hrplib
hrpCollision
Opcode
OPC_RayAABBOverlap.h
Go to the documentation of this file.
1
// Opcode 1.1: ray-AABB overlap tests based on Woo's code
2
// Opcode 1.2: ray-AABB overlap tests based on the separating axis theorem
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//
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// The point of intersection is not computed anymore. The distance to impact is not needed anymore
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// since we now have two different queries for segments or rays.
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14
inline_
BOOL
RayCollider::SegmentAABBOverlap
(
const
Point
& center,
const
Point
& extents)
16
{
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// Stats
18
mNbRayBVTests
++;
19
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float
Dx =
mData2
.
x
- center.
x
;
if
(fabsf(Dx) > extents.
x
+
mFDir
.
x
)
return
FALSE
;
21
float
Dy =
mData2
.
y
- center.
y
;
if
(fabsf(Dy) > extents.
y
+
mFDir
.
y
)
return
FALSE
;
22
float
Dz =
mData2
.
z
- center.
z
;
if
(fabsf(Dz) > extents.
z
+
mFDir
.
z
)
return
FALSE
;
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float
f
;
25
f
=
mData
.
y
* Dz -
mData
.
z
* Dy;
if
(fabsf(
f
) > extents.
y
*
mFDir
.
z
+ extents.
z
*
mFDir
.
y
)
return
FALSE
;
26
f
=
mData
.
z
* Dx -
mData
.
x
* Dz;
if
(fabsf(
f
) > extents.
x
*
mFDir
.
z
+ extents.
z
*
mFDir
.
x
)
return
FALSE
;
27
f
=
mData
.
x
* Dy -
mData
.
y
* Dx;
if
(fabsf(
f
) > extents.
x
*
mFDir
.
y
+ extents.
y
*
mFDir
.
x
)
return
FALSE
;
28
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return
TRUE
;
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}
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39
inline_
BOOL
RayCollider::RayAABBOverlap
(
const
Point
& center,
const
Point
& extents)
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{
42
// Stats
43
mNbRayBVTests
++;
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// float Dx = mOrigin.x - center.x; if(fabsf(Dx) > extents.x && Dx*mDir.x>=0.0f) return FALSE;
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// float Dy = mOrigin.y - center.y; if(fabsf(Dy) > extents.y && Dy*mDir.y>=0.0f) return FALSE;
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// float Dz = mOrigin.z - center.z; if(fabsf(Dz) > extents.z && Dz*mDir.z>=0.0f) return FALSE;
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float
Dx =
mOrigin
.
x
- center.
x
;
if
(
GREATER
(Dx, extents.
x
) && Dx*
mDir
.
x
>=0.0f)
return
FALSE
;
50
float
Dy =
mOrigin
.
y
- center.
y
;
if
(
GREATER
(Dy, extents.
y
) && Dy*
mDir
.
y
>=0.0f)
return
FALSE
;
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float
Dz =
mOrigin
.
z
- center.
z
;
if
(
GREATER
(Dz, extents.
z
) && Dz*
mDir
.
z
>=0.0f)
return
FALSE
;
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// float Dx = mOrigin.x - center.x; if(GREATER(Dx, extents.x) && ((SIR(Dx)-1)^SIR(mDir.x))>=0.0f) return FALSE;
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// float Dy = mOrigin.y - center.y; if(GREATER(Dy, extents.y) && ((SIR(Dy)-1)^SIR(mDir.y))>=0.0f) return FALSE;
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// float Dz = mOrigin.z - center.z; if(GREATER(Dz, extents.z) && ((SIR(Dz)-1)^SIR(mDir.z))>=0.0f) return FALSE;
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float
f
;
58
f
=
mDir
.
y
* Dz -
mDir
.
z
* Dy;
if
(fabsf(
f
) > extents.
y
*
mFDir
.
z
+ extents.
z
*
mFDir
.
y
)
return
FALSE
;
59
f
=
mDir
.
z
* Dx -
mDir
.
x
* Dz;
if
(fabsf(
f
) > extents.
x
*
mFDir
.
z
+ extents.
z
*
mFDir
.
x
)
return
FALSE
;
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f
=
mDir
.
x
* Dy -
mDir
.
y
* Dx;
if
(fabsf(
f
) > extents.
x
*
mFDir
.
y
+ extents.
y
*
mFDir
.
x
)
return
FALSE
;
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return
TRUE
;
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}
RayCollider::mNbRayBVTests
udword mNbRayBVTests
Number of Ray-BV tests.
Definition:
OPC_RayCollider.h:193
GREATER
#define GREATER(x, y)
Definition:
OPC_Common.h:27
Point::z
float z
Definition:
IcePoint.h:524
RayCollider::mDir
Point mDir
Ray direction (normalized)
Definition:
OPC_RayCollider.h:181
RayCollider::RayAABBOverlap
inline_ BOOL RayAABBOverlap(const Point ¢er, const Point &extents)
Definition:
OPC_RayAABBOverlap.h:40
BOOL
int BOOL
Another boolean type.
Definition:
IceTypes.h:102
swingTest.f
f
Definition:
swingTest.py:6
Point::x
float x
Definition:
IcePoint.h:524
RayCollider::mOrigin
Point mOrigin
Ray origin.
Definition:
OPC_RayCollider.h:180
RayCollider::mFDir
Point mFDir
fabsf(mDir)
Definition:
OPC_RayCollider.h:182
RayCollider::mData2
Point mData2
Definition:
OPC_RayCollider.h:183
TRUE
#define TRUE
Definition:
OPC_IceHook.h:13
FALSE
#define FALSE
Definition:
OPC_IceHook.h:9
Point
Definition:
IcePoint.h:25
Point::y
float y
Definition:
IcePoint.h:524
inline_
#define inline_
Definition:
IcePreprocessor.h:103
RayCollider::mData
Point mData
Definition:
OPC_RayCollider.h:183
RayCollider::SegmentAABBOverlap
inline_ BOOL SegmentAABBOverlap(const Point ¢er, const Point &extents)
Definition:
OPC_RayAABBOverlap.h:15
openhrp3
Author(s): AIST, General Robotix Inc., Nakamura Lab of Dept. of Mechano Informatics at University of Tokyo
autogenerated on Wed Sep 7 2022 02:51:04