEGATIVE_DISCRIMINANT;
+ }
+
+ double quad = sqrt( discriminant );
+ double QPlus = ( negB + quad ) / ( 2.0f * A );
+ double QMinus = ( negB - quad ) / ( 2.0f * A );
+
+ ResolveQuadratic( QPlus, QMinus, axisU[0], axisU[1], axisV[0], axisV[1], v1, point, projAxes[0], s, t );
+ }
+
+ if( !bFlipped )
+ {
+ uv[0] = ( float )s;
+ uv[1] = ( float )t;
+ }
+ else
+ {
+ uv[0] = ( float )t;
+ uv[1] = ( float )s;
+ }
+
+ // inside of the quad??
+ if( ( uv[0] < 0.0f ) || ( uv[0] > 1.0f ) || ( uv[1] < 0.0f ) || ( uv[1] > 1.0f ) )
+ return BARY_QUADRATIC_FALSE;
+
+ return BARY_QUADRATIC_TRUE;
+
+#undef PIQ_TEXTURE_EPSILON
+#undef PIQ_PLANE_EPSILON
+}
+
+
+//-----------------------------------------------------------------------------
+//-----------------------------------------------------------------------------
+void PointInQuadFromBarycentric( const Vector &v1, const Vector &v2, const Vector &v3, const Vector &v4,
+ const Vector2D &uv, Vector &point )
+{
+ //
+ // Think of a quad with points v1, v2, v3, v4 and u, v line segments
+ // find the ray from v0 edge to v1 edge at v
+ //
+ Vector vPts[2];
+ VectorLerp( v1, v4, uv[1], vPts[0] );
+ VectorLerp( v2, v3, uv[1], vPts[1] );
+ VectorLerp( vPts[0], vPts[1], uv[0], point );
+}
+
+
+//-----------------------------------------------------------------------------
+//-----------------------------------------------------------------------------
+void TexCoordInQuadFromBarycentric( const Vector2D &v1, const Vector2D &v2, const Vector2D &v3, const Vector2D &v4,
+ const Vector2D &uv, Vector2D &texCoord )
+{
+ //
+ // Think of a quad with points v1, v2, v3, v4 and u, v line segments
+ // find the ray from v0 edge to v1 edge at v
+ //
+ Vector2D vCoords[2];
+ Vector2DLerp( v1, v4, uv[1], vCoords[0] );
+ Vector2DLerp( v2, v3, uv[1], vCoords[1] );
+ Vector2DLerp( vCoords[0], vCoords[1], uv[0], texCoord );
+}
+
+
+//-----------------------------------------------------------------------------
+// Compute point from barycentric specification
+// Edge u goes from v0 to v1, edge v goes from v0 to v2
+//-----------------------------------------------------------------------------
+void ComputePointFromBarycentric( const Vector& v0, const Vector& v1, const Vector& v2,
+ float u, float v, Vector& pt )
+{
+ Vector edgeU, edgeV;
+ VectorSubtract( v1, v0, edgeU );
+ VectorSubtract( v2, v0, edgeV );
+ VectorMA( v0, u, edgeU, pt );
+ VectorMA( pt, v, edgeV, pt );
+}
+
+void ComputePointFromBarycentric( const Vector2D& v0, const Vector2D& v1, const Vector2D& v2,
+ float u, float v, Vector2D& pt )
+{
+ Vector2D edgeU, edgeV;
+ Vector2DSubtract( v1, v0, edgeU );
+ Vector2DSubtract( v2, v0, edgeV );
+ Vector2DMA( v0, u, edgeU, pt );
+ Vector2DMA( pt, v, edgeV, pt );
+}
+
+
+//-----------------------------------------------------------------------------
+// Compute a matrix that has the correct orientation but which has an origin at
+// the center of the bounds
+//-----------------------------------------------------------------------------
+static void ComputeCenterMatrix( const Vector& origin, const QAngle& angles,
+ const Vector& mins, const Vector& maxs, matrix3x4_t& matrix )
+{
+ Vector centroid;
+ VectorAdd( mins, maxs, centroid );
+ centroid *= 0.5f;
+ AngleMatrix( angles, matrix );
+
+ Vector worldCentroid;
+ VectorRotate( centroid, matrix, worldCentroid );
+ worldCentroid += origin;
+ MatrixSetColumn( worldCentroid, 3, matrix );
+}
+
+static void ComputeCenterIMatrix( const Vector& origin, const QAngle& angles,
+ const Vector& mins, const Vector& maxs, matrix3x4_t& matrix )
+{
+ Vector centroid;
+ VectorAdd( mins, maxs, centroid );
+ centroid *= -0.5f;
+ AngleIMatrix( angles, matrix );
+
+ // For the translational component here, note that the origin in world space
+ // is T = R * C + O, (R = rotation matrix, C = centroid in local space, O = origin in world space)
+ // The IMatrix translation = - transpose(R) * T = -C - transpose(R) * 0
+ Vector localOrigin;
+ VectorRotate( origin, matrix, localOrigin );
+ centroid -= localOrigin;
+ MatrixSetColumn( centroid, 3, matrix );
+}
+
+
+//-----------------------------------------------------------------------------
+// Compute a matrix which is the absolute value of another
+//-----------------------------------------------------------------------------
+static inline void ComputeAbsMatrix( const matrix3x4_t& in, matrix3x4_t& out )
+{
+ FloatBits(out[0][0]) = FloatAbsBits(in[0][0]);
+ FloatBits(out[0][1]) = FloatAbsBits(in[0][1]);
+ FloatBits(out[0][2]) = FloatAbsBits(in[0][2]);
+ FloatBits(out[1][0]) = FloatAbsBits(in[1][0]);
+ FloatBits(out[1][1]) = FloatAbsBits(in[1][1]);
+ FloatBits(out[1][2]) = FloatAbsBits(in[1][2]);
+ FloatBits(out[2][0]) = FloatAbsBits(in[2][0]);
+ FloatBits(out[2][1]) = FloatAbsBits(in[2][1]);
+ FloatBits(out[2][2]) = FloatAbsBits(in[2][2]);
+}
+
+
+//-----------------------------------------------------------------------------
+// Compute a separating plane between two boxes (expensive!)
+// Returns false if no separating plane exists
+//-----------------------------------------------------------------------------
+static bool ComputeSeparatingPlane( const matrix3x4_t &worldToBox1, const matrix3x4_t &box2ToWorld,
+ const Vector& box1Size, const Vector& box2Size, float tolerance, cplane_t* pPlane )
+{
+ // The various separating planes can be either
+ // 1) A plane parallel to one of the box face planes
+ // 2) A plane parallel to the cross-product of an edge from each box
+
+ // First, compute the basis of second box in the space of the first box
+ // NOTE: These basis place the origin at the centroid of each box!
+ matrix3x4_t box2ToBox1;
+ ConcatTransforms( worldToBox1, box2ToWorld, box2ToBox1 );
+
+ // We're going to be using the origin of box2 in the space of box1 alot,
+ // lets extract it from the matrix....
+ Vector box2Origin;
+ MatrixGetColumn( box2ToBox1, 3, box2Origin );
+
+ // Next get the absolute values of these entries and store in absbox2ToBox1.
+ matrix3x4_t absBox2ToBox1;
+ ComputeAbsMatrix( box2ToBox1, absBox2ToBox1 );
+
+ // There are 15 tests to make. The first 3 involve trying planes parallel
+ // to the faces of the first box.
+
+ // NOTE: The algorithm here involves finding the projections of the two boxes
+ // onto a particular line. If the projections on the line do not overlap,
+ // that means that there's a plane perpendicular to the line which separates
+ // the two boxes; and we've therefore found a separating plane.
+
+ // The way we check for overlay is we find the projections of the two boxes
+ // onto the line, and add them up. We compare the sum with the projection
+ // of the relative center of box2 onto the same line.
+
+ Vector tmp;
+ float boxProjectionSum;
+ float originProjection;
+
+ // NOTE: For these guys, we're taking advantage of the fact that the ith
+ // row of the box2ToBox1 is the direction of the box1 (x,y,z)-axis
+ // transformed into the space of box2.
+
+ // First side of box 1
+ boxProjectionSum = box1Size.x + MatrixRowDotProduct( absBox2ToBox1, 0, box2Size );
+ originProjection = FloatMakePositive( box2Origin.x ) + tolerance;
+ if ( FloatBits(originProjection) > FloatBits(boxProjectionSum) )
+ {
+ VectorCopy( worldToBox1[0], pPlane->normal.Base() );
+ return true;
+ }
+
+ // Second side of box 1
+ boxProjectionSum = box1Size.y + MatrixRowDotProduct( absBox2ToBox1, 1, box2Size );
+ originProjection = FloatMakePositive( box2Origin.y ) + tolerance;
+ if ( FloatBits(originProjection) > FloatBits(boxProjectionSum) )
+ {
+ VectorCopy( worldToBox1[1], pPlane->normal.Base() );
+ return true;
+ }
+
+ // Third side of box 1
+ boxProjectionSum = box1Size.z + MatrixRowDotProduct( absBox2ToBox1, 2, box2Size );
+ originProjection = FloatMakePositive( box2Origin.z ) + tolerance;
+ if ( FloatBits(originProjection) > FloatBits(boxProjectionSum) )
+ {
+ VectorCopy( worldToBox1[2], pPlane->normal.Base() );
+ return true;
+ }
+
+ // The next three involve checking splitting planes parallel to the
+ // faces of the second box.
+
+ // NOTE: For these guys, we're taking advantage of the fact that the 0th
+ // column of the box2ToBox1 is the direction of the box2 x-axis
+ // transformed into the space of box1.
+ // Here, we're determining the distance of box2's center from box1's center
+ // by projecting it onto a line parallel to box2's axis
+
+ // First side of box 2
+ boxProjectionSum = box2Size.x + MatrixColumnDotProduct( absBox2ToBox1, 0, box1Size );
+ originProjection = FloatMakePositive( MatrixColumnDotProduct( box2ToBox1, 0, box2Origin ) ) + tolerance;
+ if ( FloatBits(originProjection) > FloatBits(boxProjectionSum) )
+ {
+ MatrixGetColumn( box2ToWorld, 0, pPlane->normal );
+ return true;
+ }
+
+ // Second side of box 2
+ boxProjectionSum = box2Size.y + MatrixColumnDotProduct( absBox2ToBox1, 1, box1Size );
+ originProjection = FloatMakePositive( MatrixColumnDotProduct( box2ToBox1, 1, box2Origin ) ) + tolerance;
+ if ( FloatBits(originProjection) > FloatBits(boxProjectionSum) )
+ {
+ MatrixGetColumn( box2ToWorld, 1, pPlane->normal );
+ return true;
+ }
+
+ // Third side of box 2
+ boxProjectionSum = box2Size.z + MatrixColumnDotProduct( absBox2ToBox1, 2, box1Size );
+ originProjection = FloatMakePositive( MatrixColumnDotProduct( box2ToBox1, 2, box2Origin ) ) + tolerance;
+ if ( FloatBits(originProjection) > FloatBits(boxProjectionSum) )
+ {
+ MatrixGetColumn( box2ToWorld, 2, pPlane->normal );
+ return true;
+ }
+
+ // Next check the splitting planes which are orthogonal to the pairs
+ // of edges, one from box1 and one from box2. As only direction matters,
+ // there are 9 pairs since each box has 3 distinct edge directions.
+
+ // Here, we take advantage of the fact that the edges from box 1 are all
+ // axis aligned; therefore the crossproducts are simplified. Let's walk through
+ // the example of b1e1 x b2e1:
+
+ // In this example, the line to check is perpendicular to b1e1 + b2e2
+ // we can compute this line by taking the cross-product:
+ //
+ // [ i j k ]
+ // [ 1 0 0 ] = - ez j + ey k = l1
+ // [ ex ey ez ]
+
+ // Where ex, ey, ez is the components of box2's x axis in the space of box 1,
+ // which is == to the 0th column of of box2toBox1
+
+ // The projection of box1 onto this line = the absolute dot product of the box size
+ // against the line, which =
+ // AbsDot( box1Size, l1 ) = abs( -ez * box1.y ) + abs( ey * box1.z )
+
+ // To compute the projection of box2 onto this line, we'll do it in the space of box 2
+ //
+ // [ i j k ]
+ // [ fx fy fz ] = fz j - fy k = l2
+ // [ 1 0 0 ]
+
+ // Where fx, fy, fz is the components of box1's x axis in the space of box 2,
+ // which is == to the 0th row of of box2toBox1
+
+ // The projection of box2 onto this line = the absolute dot product of the box size
+ // against the line, which =
+ // AbsDot( box2Size, l2 ) = abs( fz * box2.y ) + abs ( fy * box2.z )
+
+ // The projection of the relative origin position on this line is done in the
+ // space of box 1:
+ //
+ // originProjection = DotProduct( <-ez j + ey k>, box2Origin ) =
+ // -ez * box2Origin.y + ey * box2Origin.z
+
+ // NOTE: These checks can be bogus if both edges are parallel. The if
+ // checks at the beginning of each block are designed to catch that case
+
+ // b1e1 x b2e1
+ if ( absBox2ToBox1[0][0] < 1.0f - 1e-3f )
+ {
+ boxProjectionSum =
+ box1Size.y * absBox2ToBox1[2][0] + box1Size.z * absBox2ToBox1[1][0] +
+ box2Size.y * absBox2ToBox1[0][2] + box2Size.z * absBox2ToBox1[0][1];
+ originProjection = FloatMakePositive( -box2Origin.y * box2ToBox1[2][0] + box2Origin.z * box2ToBox1[1][0] ) + tolerance;
+ if ( FloatBits(originProjection) > FloatBits(boxProjectionSum) )
+ {
+ MatrixGetColumn( box2ToWorld, 0, tmp );
+ CrossProduct( worldToBox1[0], tmp.Base(), pPlane->normal.Base() );
+ return true;
+ }
+ }
+
+ // b1e1 x b2e2
+ if ( absBox2ToBox1[0][1] < 1.0f - 1e-3f )
+ {
+ boxProjectionSum =
+ box1Size.y * absBox2ToBox1[2][1] + box1Size.z * absBox2ToBox1[1][1] +
+ box2Size.x * absBox2ToBox1[0][2] + box2Size.z * absBox2ToBox1[0][0];
+ originProjection = FloatMakePositive( -box2Origin.y * box2ToBox1[2][1] + box2Origin.z * box2ToBox1[1][1] ) + tolerance;
+ if ( FloatBits(originProjection) > FloatBits(boxProjectionSum) )
+ {
+ MatrixGetColumn( box2ToWorld, 1, tmp );
+ CrossProduct( worldToBox1[0], tmp.Base(), pPlane->normal.Base() );
+ return true;
+ }
+ }
+
+ // b1e1 x b2e3
+ if ( absBox2ToBox1[0][2] < 1.0f - 1e-3f )
+ {
+ boxProjectionSum =
+ box1Size.y * absBox2ToBox1[2][2] + box1Size.z * absBox2ToBox1[1][2] +
+ box2Size.x * absBox2ToBox1[0][1] + box2Size.y * absBox2ToBox1[0][0];
+ originProjection = FloatMakePositive( -box2Origin.y * box2ToBox1[2][2] + box2Origin.z * box2ToBox1[1][2] ) + tolerance;
+ if ( FloatBits(originProjection) > FloatBits(boxProjectionSum) )
+ {
+ MatrixGetColumn( box2ToWorld, 2, tmp );
+ CrossProduct( worldToBox1[0], tmp.Base(), pPlane->normal.Base() );
+ return true;
+ }
+ }
+
+ // b1e2 x b2e1
+ if ( absBox2ToBox1[1][0] < 1.0f - 1e-3f )
+ {
+ boxProjectionSum =
+ box1Size.x * absBox2ToBox1[2][0] + box1Size.z * absBox2ToBox1[0][0] +
+ box2Size.y * absBox2ToBox1[1][2] + box2Size.z * absBox2ToBox1[1][1];
+ originProjection = FloatMakePositive( box2Origin.x * box2ToBox1[2][0] - box2Origin.z * box2ToBox1[0][0] ) + tolerance;
+ if ( FloatBits(originProjection) > FloatBits(boxProjectionSum) )
+ {
+ MatrixGetColumn( box2ToWorld, 0, tmp );
+ CrossProduct( worldToBox1[1], tmp.Base(), pPlane->normal.Base() );
+ return true;
+ }
+ }
+
+ // b1e2 x b2e2
+ if ( absBox2ToBox1[1][1] < 1.0f - 1e-3f )
+ {
+ boxProjectionSum =
+ box1Size.x * absBox2ToBox1[2][1] + box1Size.z * absBox2ToBox1[0][1] +
+ box2Size.x * absBox2ToBox1[1][2] + box2Size.z * absBox2ToBox1[1][0];
+ originProjection = FloatMakePositive( box2Origin.x * box2ToBox1[2][1] - box2Origin.z * box2ToBox1[0][1] ) + tolerance;
+ if ( FloatBits(originProjection) > FloatBits(boxProjectionSum) )
+ {
+ MatrixGetColumn( box2ToWorld, 1, tmp );
+ CrossProduct( worldToBox1[1], tmp.Base(), pPlane->normal.Base() );
+ return true;
+ }
+ }
+
+ // b1e2 x b2e3
+ if ( absBox2ToBox1[1][2] < 1.0f - 1e-3f )
+ {
+ boxProjectionSum =
+ box1Size.x * absBox2ToBox1[2][2] + box1Size.z * absBox2ToBox1[0][2] +
+ box2Size.x * absBox2ToBox1[1][1] + box2Size.y * absBox2ToBox1[1][0];
+ originProjection = FloatMakePositive( box2Origin.x * box2ToBox1[2][2] - box2Origin.z * box2ToBox1[0][2] ) + tolerance;
+ if ( FloatBits(originProjection) > FloatBits(boxProjectionSum) )
+ {
+ MatrixGetColumn( box2ToWorld, 2, tmp );
+ CrossProduct( worldToBox1[1], tmp.Base(), pPlane->normal.Base() );
+ return true;
+ }
+ }
+
+ // b1e3 x b2e1
+ if ( absBox2ToBox1[2][0] < 1.0f - 1e-3f )
+ {
+ boxProjectionSum =
+ box1Size.x * absBox2ToBox1[1][0] + box1Size.y * absBox2ToBox1[0][0] +
+ box2Size.y * absBox2ToBox1[2][2] + box2Size.z * absBox2ToBox1[2][1];
+ originProjection = FloatMakePositive( -box2Origin.x * box2ToBox1[1][0] + box2Origin.y * box2ToBox1[0][0] ) + tolerance;
+ if ( FloatBits(originProjection) > FloatBits(boxProjectionSum) )
+ {
+ MatrixGetColumn( box2ToWorld, 0, tmp );
+ CrossProduct( worldToBox1[2], tmp.Base(), pPlane->normal.Base() );
+ return true;
+ }
+ }
+
+ // b1e3 x b2e2
+ if ( absBox2ToBox1[2][1] < 1.0f - 1e-3f )
+ {
+ boxProjectionSum =
+ box1Size.x * absBox2ToBox1[1][1] + box1Size.y * absBox2ToBox1[0][1] +
+ box2Size.x * absBox2ToBox1[2][2] + box2Size.z * absBox2ToBox1[2][0];
+ originProjection = FloatMakePositive( -box2Origin.x * box2ToBox1[1][1] + box2Origin.y * box2ToBox1[0][1] ) + tolerance;
+ if ( FloatBits(originProjection) > FloatBits(boxProjectionSum) )
+ {
+ MatrixGetColumn( box2ToWorld, 1, tmp );
+ CrossProduct( worldToBox1[2], tmp.Base(), pPlane->normal.Base() );
+ return true;
+ }
+ }
+
+ // b1e3 x b2e3
+ if ( absBox2ToBox1[2][2] < 1.0f - 1e-3f )
+ {
+ boxProjectionSum =
+ box1Size.x * absBox2ToBox1[1][2] + box1Size.y * absBox2ToBox1[0][2] +
+ box2Size.x * absBox2ToBox1[2][1] + box2Size.y * absBox2ToBox1[2][0];
+ originProjection = FloatMakePositive( -box2Origin.x * box2ToBox1[1][2] + box2Origin.y * box2ToBox1[0][2] ) + tolerance;
+ if ( FloatBits(originProjection) > FloatBits(boxProjectionSum) )
+ {
+ MatrixGetColumn( box2ToWorld, 2, tmp );
+ CrossProduct( worldToBox1[2], tmp.Base(), pPlane->normal.Base() );
+ return true;
+ }
+ }
+ return false;
+}
+
+
+//-----------------------------------------------------------------------------
+// Compute a separating plane between two boxes (expensive!)
+// Returns false if no separating plane exists
+//-----------------------------------------------------------------------------
+bool ComputeSeparatingPlane( const Vector& org1, const QAngle& angles1, const Vector& min1, const Vector& max1,
+ const Vector& org2, const QAngle& angles2, const Vector& min2, const Vector& max2,
+ float tolerance, cplane_t* pPlane )
+{
+ matrix3x4_t worldToBox1, box2ToWorld;
+ ComputeCenterIMatrix( org1, angles1, min1, max1, worldToBox1 );
+ ComputeCenterMatrix( org2, angles2, min2, max2, box2ToWorld );
+
+ // Then compute the size of the two boxes
+ Vector box1Size, box2Size;
+ VectorSubtract( max1, min1, box1Size );
+ VectorSubtract( max2, min2, box2Size );
+ box1Size *= 0.5f;
+ box2Size *= 0.5f;
+
+ return ComputeSeparatingPlane( worldToBox1, box2ToWorld, box1Size, box2Size, tolerance, pPlane );
+}
+
+
+//-----------------------------------------------------------------------------
+// Swept OBB test
+//-----------------------------------------------------------------------------
+bool IsRayIntersectingOBB( const Ray_t &ray, const Vector& org, const QAngle& angles,
+ const Vector& mins, const Vector& maxs )
+{
+ if ( angles == vec3_angle )
+ {
+ Vector vecWorldMins, vecWorldMaxs;
+ VectorAdd( org, mins, vecWorldMins );
+ VectorAdd( org, maxs, vecWorldMaxs );
+ return IsBoxIntersectingRay( vecWorldMins, vecWorldMaxs, ray );
+ }
+
+ if ( ray.m_IsRay )
+ {
+ matrix3x4_t worldToBox;
+ AngleIMatrix( angles, org, worldToBox );
+
+ Ray_t rotatedRay;
+ VectorTransform( ray.m_Start, worldToBox, rotatedRay.m_Start );
+ VectorRotate( ray.m_Delta, worldToBox, rotatedRay.m_Delta );
+ rotatedRay.m_StartOffset = vec3_origin;
+ rotatedRay.m_Extents = vec3_origin;
+ rotatedRay.m_IsRay = ray.m_IsRay;
+ rotatedRay.m_IsSwept = ray.m_IsSwept;
+
+ return IsBoxIntersectingRay( mins, maxs, rotatedRay );
+ }
+
+ if ( !ray.m_IsSwept )
+ {
+ cplane_t plane;
+ return ComputeSeparatingPlane( ray.m_Start, vec3_angle, -ray.m_Extents, ray.m_Extents,
+ org, angles, mins, maxs, 0.0f, &plane ) == false;
+ }
+
+ // NOTE: See the comments in ComputeSeparatingPlane to understand this math
+
+ // First, compute the basis of box in the space of the ray
+ // NOTE: These basis place the origin at the centroid of each box!
+ matrix3x4_t worldToBox1, box2ToWorld;
+ ComputeCenterMatrix( org, angles, mins, maxs, box2ToWorld );
+
+ // Find the center + extents of an AABB surrounding the ray
+ Vector vecRayCenter;
+ VectorMA( ray.m_Start, 0.5, ray.m_Delta, vecRayCenter );
+ vecRayCenter *= -1.0f;
+ SetIdentityMatrix( worldToBox1 );
+ MatrixSetColumn( vecRayCenter, 3, worldToBox1 );
+
+ Vector box1Size;
+ box1Size.x = ray.m_Extents.x + FloatMakePositive( ray.m_Delta.x ) * 0.5f;
+ box1Size.y = ray.m_Extents.y + FloatMakePositive( ray.m_Delta.y ) * 0.5f;
+ box1Size.z = ray.m_Extents.z + FloatMakePositive( ray.m_Delta.z ) * 0.5f;
+
+ // Then compute the size of the box
+ Vector box2Size;
+ VectorSubtract( maxs, mins, box2Size );
+ box2Size *= 0.5f;
+
+ // Do an OBB test of the box with the AABB surrounding the ray
+ cplane_t plane;
+ if ( ComputeSeparatingPlane( worldToBox1, box2ToWorld, box1Size, box2Size, 0.0f, &plane ) )
+ return false;
+
+ // Now deal with the planes which are the cross products of the ray sweep direction vs box edges
+ Vector vecRayDirection = ray.m_Delta;
+ VectorNormalize( vecRayDirection );
+
+ // Need a vector between ray center vs box center measured in the space of the ray (world)
+ Vector vecCenterDelta;
+ vecCenterDelta.x = box2ToWorld[0][3] - ray.m_Start.x;
+ vecCenterDelta.y = box2ToWorld[1][3] - ray.m_Start.y;
+ vecCenterDelta.z = box2ToWorld[2][3] - ray.m_Start.z;
+
+ // Rotate the ray direction into the space of the OBB
+ Vector vecAbsRayDirBox2;
+ VectorIRotate( vecRayDirection, box2ToWorld, vecAbsRayDirBox2 );
+
+ // Make abs versions of the ray in world space + ray in box2 space
+ VectorAbs( vecAbsRayDirBox2, vecAbsRayDirBox2 );
+
+ // Now do the work for the planes which are perpendicular to the edges of the AABB
+ // and the sweep direction edges...
+
+ // In this example, the line to check is perpendicular to box edge x + ray delta
+ // we can compute this line by taking the cross-product:
+ //
+ // [ i j k ]
+ // [ 1 0 0 ] = - dz j + dy k = l1
+ // [ dx dy dz ]
+
+ // Where dx, dy, dz is the ray delta (normalized)
+
+ // The projection of the box onto this line = the absolute dot product of the box size
+ // against the line, which =
+ // AbsDot( vecBoxHalfDiagonal, l1 ) = abs( -dz * vecBoxHalfDiagonal.y ) + abs( dy * vecBoxHalfDiagonal.z )
+
+ // Because the plane contains the sweep direction, the sweep will produce
+ // no extra projection onto the line normal to the plane.
+ // Therefore all we need to do is project the ray extents onto this line also:
+ // AbsDot( ray.m_Extents, l1 ) = abs( -dz * ray.m_Extents.y ) + abs( dy * ray.m_Extents.z )
+
+ Vector vecPlaneNormal;
+
+ // box x x ray delta
+ CrossProduct( vecRayDirection, Vector( box2ToWorld[0][0], box2ToWorld[1][0], box2ToWorld[2][0] ), vecPlaneNormal );
+ float flCenterDeltaProjection = FloatMakePositive( DotProduct( vecPlaneNormal, vecCenterDelta ) );
+ float flBoxProjectionSum =
+ vecAbsRayDirBox2.z * box2Size.y + vecAbsRayDirBox2.y * box2Size.z +
+ DotProductAbs( vecPlaneNormal, ray.m_Extents );
+ if ( FloatBits(flCenterDeltaProjection) > FloatBits(flBoxProjectionSum) )
+ return false;
+
+ // box y x ray delta
+ CrossProduct( vecRayDirection, Vector( box2ToWorld[0][1], box2ToWorld[1][1], box2ToWorld[2][1] ), vecPlaneNormal );
+ flCenterDeltaProjection = FloatMakePositive( DotProduct( vecPlaneNormal, vecCenterDelta ) );
+ flBoxProjectionSum =
+ vecAbsRayDirBox2.z * box2Size.x + vecAbsRayDirBox2.x * box2Size.z +
+ DotProductAbs( vecPlaneNormal, ray.m_Extents );
+ if ( FloatBits(flCenterDeltaProjection) > FloatBits(flBoxProjectionSum) )
+ return false;
+
+ // box z x ray delta
+ CrossProduct( vecRayDirection, Vector( box2ToWorld[0][2], box2ToWorld[1][2], box2ToWorld[2][2] ), vecPlaneNormal );
+ flCenterDeltaProjection = FloatMakePositive( DotProduct( vecPlaneNormal, vecCenterDelta ) );
+ flBoxProjectionSum =
+ vecAbsRayDirBox2.y * box2Size.x + vecAbsRayDirBox2.x * box2Size.y +
+ DotProductAbs( vecPlaneNormal, ray.m_Extents );
+ if ( FloatBits(flCenterDeltaProjection) > FloatBits(flBoxProjectionSum) )
+ return false;
+
+ return true;
+}
+
+//--------------------------------------------------------------------------
+// Purpose:
+//
+// NOTE:
+// triangle points are given in clockwise order (aabb-triangle test)
+//
+// 1 edge0 = 1 - 0
+// | \ edge1 = 2 - 1
+// | \ edge2 = 0 - 2
+// | \ .
+// | \ .
+// 0-----2 .
+//
+//--------------------------------------------------------------------------
+
+//-----------------------------------------------------------------------------
+// Purpose: find the minima and maxima of the 3 given values
+//-----------------------------------------------------------------------------
+inline void FindMinMax( float v1, float v2, float v3, float &min, float &max )
+{
+ min = max = v1;
+ if ( v2 < min ) { min = v2; }
+ if ( v2 > max ) { max = v2; }
+ if ( v3 < min ) { min = v3; }
+ if ( v3 > max ) { max = v3; }
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+inline bool AxisTestEdgeCrossX2( float flEdgeZ, float flEdgeY, float flAbsEdgeZ, float flAbsEdgeY,
+ const Vector &p1, const Vector &p3, const Vector &vecExtents,
+ float flTolerance )
+{
+ // Cross Product( axialX(1,0,0) x edge ): x = 0.0f, y = edge.z, z = -edge.y
+ // Triangle Point Distances: dist(x) = normal.y * pt(x).y + normal.z * pt(x).z
+ float flDist1 = flEdgeZ * p1.y - flEdgeY * p1.z;
+ float flDist3 = flEdgeZ * p3.y - flEdgeY * p3.z;
+
+ // Extents are symmetric: dist = abs( normal.y ) * extents.y + abs( normal.z ) * extents.z
+ float flDistBox = flAbsEdgeZ * vecExtents.y + flAbsEdgeY * vecExtents.z;
+
+ // Either dist1, dist3 is the closest point to the box, determine which and test of overlap with box(AABB).
+ if ( flDist1 < flDist3 )
+ {
+ if ( ( flDist1 > ( flDistBox + flTolerance ) ) || ( flDist3 < -( flDistBox + flTolerance ) ) )
+ return false;
+ }
+ else
+ {
+ if ( ( flDist3 > ( flDistBox + flTolerance ) ) || ( flDist1 < -( flDistBox + flTolerance ) ) )
+ return false;
+ }
+
+ return true;
+}
+
+//--------------------------------------------------------------------------
+// Purpose:
+//--------------------------------------------------------------------------
+inline bool AxisTestEdgeCrossX3( float flEdgeZ, float flEdgeY, float flAbsEdgeZ, float flAbsEdgeY,
+ const Vector &p1, const Vector &p2, const Vector &vecExtents,
+ float flTolerance )
+{
+ // Cross Product( axialX(1,0,0) x edge ): x = 0.0f, y = edge.z, z = -edge.y
+ // Triangle Point Distances: dist(x) = normal.y * pt(x).y + normal.z * pt(x).z
+ float flDist1 = flEdgeZ * p1.y - flEdgeY * p1.z;
+ float flDist2 = flEdgeZ * p2.y - flEdgeY * p2.z;
+
+ // Extents are symmetric: dist = abs( normal.y ) * extents.y + abs( normal.z ) * extents.z
+ float flDistBox = flAbsEdgeZ * vecExtents.y + flAbsEdgeY * vecExtents.z;
+
+ // Either dist1, dist2 is the closest point to the box, determine which and test of overlap with box(AABB).
+ if ( flDist1 < flDist2 )
+ {
+ if ( ( flDist1 > ( flDistBox + flTolerance ) ) || ( flDist2 < -( flDistBox + flTolerance ) ) )
+ return false;
+ }
+ else
+ {
+ if ( ( flDist2 > ( flDistBox + flTolerance ) ) || ( flDist1 < -( flDistBox + flTolerance ) ) )
+ return false;
+ }
+
+ return true;
+}
+
+//--------------------------------------------------------------------------
+//--------------------------------------------------------------------------
+inline bool AxisTestEdgeCrossY2( float flEdgeZ, float flEdgeX, float flAbsEdgeZ, float flAbsEdgeX,
+ const Vector &p1, const Vector &p3, const Vector &vecExtents,
+ float flTolerance )
+{
+ // Cross Product( axialY(0,1,0) x edge ): x = -edge.z, y = 0.0f, z = edge.x
+ // Triangle Point Distances: dist(x) = normal.x * pt(x).x + normal.z * pt(x).z
+ float flDist1 = -flEdgeZ * p1.x + flEdgeX * p1.z;
+ float flDist3 = -flEdgeZ * p3.x + flEdgeX * p3.z;
+
+ // Extents are symmetric: dist = abs( normal.x ) * extents.x + abs( normal.z ) * extents.z
+ float flDistBox = flAbsEdgeZ * vecExtents.x + flAbsEdgeX * vecExtents.z;
+
+ // Either dist1, dist3 is the closest point to the box, determine which and test of overlap with box(AABB).
+ if ( flDist1 < flDist3 )
+ {
+ if ( ( flDist1 > ( flDistBox + flTolerance ) ) || ( flDist3 < -( flDistBox + flTolerance ) ) )
+ return false;
+ }
+ else
+ {
+ if ( ( flDist3 > ( flDistBox + flTolerance ) ) || ( flDist1 < -( flDistBox + flTolerance ) ) )
+ return false;
+ }
+
+ return true;
+}
+
+//--------------------------------------------------------------------------
+//--------------------------------------------------------------------------
+inline bool AxisTestEdgeCrossY3( float flEdgeZ, float flEdgeX, float flAbsEdgeZ, float flAbsEdgeX,
+ const Vector &p1, const Vector &p2, const Vector &vecExtents,
+ float flTolerance )
+{
+ // Cross Product( axialY(0,1,0) x edge ): x = -edge.z, y = 0.0f, z = edge.x
+ // Triangle Point Distances: dist(x) = normal.x * pt(x).x + normal.z * pt(x).z
+ float flDist1 = -flEdgeZ * p1.x + flEdgeX * p1.z;
+ float flDist2 = -flEdgeZ * p2.x + flEdgeX * p2.z;
+
+ // Extents are symmetric: dist = abs( normal.x ) * extents.x + abs( normal.z ) * extents.z
+ float flDistBox = flAbsEdgeZ * vecExtents.x + flAbsEdgeX * vecExtents.z;
+
+ // Either dist1, dist2 is the closest point to the box, determine which and test of overlap with box(AABB).
+ if ( flDist1 < flDist2 )
+ {
+ if ( ( flDist1 > ( flDistBox + flTolerance ) ) || ( flDist2 < -( flDistBox + flTolerance ) ) )
+ return false;
+ }
+ else
+ {
+ if ( ( flDist2 > ( flDistBox + flTolerance ) ) || ( flDist1 < -( flDistBox + flTolerance ) ) )
+ return false;
+ }
+
+ return true;
+}
+
+//--------------------------------------------------------------------------
+//--------------------------------------------------------------------------
+inline bool AxisTestEdgeCrossZ1( float flEdgeY, float flEdgeX, float flAbsEdgeY, float flAbsEdgeX,
+ const Vector &p2, const Vector &p3, const Vector &vecExtents,
+ float flTolerance )
+{
+ // Cross Product( axialZ(0,0,1) x edge ): x = edge.y, y = -edge.x, z = 0.0f
+ // Triangle Point Distances: dist(x) = normal.x * pt(x).x + normal.y * pt(x).y
+ float flDist2 = flEdgeY * p2.x - flEdgeX * p2.y;
+ float flDist3 = flEdgeY * p3.x - flEdgeX * p3.y;
+
+ // Extents are symmetric: dist = abs( normal.x ) * extents.x + abs( normal.y ) * extents.y
+ float flDistBox = flAbsEdgeY * vecExtents.x + flAbsEdgeX * vecExtents.y;
+
+ // Either dist2, dist3 is the closest point to the box, determine which and test of overlap with box(AABB).
+ if ( flDist3 < flDist2 )
+ {
+ if ( ( flDist3 > ( flDistBox + flTolerance ) ) || ( flDist2 < -( flDistBox + flTolerance ) ) )
+ return false;
+ }
+ else
+ {
+ if ( ( flDist2 > ( flDistBox + flTolerance ) ) || ( flDist3 < -( flDistBox + flTolerance ) ) )
+ return false;
+ }
+
+ return true;
+}
+
+//--------------------------------------------------------------------------
+//--------------------------------------------------------------------------
+inline bool AxisTestEdgeCrossZ2( float flEdgeY, float flEdgeX, float flAbsEdgeY, float flAbsEdgeX,
+ const Vector &p1, const Vector &p3, const Vector &vecExtents,
+ float flTolerance )
+{
+ // Cross Product( axialZ(0,0,1) x edge ): x = edge.y, y = -edge.x, z = 0.0f
+ // Triangle Point Distances: dist(x) = normal.x * pt(x).x + normal.y * pt(x).y
+ float flDist1 = flEdgeY * p1.x - flEdgeX * p1.y;
+ float flDist3 = flEdgeY * p3.x - flEdgeX * p3.y;
+
+ // Extents are symmetric: dist = abs( normal.x ) * extents.x + abs( normal.y ) * extents.y
+ float flDistBox = flAbsEdgeY * vecExtents.x + flAbsEdgeX * vecExtents.y;
+
+ // Either dist1, dist3 is the closest point to the box, determine which and test of overlap with box(AABB).
+ if ( flDist1 < flDist3 )
+ {
+ if ( ( flDist1 > ( flDistBox + flTolerance ) ) || ( flDist3 < -( flDistBox + flTolerance ) ) )
+ return false;
+ }
+ else
+ {
+ if ( ( flDist3 > ( flDistBox + flTolerance ) ) || ( flDist1 < -( flDistBox + flTolerance ) ) )
+ return false;
+ }
+
+ return true;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Test for an intersection (overlap) between an axial-aligned bounding
+// box (AABB) and a triangle.
+//
+// Using the "Separating-Axis Theorem" to test for intersections between
+// a triangle and an axial-aligned bounding box (AABB).
+// 1. 3 Axis Planes - x, y, z
+// 2. 9 Edge Planes Tests - the 3 edges of the triangle crossed with all 3 axial
+// planes (x, y, z)
+// 3. 1 Face Plane - the triangle plane (cplane_t plane below)
+// Output: false = separating axis (no intersection)
+// true = intersection
+//-----------------------------------------------------------------------------
+bool IsBoxIntersectingTriangle( const Vector &vecBoxCenter, const Vector &vecBoxExtents,
+ const Vector &v1, const Vector &v2, const Vector &v3,
+ const cplane_t &plane, float flTolerance )
+{
+ // Test the axial planes (x,y,z) against the min, max of the triangle.
+ float flMin, flMax;
+ Vector p1, p2, p3;
+
+ // x plane
+ p1.x = v1.x - vecBoxCenter.x;
+ p2.x = v2.x - vecBoxCenter.x;
+ p3.x = v3.x - vecBoxCenter.x;
+ FindMinMax( p1.x, p2.x, p3.x, flMin, flMax );
+ if ( ( flMin > ( vecBoxExtents.x + flTolerance ) ) || ( flMax < -( vecBoxExtents.x + flTolerance ) ) )
+ return false;
+
+ // y plane
+ p1.y = v1.y - vecBoxCenter.y;
+ p2.y = v2.y - vecBoxCenter.y;
+ p3.y = v3.y - vecBoxCenter.y;
+ FindMinMax( p1.y, p2.y, p3.y, flMin, flMax );
+ if ( ( flMin > ( vecBoxExtents.y + flTolerance ) ) || ( flMax < -( vecBoxExtents.y + flTolerance ) ) )
+ return false;
+
+ // z plane
+ p1.z = v1.z - vecBoxCenter.z;
+ p2.z = v2.z - vecBoxCenter.z;
+ p3.z = v3.z - vecBoxCenter.z;
+ FindMinMax( p1.z, p2.z, p3.z, flMin, flMax );
+ if ( ( flMin > ( vecBoxExtents.z + flTolerance ) ) || ( flMax < -( vecBoxExtents.z + flTolerance ) ) )
+ return false;
+
+ // Test the 9 edge cases.
+ Vector vecEdge, vecAbsEdge;
+
+ // edge 0 (cross x,y,z)
+ vecEdge = p2 - p1;
+ vecAbsEdge.y = FloatMakePositive( vecEdge.y );
+ vecAbsEdge.z = FloatMakePositive( vecEdge.z );
+ if ( !AxisTestEdgeCrossX2( vecEdge.z, vecEdge.y, vecAbsEdge.z, vecAbsEdge.y, p1, p3, vecBoxExtents, flTolerance ) )
+ return false;
+
+ vecAbsEdge.x = FloatMakePositive( vecEdge.x );
+ if ( !AxisTestEdgeCrossY2( vecEdge.z, vecEdge.x, vecAbsEdge.z, vecAbsEdge.x, p1, p3, vecBoxExtents, flTolerance ) )
+ return false;
+
+ if ( !AxisTestEdgeCrossZ1( vecEdge.y, vecEdge.x, vecAbsEdge.y, vecAbsEdge.x, p2, p3, vecBoxExtents, flTolerance ) )
+ return false;
+
+ // edge 1 (cross x,y,z)
+ vecEdge = p3 - p2;
+ vecAbsEdge.y = FloatMakePositive( vecEdge.y );
+ vecAbsEdge.z = FloatMakePositive( vecEdge.z );
+ if ( !AxisTestEdgeCrossX2( vecEdge.z, vecEdge.y, vecAbsEdge.z, vecAbsEdge.y, p1, p2, vecBoxExtents, flTolerance ) )
+ return false;
+
+ vecAbsEdge.x = FloatMakePositive( vecEdge.x );
+ if ( !AxisTestEdgeCrossY2( vecEdge.z, vecEdge.x, vecAbsEdge.z, vecAbsEdge.x, p1, p2, vecBoxExtents, flTolerance ) )
+ return false;
+
+ if ( !AxisTestEdgeCrossZ2( vecEdge.y, vecEdge.x, vecAbsEdge.y, vecAbsEdge.x, p1, p3, vecBoxExtents, flTolerance ) )
+ return false;
+
+ // edge 2 (cross x,y,z)
+ vecEdge = p1 - p3;
+ vecAbsEdge.y = FloatMakePositive( vecEdge.y );
+ vecAbsEdge.z = FloatMakePositive( vecEdge.z );
+ if ( !AxisTestEdgeCrossX3( vecEdge.z, vecEdge.y, vecAbsEdge.z, vecAbsEdge.y, p1, p2, vecBoxExtents, flTolerance ) )
+ return false;
+
+ vecAbsEdge.x = FloatMakePositive( vecEdge.x );
+ if ( !AxisTestEdgeCrossY3( vecEdge.z, vecEdge.x, vecAbsEdge.z, vecAbsEdge.x, p1, p2, vecBoxExtents, flTolerance ) )
+ return false;
+
+ if ( !AxisTestEdgeCrossZ1( vecEdge.y, vecEdge.x, vecAbsEdge.y, vecAbsEdge.x, p2, p3, vecBoxExtents, flTolerance ) )
+ return false;
+
+ // Test against the triangle face plane.
+ Vector vecMin, vecMax;
+ VectorSubtract( vecBoxCenter, vecBoxExtents, vecMin );
+ VectorAdd( vecBoxCenter, vecBoxExtents, vecMax );
+ if ( BoxOnPlaneSide( vecMin, vecMax, &plane ) != 3 )
+ return false;
+
+ return true;
+}
+
+// NOTE: JAY: This is untested code based on Real-time Collision Detection by Ericson
+#if 0
+Vector CalcClosestPointOnTriangle( const Vector &P, const Vector &v0, const Vector &v1, const Vector &v2 )
+{
+ Vector e0 = v1 - v0;
+ Vector e1 = v2 - v0;
+ Vector p0 = P - v0;
+
+ // voronoi region of v0
+ float d1 = DotProduct( e0, p0 );
+ float d2 = DotProduct( e1, p0 );
+ if (d1 <= 0.0f && d2 <= 0.0f)
+ return v0;
+
+ // voronoi region of v1
+ Vector p1 = P - v1;
+ float d3 = DotProduct( e0, p1 );
+ float d4 = DotProduct( e1, p1 );
+ if (d3 >=0.0f && d4 <= d3)
+ return v1;
+
+ // voronoi region of e0 (v0-v1)
+ float ve2 = d1*d4 - d3*d2;
+ if ( ve2 <= 0.0f && d1 >= 0.0f && d3 <= 0.0f )
+ {
+ float v = d1 / (d1-d3);
+ return v0 + v * e0;
+ }
+ // voronoi region of v2
+ Vector p2 = P - v2;
+ float d5 = DotProduct( e0, p2 );
+ float d6 = DotProduct( e1, p2 );
+ if (d6 >= 0.0f && d5 <= d6)
+ return v2;
+ // voronoi region of e1
+ float ve1 = d5*d2 - d1*d6;
+ if (ve1 <= 0.0f && d2 >= 0.0f && d6 >= 0.0f)
+ {
+ float w = d2 / (d2-d6);
+ return v0 + w * e1;
+ }
+ // voronoi region on e2
+ float ve0 = d3*d6 - d5*d4;
+ if ( ve0 <= 0.0f && (d4-d3) >= 0.0f && (d5-d6) >= 0.0f )
+ {
+ float w = (d4-d3)/((d4-d3) + (d5-d6));
+ return v1 + w * (v2-v1);
+ }
+ // voronoi region of v0v1v2 triangle
+ float denom = 1.0f / (ve0+ve1+ve2);
+ float v = ve1*denom;
+ float w = ve2 * denom;
+ return v0 + e0 * v + e1 * w;
+}
+#endif
+
+
+bool OBBHasFullyContainedIntersectionWithQuad( const Vector &vOBBExtent1_Scaled, const Vector &vOBBExtent2_Scaled, const Vector &vOBBExtent3_Scaled, const Vector &ptOBBCenter,
+ const Vector &vQuadNormal, float fQuadPlaneDist, const Vector &ptQuadCenter,
+ const Vector &vQuadExtent1_Normalized, float fQuadExtent1Length,
+ const Vector &vQuadExtent2_Normalized, float fQuadExtent2Length )
+{
+ Vector ptOBB[8]; //this specific ordering helps us web out from a point to its 3 connecting points with some bit math (most importantly, no if's)
+ ptOBB[0] = ptOBBCenter - vOBBExtent1_Scaled - vOBBExtent2_Scaled - vOBBExtent3_Scaled;
+ ptOBB[1] = ptOBBCenter - vOBBExtent1_Scaled - vOBBExtent2_Scaled + vOBBExtent3_Scaled;
+ ptOBB[2] = ptOBBCenter - vOBBExtent1_Scaled + vOBBExtent2_Scaled + vOBBExtent3_Scaled;
+ ptOBB[3] = ptOBBCenter - vOBBExtent1_Scaled + vOBBExtent2_Scaled - vOBBExtent3_Scaled;
+ ptOBB[4] = ptOBBCenter + vOBBExtent1_Scaled - vOBBExtent2_Scaled - vOBBExtent3_Scaled;
+ ptOBB[5] = ptOBBCenter + vOBBExtent1_Scaled - vOBBExtent2_Scaled + vOBBExtent3_Scaled;
+ ptOBB[6] = ptOBBCenter + vOBBExtent1_Scaled + vOBBExtent2_Scaled + vOBBExtent3_Scaled;
+ ptOBB[7] = ptOBBCenter + vOBBExtent1_Scaled + vOBBExtent2_Scaled - vOBBExtent3_Scaled;
+
+ float fDists[8];
+ for( int i = 0; i != 8; ++i )
+ fDists[i] = vQuadNormal.Dot( ptOBB[i] ) - fQuadPlaneDist;
+
+ int iSides[8];
+ int iSideMask = 0;
+ for( int i = 0; i != 8; ++i )
+ {
+ if( fDists[i] > 0.0f )
+ {
+ iSides[i] = 1;
+ iSideMask |= 1;
+ }
+ else
+ {
+ iSides[i] = 2;
+ iSideMask |= 2;
+ }
+ }
+
+ if( iSideMask != 3 ) //points reside entirely on one side of the quad's plane
+ return false;
+
+ Vector ptPlaneIntersections[12]; //only have 12 lines, can only possibly generate 12 split points
+ int iPlaneIntersectionsCount = 0;
+
+ for( int i = 0; i != 8; ++i )
+ {
+ if( iSides[i] == 2 ) //point behind the plane
+ {
+ int iAxisCrossings[3];
+ iAxisCrossings[0] = i ^ 4; //upper 4 vs lower 4 crosses vOBBExtent1 axis
+ iAxisCrossings[1] = ((i + 1) & 3) + (i & 4); //cycle to the next element while staying within the upper 4 or lower 4, this will cross either vOBBExtent2 or vOBBExtent3 axis, we don't care which
+ iAxisCrossings[2] = ((i - 1) & 3) + (i & 4); //cylce to the previous element while staying within the upper 4 or lower 4, this will cross the axis iAxisCrossings[1] didn't cross
+
+ for( int j = 0; j != 3; ++j )
+ {
+ if( iSides[iAxisCrossings[j]] == 1 ) //point in front of the plane
+ {
+ //line between ptOBB[i] and ptOBB[iAxisCrossings[j]] intersects the plane, generate a point at the intersection for further testing
+ float fTotalDist = fDists[iAxisCrossings[j]] - fDists[i]; //remember that fDists[i] is a negative value
+ ptPlaneIntersections[iPlaneIntersectionsCount] = (ptOBB[iAxisCrossings[j]] * (-fDists[i]/fTotalDist)) + (ptOBB[i] * (fDists[iAxisCrossings[j]]/fTotalDist));
+
+ Assert( fabs( ptPlaneIntersections[iPlaneIntersectionsCount].Dot( vQuadNormal ) - fQuadPlaneDist ) < 0.1f ); //intersection point is on plane
+
+ ++iPlaneIntersectionsCount;
+ }
+ }
+ }
+ }
+
+ Assert( iPlaneIntersectionsCount != 0 );
+
+ for( int i = 0; i != iPlaneIntersectionsCount; ++i )
+ {
+ //these points are guaranteed to be on the plane, now just check to see if they're within the quad's extents
+ Vector vToPointFromQuadCenter = ptPlaneIntersections[i] - ptQuadCenter;
+
+ float fExt1Dist = vQuadExtent1_Normalized.Dot( vToPointFromQuadCenter );
+ if( fabs( fExt1Dist ) > fQuadExtent1Length )
+ return false; //point is outside boundaries
+
+ //vToPointFromQuadCenter -= vQuadExtent1_Normalized * fExt1Dist; //to handle diamond shaped quads
+
+ float fExt2Dist = vQuadExtent2_Normalized.Dot( vToPointFromQuadCenter );
+ if( fabs( fExt2Dist ) > fQuadExtent2Length )
+ return false; //point is outside boundaries
+ }
+
+ return true; //there were lines crossing the quad plane, and every line crossing that plane had its intersection with the plane within the quad's boundaries
+}
+
+//-----------------------------------------------------------------------------
+// Compute if the Ray intersects the quad plane, and whether the entire
+// Ray/Quad intersection is contained within the quad itself
+//
+// False if no intersection exists, or if part of the intersection is
+// outside the quad's extents
+//-----------------------------------------------------------------------------
+bool RayHasFullyContainedIntersectionWithQuad( const Ray_t &ray,
+ const Vector &vQuadNormal, float fQuadPlaneDist, const Vector &ptQuadCenter,
+ const Vector &vQuadExtent1_Normalized, float fQuadExtent1Length,
+ const Vector &vQuadExtent2_Normalized, float fQuadExtent2Length )
+{
+ Vector ptPlaneIntersections[(12 + 12 + 8)]; //absolute max possible: 12 lines to connect the start box, 12 more to connect the end box, 8 to connect the boxes to eachother
+
+ //8 points to make an AABB, 8 lines to connect each point from it's start to end point along the ray, 8 possible intersections
+ int iPlaneIntersectionsCount = 0;
+
+ if( ray.m_IsRay )
+ {
+ //just 1 line
+ if( ray.m_IsSwept )
+ {
+ Vector ptEndPoints[2];
+ ptEndPoints[0] = ray.m_Start;
+ ptEndPoints[1] = ptEndPoints[0] + ray.m_Delta;
+
+ int i;
+ float fDists[2];
+ for( i = 0; i != 2; ++i )
+ fDists[i] = vQuadNormal.Dot( ptEndPoints[i] ) - fQuadPlaneDist;
+
+ for( i = 0; i != 2; ++i )
+ {
+ if( fDists[i] <= 0.0f )
+ {
+ int j = 1-i;
+ if( fDists[j] >= 0.0f )
+ {
+ float fInvTotalDist = 1.0f / (fDists[j] - fDists[i]); //fDists[i] <= 0, ray is swept so no chance that the denom was 0
+ ptPlaneIntersections[0] = (ptEndPoints[i] * (fDists[j] * fInvTotalDist)) - (ptEndPoints[j] * (fDists[i] * fInvTotalDist)); //fDists[i] <= 0
+ Assert( fabs( ptPlaneIntersections[iPlaneIntersectionsCount].Dot( vQuadNormal ) - fQuadPlaneDist ) < 0.1f ); //intersection point is on plane
+ iPlaneIntersectionsCount = 1;
+ }
+ else
+ {
+ return false;
+ }
+ break;
+ }
+ }
+
+ if( i == 2 )
+ return false;
+ }
+ else //not swept, so this is actually a point on quad question
+ {
+ if( fabs( vQuadNormal.Dot( ray.m_Start ) - fQuadPlaneDist ) < 1e-6 )
+ {
+ ptPlaneIntersections[0] = ray.m_Start;
+ iPlaneIntersectionsCount = 1;
+ }
+ else
+ {
+ return false;
+ }
+ }
+ }
+ else
+ {
+ Vector ptEndPoints[2][8];
+ //this specific ordering helps us web out from a point to its 3 connecting points with some bit math (most importantly, no if's)
+ ptEndPoints[0][0] = ray.m_Start; ptEndPoints[0][0].x -= ray.m_Extents.x; ptEndPoints[0][0].y -= ray.m_Extents.y; ptEndPoints[0][0].z -= ray.m_Extents.z;
+ ptEndPoints[0][1] = ray.m_Start; ptEndPoints[0][1].x -= ray.m_Extents.x; ptEndPoints[0][1].y -= ray.m_Extents.y; ptEndPoints[0][1].z += ray.m_Extents.z;
+ ptEndPoints[0][2] = ray.m_Start; ptEndPoints[0][2].x -= ray.m_Extents.x; ptEndPoints[0][2].y += ray.m_Extents.y; ptEndPoints[0][2].z += ray.m_Extents.z;
+ ptEndPoints[0][3] = ray.m_Start; ptEndPoints[0][3].x -= ray.m_Extents.x; ptEndPoints[0][3].y += ray.m_Extents.y; ptEndPoints[0][3].z -= ray.m_Extents.z;
+ ptEndPoints[0][4] = ray.m_Start; ptEndPoints[0][4].x += ray.m_Extents.x; ptEndPoints[0][4].y -= ray.m_Extents.y; ptEndPoints[0][4].z -= ray.m_Extents.z;
+ ptEndPoints[0][5] = ray.m_Start; ptEndPoints[0][5].x += ray.m_Extents.x; ptEndPoints[0][5].y -= ray.m_Extents.y; ptEndPoints[0][5].z += ray.m_Extents.z;
+ ptEndPoints[0][6] = ray.m_Start; ptEndPoints[0][6].x += ray.m_Extents.x; ptEndPoints[0][6].y += ray.m_Extents.y; ptEndPoints[0][6].z += ray.m_Extents.z;
+ ptEndPoints[0][7] = ray.m_Start; ptEndPoints[0][7].x += ray.m_Extents.x; ptEndPoints[0][7].y += ray.m_Extents.y; ptEndPoints[0][7].z -= ray.m_Extents.z;
+
+ float fDists[2][8];
+ int iSides[2][8];
+ int iSideMask[2] = { 0, 0 };
+ for( int i = 0; i != 8; ++i )
+ {
+ fDists[0][i] = vQuadNormal.Dot( ptEndPoints[0][i] ) - fQuadPlaneDist;
+ if( fDists[0][i] > 0.0f )
+ {
+ iSides[0][i] = 1;
+ iSideMask[0] |= 1;
+ }
+ else
+ {
+ iSides[0][i] = 2;
+ iSideMask[0] |= 2;
+ }
+ }
+
+ if( ray.m_IsSwept )
+ {
+ for( int i = 0; i != 8; ++i )
+ ptEndPoints[1][i] = ptEndPoints[0][i] + ray.m_Delta;
+
+ for( int i = 0; i != 8; ++i )
+ {
+ fDists[1][i] = vQuadNormal.Dot( ptEndPoints[1][i] ) - fQuadPlaneDist;
+ if( fDists[1][i] > 0.0f )
+ {
+ iSides[1][i] = 1;
+ iSideMask[1] |= 1;
+ }
+ else
+ {
+ iSides[1][i] = 2;
+ iSideMask[1] |= 2;
+ }
+ }
+ }
+
+ if( (iSideMask[0] | iSideMask[1]) != 3 )
+ {
+ //Assert( (iSideMask[0] | iSideMask[1]) != 2 );
+ return false; //all points resides entirely on one side of the quad
+ }
+
+
+ //generate intersections for boxes split by the plane at either end of the ray
+ for( int k = 0; k != 2; ++k )
+ {
+ if( iSideMask[k] == 3 ) //box is split by the plane
+ {
+ for( int i = 0; i != 8; ++i )
+ {
+ if( iSides[k][i] == 2 ) //point behind the plane
+ {
+ int iAxisCrossings[3];
+ iAxisCrossings[0] = i ^ 4; //upper 4 vs lower 4 crosses X axis
+ iAxisCrossings[1] = ((i + 1) & 3) + (i & 4); //cycle to the next element while staying within the upper 4 or lower 4, this will cross either Y or Z axis, we don't care which
+ iAxisCrossings[2] = ((i - 1) & 3) + (i & 4); //cylce to the previous element while staying within the upper 4 or lower 4, this will cross the axis iAxisCrossings[1] didn't cross
+
+ for( int j = 0; j != 3; ++j )
+ {
+ if( iSides[k][iAxisCrossings[j]] == 1 ) //point in front of the plane
+ {
+ //line between ptEndPoints[i] and ptEndPoints[iAxisCrossings[j]] intersects the plane, generate a point at the intersection for further testing
+ float fInvTotalDist = 1.0f / (fDists[k][iAxisCrossings[j]] - fDists[k][i]); //remember that fDists[k][i] is a negative value
+ ptPlaneIntersections[iPlaneIntersectionsCount] = (ptEndPoints[k][iAxisCrossings[j]] * (-fDists[k][i] * fInvTotalDist)) + (ptEndPoints[k][i] * (fDists[k][iAxisCrossings[j]] * fInvTotalDist));
+
+ Assert( fabs( ptPlaneIntersections[iPlaneIntersectionsCount].Dot( vQuadNormal ) - fQuadPlaneDist ) < 0.1f ); //intersection point is on plane
+
+ ++iPlaneIntersectionsCount;
+ }
+ }
+ }
+ }
+ }
+ }
+
+ if( ray.m_IsSwept )
+ {
+ for( int i = 0; i != 8; ++i )
+ {
+ if( iSides[0][i] != iSides[1][i] )
+ {
+ int iPosSide, iNegSide;
+ if( iSides[0][i] == 1 )
+ {
+ iPosSide = 0;
+ iNegSide = 1;
+ }
+ else
+ {
+ iPosSide = 1;
+ iNegSide = 0;
+ }
+
+ Assert( (fDists[iPosSide][i] >= 0.0f) && (fDists[iNegSide][i] <= 0.0f) );
+
+ float fInvTotalDist = 1.0f / (fDists[iPosSide][i] - fDists[iNegSide][i]); //remember that fDists[iNegSide][i] is a negative value
+ ptPlaneIntersections[iPlaneIntersectionsCount] = (ptEndPoints[iPosSide][i] * (-fDists[iNegSide][i] * fInvTotalDist)) + (ptEndPoints[iNegSide][i] * (fDists[iPosSide][i] * fInvTotalDist));
+
+ Assert( fabs( ptPlaneIntersections[iPlaneIntersectionsCount].Dot( vQuadNormal ) - fQuadPlaneDist ) < 0.1f ); //intersection point is on plane
+
+ ++iPlaneIntersectionsCount;
+ }
+ }
+ }
+ }
+
+ //down here, we should simply have a collection of plane intersections, now we see if they reside within the quad
+ Assert( iPlaneIntersectionsCount != 0 );
+
+ for( int i = 0; i != iPlaneIntersectionsCount; ++i )
+ {
+ //these points are guaranteed to be on the plane, now just check to see if they're within the quad's extents
+ Vector vToPointFromQuadCenter = ptPlaneIntersections[i] - ptQuadCenter;
+
+ float fExt1Dist = vQuadExtent1_Normalized.Dot( vToPointFromQuadCenter );
+ if( fabs( fExt1Dist ) > fQuadExtent1Length )
+ return false; //point is outside boundaries
+
+ //vToPointFromQuadCenter -= vQuadExtent1_Normalized * fExt1Dist; //to handle diamond shaped quads
+
+ float fExt2Dist = vQuadExtent2_Normalized.Dot( vToPointFromQuadCenter );
+ if( fabs( fExt2Dist ) > fQuadExtent2Length )
+ return false; //point is outside boundaries
+ }
+
+ return true; //there were lines crossing the quad plane, and every line crossing that plane had its intersection with the plane within the quad's boundaries
+}
+
+#endif // !_STATIC_LINKED || _SHARED_LIB