diff options
author | 2018-12-05 19:45:08 +0100 | |
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committer | 2018-12-05 19:45:08 +0100 | |
commit | 0bd02131b644b61088789f52f31b750c9aecaa6d (patch) | |
tree | 811c679a1bba8b24fc7967cdfe73640254d64156 /3rdparty/bgfx/examples/common/bounds.cpp | |
parent | 9a81ec7eaf00d73a23db5c003dc45b55d4b76c4a (diff) |
3rdparty: Updated bgfx, bimg, and bx to latest upstream. [Ryan Holtz]
Diffstat (limited to '3rdparty/bgfx/examples/common/bounds.cpp')
-rw-r--r-- | 3rdparty/bgfx/examples/common/bounds.cpp | 679 |
1 files changed, 300 insertions, 379 deletions
diff --git a/3rdparty/bgfx/examples/common/bounds.cpp b/3rdparty/bgfx/examples/common/bounds.cpp index b8cfc54168e..2d73dfcb973 100644 --- a/3rdparty/bgfx/examples/common/bounds.cpp +++ b/3rdparty/bgfx/examples/common/bounds.cpp @@ -1,5 +1,5 @@ /* - * Copyright 2011-2017 Branimir Karadzic. All rights reserved. + * Copyright 2011-2018 Branimir Karadzic. All rights reserved. * License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause */ @@ -10,102 +10,90 @@ void aabbToObb(Obb& _obb, const Aabb& _aabb) { bx::memSet(_obb.m_mtx, 0, sizeof(_obb.m_mtx) ); - _obb.m_mtx[ 0] = (_aabb.m_max[0] - _aabb.m_min[0]) * 0.5f; - _obb.m_mtx[ 5] = (_aabb.m_max[1] - _aabb.m_min[1]) * 0.5f; - _obb.m_mtx[10] = (_aabb.m_max[2] - _aabb.m_min[2]) * 0.5f; - _obb.m_mtx[12] = (_aabb.m_min[0] + _aabb.m_max[0]) * 0.5f; - _obb.m_mtx[13] = (_aabb.m_min[1] + _aabb.m_max[1]) * 0.5f; - _obb.m_mtx[14] = (_aabb.m_min[2] + _aabb.m_max[2]) * 0.5f; + _obb.m_mtx[ 0] = (_aabb.m_max.x - _aabb.m_min.x) * 0.5f; + _obb.m_mtx[ 5] = (_aabb.m_max.y - _aabb.m_min.y) * 0.5f; + _obb.m_mtx[10] = (_aabb.m_max.z - _aabb.m_min.z) * 0.5f; + _obb.m_mtx[12] = (_aabb.m_min.x + _aabb.m_max.x) * 0.5f; + _obb.m_mtx[13] = (_aabb.m_min.y + _aabb.m_max.y) * 0.5f; + _obb.m_mtx[14] = (_aabb.m_min.z + _aabb.m_max.z) * 0.5f; _obb.m_mtx[15] = 1.0f; } void toAabb(Aabb& _aabb, const Obb& _obb) { - float xyz[3] = { 1.0f, 1.0f, 1.0f }; + bx::Vec3 xyz = { 1.0f, 1.0f, 1.0f }; + bx::Vec3 tmp = bx::mul(xyz, _obb.m_mtx); - float tmp[3]; - bx::vec3MulMtx(tmp, xyz, _obb.m_mtx); - - bx::vec3Move(_aabb.m_min, tmp); - bx::vec3Move(_aabb.m_max, tmp); + _aabb.m_min = tmp; + _aabb.m_max = tmp; for (uint32_t ii = 1; ii < 8; ++ii) { - xyz[0] = ii & 1 ? -1.0f : 1.0f; - xyz[1] = ii & 2 ? -1.0f : 1.0f; - xyz[2] = ii & 4 ? -1.0f : 1.0f; - bx::vec3MulMtx(tmp, xyz, _obb.m_mtx); + xyz.x = ii & 1 ? -1.0f : 1.0f; + xyz.y = ii & 2 ? -1.0f : 1.0f; + xyz.z = ii & 4 ? -1.0f : 1.0f; + tmp = bx::mul(xyz, _obb.m_mtx); - bx::vec3Min(_aabb.m_min, _aabb.m_min, tmp); - bx::vec3Max(_aabb.m_max, _aabb.m_max, tmp); + _aabb.m_min = bx::min(_aabb.m_min, tmp); + _aabb.m_max = bx::max(_aabb.m_max, tmp); } } void toAabb(Aabb& _aabb, const Sphere& _sphere) { - float radius = _sphere.m_radius; - bx::vec3Sub(_aabb.m_min, _sphere.m_center, radius); - bx::vec3Add(_aabb.m_max, _sphere.m_center, radius); + const float radius = _sphere.m_radius; + _aabb.m_min = bx::sub(_sphere.m_center, radius); + _aabb.m_max = bx::add(_sphere.m_center, radius); } void toAabb(Aabb& _aabb, const Disk& _disk) { - // Reference: http://iquilezles.org/www/articles/diskbbox/diskbbox.htm - float nsq[3]; - bx::vec3Mul(nsq, _disk.m_normal, _disk.m_normal); - - float one[3] = { 1.0f, 1.0f, 1.0f }; - float tmp[3]; - bx::vec3Sub(tmp, one, nsq); - - const float inv = 1.0f / (tmp[0]*tmp[1]*tmp[2]); - - float extent[3]; - extent[0] = _disk.m_radius * tmp[0] * bx::fsqrt( (nsq[0] + nsq[1] * nsq[2]) * inv); - extent[1] = _disk.m_radius * tmp[1] * bx::fsqrt( (nsq[1] + nsq[2] * nsq[0]) * inv); - extent[2] = _disk.m_radius * tmp[2] * bx::fsqrt( (nsq[2] + nsq[0] * nsq[1]) * inv); - - bx::vec3Sub(_aabb.m_min, _disk.m_center, extent); - bx::vec3Add(_aabb.m_max, _disk.m_center, extent); + // Reference(s): + // - https://web.archive.org/web/20181113055756/http://iquilezles.org/www/articles/diskbbox/diskbbox.htm + // + const bx::Vec3 nsq = bx::mul(_disk.m_normal, _disk.m_normal); + const bx::Vec3 one = { 1.0f, 1.0f, 1.0f }; + const bx::Vec3 tmp = bx::sub(one, nsq); + const float inv = 1.0f / (tmp.x*tmp.y*tmp.z); + + const bx::Vec3 extent = + { + _disk.m_radius * tmp.x * bx::sqrt((nsq.x + nsq.y * nsq.z) * inv), + _disk.m_radius * tmp.y * bx::sqrt((nsq.y + nsq.z * nsq.x) * inv), + _disk.m_radius * tmp.z * bx::sqrt((nsq.z + nsq.x * nsq.y) * inv), + }; + + _aabb.m_min = bx::sub(_disk.m_center, extent); + _aabb.m_max = bx::add(_disk.m_center, extent); } void toAabb(Aabb& _aabb, const Cylinder& _cylinder) { - // Reference: http://iquilezles.org/www/articles/diskbbox/diskbbox.htm - float axis[3]; - bx::vec3Sub(axis, _cylinder.m_end, _cylinder.m_pos); - - float asq[3]; - bx::vec3Mul(asq, axis, axis); - - float nsq[3]; - bx::vec3Mul(nsq, asq, 1.0f/bx::vec3Dot(axis, axis) ); - - float one[3] = { 1.0f, 1.0f, 1.0f }; - float tmp[3]; - bx::vec3Sub(tmp, one, nsq); - - const float inv = 1.0f / (tmp[0]*tmp[1]*tmp[2]); - - float extent[3]; - extent[0] = _cylinder.m_radius * tmp[0] * bx::fsqrt( (nsq[0] + nsq[1] * nsq[2]) * inv); - extent[1] = _cylinder.m_radius * tmp[1] * bx::fsqrt( (nsq[1] + nsq[2] * nsq[0]) * inv); - extent[2] = _cylinder.m_radius * tmp[2] * bx::fsqrt( (nsq[2] + nsq[0] * nsq[1]) * inv); - - float minP[3]; - bx::vec3Sub(minP, _cylinder.m_pos, extent); - - float minE[3]; - bx::vec3Sub(minE, _cylinder.m_end, extent); - - float maxP[3]; - bx::vec3Add(maxP, _cylinder.m_pos, extent); - - float maxE[3]; - bx::vec3Add(maxE, _cylinder.m_end, extent); - - bx::vec3Min(_aabb.m_min, minP, minE); - bx::vec3Max(_aabb.m_max, maxP, maxE); + // Reference(s): + // - https://web.archive.org/web/20181113055756/http://iquilezles.org/www/articles/diskbbox/diskbbox.htm + // + const bx::Vec3 axis = bx::sub(_cylinder.m_end, _cylinder.m_pos); + const bx::Vec3 asq = bx::mul(axis, axis); + const bx::Vec3 nsq = bx::mul(asq, 1.0f/bx::dot(axis, axis) ); + const bx::Vec3 one = { 1.0f, 1.0f, 1.0f }; + const bx::Vec3 tmp = bx::sub(one, nsq); + + const float inv = 1.0f / (tmp.x*tmp.y*tmp.z); + + const bx::Vec3 extent = + { + _cylinder.m_radius * tmp.x * bx::sqrt( (nsq.x + nsq.y * nsq.z) * inv), + _cylinder.m_radius * tmp.y * bx::sqrt( (nsq.y + nsq.z * nsq.x) * inv), + _cylinder.m_radius * tmp.z * bx::sqrt( (nsq.z + nsq.x * nsq.y) * inv), + }; + + const bx::Vec3 minP = bx::sub(_cylinder.m_pos, extent); + const bx::Vec3 minE = bx::sub(_cylinder.m_end, extent); + const bx::Vec3 maxP = bx::add(_cylinder.m_pos, extent); + const bx::Vec3 maxE = bx::add(_cylinder.m_end, extent); + + _aabb.m_min = bx::min(minP, minE); + _aabb.m_max = bx::max(maxP, maxE); } void aabbTransformToObb(Obb& _obb, const Aabb& _aabb, const float* _mtx) @@ -118,12 +106,12 @@ void aabbTransformToObb(Obb& _obb, const Aabb& _aabb, const float* _mtx) void toAabb(Aabb& _aabb, const void* _vertices, uint32_t _numVertices, uint32_t _stride) { - float min[3], max[3]; + bx::Vec3 min, max; uint8_t* vertex = (uint8_t*)_vertices; float* position = (float*)vertex; - min[0] = max[0] = position[0]; - min[1] = max[1] = position[1]; - min[2] = max[2] = position[2]; + min.x = max.x = position[0]; + min.y = max.y = position[1]; + min.z = max.z = position[2]; vertex += _stride; for (uint32_t ii = 1; ii < _numVertices; ++ii) @@ -131,35 +119,30 @@ void toAabb(Aabb& _aabb, const void* _vertices, uint32_t _numVertices, uint32_t position = (float*)vertex; vertex += _stride; - float xx = position[0]; - float yy = position[1]; - float zz = position[2]; - min[0] = bx::fmin(xx, min[0]); - min[1] = bx::fmin(yy, min[1]); - min[2] = bx::fmin(zz, min[2]); - max[0] = bx::fmax(xx, max[0]); - max[1] = bx::fmax(yy, max[1]); - max[2] = bx::fmax(zz, max[2]); - } - - _aabb.m_min[0] = min[0]; - _aabb.m_min[1] = min[1]; - _aabb.m_min[2] = min[2]; - _aabb.m_max[0] = max[0]; - _aabb.m_max[1] = max[1]; - _aabb.m_max[2] = max[2]; + bx::Vec3 pos = + { + position[0], + position[1], + position[2], + }; + min = bx::min(pos, min); + max = bx::max(pos, max); + } + + _aabb.m_min = min; + _aabb.m_max = max; } void toAabb(Aabb& _aabb, const float* _mtx, const void* _vertices, uint32_t _numVertices, uint32_t _stride) { - float min[3], max[3]; + bx::Vec3 min, max; uint8_t* vertex = (uint8_t*)_vertices; float position[3]; bx::vec3MulMtx(position, (float*)vertex, _mtx); - min[0] = max[0] = position[0]; - min[1] = max[1] = position[1]; - min[2] = max[2] = position[2]; + min.x = max.x = position[0]; + min.y = max.y = position[1]; + min.z = max.z = position[2]; vertex += _stride; for (uint32_t ii = 1; ii < _numVertices; ++ii) @@ -167,57 +150,53 @@ void toAabb(Aabb& _aabb, const float* _mtx, const void* _vertices, uint32_t _num bx::vec3MulMtx(position, (float*)vertex, _mtx); vertex += _stride; - float xx = position[0]; - float yy = position[1]; - float zz = position[2]; - min[0] = bx::fmin(xx, min[0]); - min[1] = bx::fmin(yy, min[1]); - min[2] = bx::fmin(zz, min[2]); - max[0] = bx::fmax(xx, max[0]); - max[1] = bx::fmax(yy, max[1]); - max[2] = bx::fmax(zz, max[2]); - } - - _aabb.m_min[0] = min[0]; - _aabb.m_min[1] = min[1]; - _aabb.m_min[2] = min[2]; - _aabb.m_max[0] = max[0]; - _aabb.m_max[1] = max[1]; - _aabb.m_max[2] = max[2]; + bx::Vec3 pos = + { + position[0], + position[1], + position[2], + }; + min = bx::min(pos, min); + max = bx::max(pos, max); + } + + _aabb.m_min = min; + _aabb.m_max = max; } float calcAreaAabb(const Aabb& _aabb) { - float ww = _aabb.m_max[0] - _aabb.m_min[0]; - float hh = _aabb.m_max[1] - _aabb.m_min[1]; - float dd = _aabb.m_max[2] - _aabb.m_min[2]; + const float ww = _aabb.m_max.x - _aabb.m_min.x; + const float hh = _aabb.m_max.y - _aabb.m_min.y; + const float dd = _aabb.m_max.z - _aabb.m_min.z; return 2.0f * (ww*hh + ww*dd + hh*dd); } void aabbExpand(Aabb& _aabb, float _factor) { - _aabb.m_min[0] -= _factor; - _aabb.m_min[1] -= _factor; - _aabb.m_min[2] -= _factor; - _aabb.m_max[0] += _factor; - _aabb.m_max[1] += _factor; - _aabb.m_max[2] += _factor; + _aabb.m_min.x -= _factor; + _aabb.m_min.y -= _factor; + _aabb.m_min.z -= _factor; + _aabb.m_max.x += _factor; + _aabb.m_max.y += _factor; + _aabb.m_max.z += _factor; } void aabbExpand(Aabb& _aabb, const float* _pos) { - bx::vec3Min(_aabb.m_min, _aabb.m_min, _pos); - bx::vec3Max(_aabb.m_max, _aabb.m_max, _pos); + const bx::Vec3 pos = { _pos[0], _pos[1], _pos[2] }; + _aabb.m_min = bx::min(_aabb.m_min, pos); + _aabb.m_max = bx::max(_aabb.m_max, pos); } uint32_t aabbOverlapTest(const Aabb& _aabb0, const Aabb& _aabb1) { - const uint32_t ltMinX = _aabb0.m_max[0] < _aabb1.m_min[0]; - const uint32_t gtMaxX = _aabb0.m_min[0] > _aabb1.m_max[0]; - const uint32_t ltMinY = _aabb0.m_max[1] < _aabb1.m_min[1]; - const uint32_t gtMaxY = _aabb0.m_min[1] > _aabb1.m_max[1]; - const uint32_t ltMinZ = _aabb0.m_max[2] < _aabb1.m_min[2]; - const uint32_t gtMaxZ = _aabb0.m_min[2] > _aabb1.m_max[2]; + const uint32_t ltMinX = _aabb0.m_max.x < _aabb1.m_min.x; + const uint32_t gtMaxX = _aabb0.m_min.x > _aabb1.m_max.x; + const uint32_t ltMinY = _aabb0.m_max.y < _aabb1.m_min.y; + const uint32_t gtMaxY = _aabb0.m_min.y > _aabb1.m_max.y; + const uint32_t ltMinZ = _aabb0.m_max.z < _aabb1.m_min.z; + const uint32_t gtMaxZ = _aabb0.m_min.z > _aabb1.m_max.z; return 0 | (ltMinX<<0) @@ -282,10 +261,12 @@ void calcMaxBoundingSphere(Sphere& _sphere, const void* _vertices, uint32_t _num Aabb aabb; toAabb(aabb, _vertices, _numVertices, _stride); - float center[3]; - center[0] = (aabb.m_min[0] + aabb.m_max[0]) * 0.5f; - center[1] = (aabb.m_min[1] + aabb.m_max[1]) * 0.5f; - center[2] = (aabb.m_min[2] + aabb.m_max[2]) * 0.5f; + bx::Vec3 center = + { + (aabb.m_min.x + aabb.m_max.x) * 0.5f, + (aabb.m_min.y + aabb.m_max.y) * 0.5f, + (aabb.m_min.z + aabb.m_max.z) * 0.5f, + }; float maxDistSq = 0.0f; uint8_t* vertex = (uint8_t*)_vertices; @@ -295,16 +276,15 @@ void calcMaxBoundingSphere(Sphere& _sphere, const void* _vertices, uint32_t _num float* position = (float*)vertex; vertex += _stride; - float xx = position[0] - center[0]; - float yy = position[1] - center[1]; - float zz = position[2] - center[2]; - - float distSq = xx*xx + yy*yy + zz*zz; - maxDistSq = bx::fmax(distSq, maxDistSq); + const float xx = position[0] - center.x; + const float yy = position[1] - center.y; + const float zz = position[2] - center.z; + const float distSq = xx*xx + yy*yy + zz*zz; + maxDistSq = bx::max(distSq, maxDistSq); } - bx::vec3Move(_sphere.m_center, center); - _sphere.m_radius = bx::fsqrt(maxDistSq); + _sphere.m_center = center; + _sphere.m_radius = bx::sqrt(maxDistSq); } void calcMinBoundingSphere(Sphere& _sphere, const void* _vertices, uint32_t _numVertices, uint32_t _stride, float _step) @@ -313,22 +293,24 @@ void calcMinBoundingSphere(Sphere& _sphere, const void* _vertices, uint32_t _num uint8_t* vertex = (uint8_t*)_vertices; - float center[3]; + bx::Vec3 center; float* position = (float*)&vertex[0]; - bx::vec3Move(center, position); + center.x = position[0]; + center.y = position[1]; + center.z = position[2]; position = (float*)&vertex[1*_stride]; - center[0] += position[0]; - center[1] += position[1]; - center[2] += position[2]; + center.x += position[0]; + center.y += position[1]; + center.z += position[2]; - center[0] *= 0.5f; - center[1] *= 0.5f; - center[2] *= 0.5f; + center.x *= 0.5f; + center.y *= 0.5f; + center.z *= 0.5f; - float xx = position[0] - center[0]; - float yy = position[1] - center[1]; - float zz = position[2] - center[2]; + float xx = position[0] - center.x; + float yy = position[1] - center.y; + float zz = position[2] - center.z; float maxDistSq = xx*xx + yy*yy + zz*zz; float radiusStep = _step * 0.37f; @@ -341,19 +323,19 @@ void calcMinBoundingSphere(Sphere& _sphere, const void* _vertices, uint32_t _num { position = (float*)&vertex[index*_stride]; - xx = position[0] - center[0]; - yy = position[1] - center[1]; - zz = position[2] - center[2]; + xx = position[0] - center.x; + yy = position[1] - center.y; + zz = position[2] - center.z; float distSq = xx*xx + yy*yy + zz*zz; if (distSq > maxDistSq) { done = false; - center[0] += xx * radiusStep; - center[1] += yy * radiusStep; - center[2] += zz * radiusStep; - maxDistSq = bx::flerp(maxDistSq, distSq, _step); + center.x += xx * radiusStep; + center.y += yy * radiusStep; + center.z += zz * radiusStep; + maxDistSq = bx::lerp(maxDistSq, distSq, _step); break; } @@ -361,13 +343,13 @@ void calcMinBoundingSphere(Sphere& _sphere, const void* _vertices, uint32_t _num } while (!done); - bx::vec3Move(_sphere.m_center, center); - _sphere.m_radius = bx::fsqrt(maxDistSq); + _sphere.m_center = center; + _sphere.m_radius = bx::sqrt(maxDistSq); } -void calcPlaneUv(const Plane& _plane, float* _udir, float* _vdir) +void calcPlaneUv(const Plane& _plane, bx::Vec3& _udir, bx::Vec3& _vdir) { - bx::vec3TangentFrame(_plane.m_normal, _udir, _vdir); + bx::calcTangentFrame(_udir, _vdir, _plane.m_normal); } void buildFrustumPlanes(Plane* _result, const float* _viewProj) @@ -389,131 +371,108 @@ void buildFrustumPlanes(Plane* _result, const float* _viewProj) Plane& top = _result[4]; Plane& bottom = _result[5]; - near.m_normal[0] = xw - xz; - near.m_normal[1] = yw - yz; - near.m_normal[2] = zw - zz; - near.m_dist = ww - wz; + near.m_normal.x = xw - xz; + near.m_normal.y = yw - yz; + near.m_normal.z = zw - zz; + near.m_dist = ww - wz; - far.m_normal[0] = xw + xz; - far.m_normal[1] = yw + yz; - far.m_normal[2] = zw + zz; - far.m_dist = ww + wz; + far.m_normal.x = xw + xz; + far.m_normal.y = yw + yz; + far.m_normal.z = zw + zz; + far.m_dist = ww + wz; const float xx = _viewProj[ 0]; const float yx = _viewProj[ 4]; const float zx = _viewProj[ 8]; const float wx = _viewProj[12]; - left.m_normal[0] = xw - xx; - left.m_normal[1] = yw - yx; - left.m_normal[2] = zw - zx; - left.m_dist = ww - wx; + left.m_normal.x = xw - xx; + left.m_normal.y = yw - yx; + left.m_normal.z = zw - zx; + left.m_dist = ww - wx; - right.m_normal[0] = xw + xx; - right.m_normal[1] = yw + yx; - right.m_normal[2] = zw + zx; - right.m_dist = ww + wx; + right.m_normal.x = xw + xx; + right.m_normal.y = yw + yx; + right.m_normal.z = zw + zx; + right.m_dist = ww + wx; const float xy = _viewProj[ 1]; const float yy = _viewProj[ 5]; const float zy = _viewProj[ 9]; const float wy = _viewProj[13]; - top.m_normal[0] = xw + xy; - top.m_normal[1] = yw + yy; - top.m_normal[2] = zw + zy; - top.m_dist = ww + wy; + top.m_normal.x = xw + xy; + top.m_normal.y = yw + yy; + top.m_normal.z = zw + zy; + top.m_dist = ww + wy; - bottom.m_normal[0] = xw - xy; - bottom.m_normal[1] = yw - yy; - bottom.m_normal[2] = zw - zy; + bottom.m_normal.x = xw - xy; + bottom.m_normal.y = yw - yy; + bottom.m_normal.z = zw - zy; bottom.m_dist = ww - wy; Plane* plane = _result; for (uint32_t ii = 0; ii < 6; ++ii) { - float invLen = 1.0f / bx::vec3Norm(plane->m_normal, plane->m_normal); + const float len = bx::length(plane->m_normal); + plane->m_normal = bx::normalize(plane->m_normal); + float invLen = 1.0f / len; plane->m_dist *= invLen; ++plane; } } -void intersectPlanes(float _result[3], const Plane& _pa, const Plane& _pb, const Plane& _pc) +bx::Vec3 intersectPlanes(const Plane& _pa, const Plane& _pb, const Plane& _pc) { - float axb[3]; - bx::vec3Cross(axb, _pa.m_normal, _pb.m_normal); - - float bxc[3]; - bx::vec3Cross(bxc, _pb.m_normal, _pc.m_normal); - - float cxa[3]; - bx::vec3Cross(cxa, _pc.m_normal, _pa.m_normal); - - float tmp0[3]; - bx::vec3Mul(tmp0, bxc, _pa.m_dist); - - float tmp1[3]; - bx::vec3Mul(tmp1, cxa, _pb.m_dist); - - float tmp2[3]; - bx::vec3Mul(tmp2, axb, _pc.m_dist); - - float tmp[3]; - bx::vec3Add(tmp, tmp0, tmp1); - bx::vec3Add(tmp0, tmp, tmp2); - - float denom = bx::vec3Dot(_pa.m_normal, bxc); - bx::vec3Mul(_result, tmp0, -1.0f/denom); + const bx::Vec3 axb = bx::cross(_pa.m_normal, _pb.m_normal); + const bx::Vec3 bxc = bx::cross(_pb.m_normal, _pc.m_normal); + const bx::Vec3 cxa = bx::cross(_pc.m_normal, _pa.m_normal); + const bx::Vec3 tmp0 = bx::mul(bxc, _pa.m_dist); + const bx::Vec3 tmp1 = bx::mul(cxa, _pb.m_dist); + const bx::Vec3 tmp2 = bx::mul(axb, _pc.m_dist); + const bx::Vec3 tmp3 = bx::add(tmp0, tmp1); + const bx::Vec3 tmp4 = bx::add(tmp3, tmp2); + + const float denom = bx::dot(_pa.m_normal, bxc); + const bx::Vec3 result = bx::mul(tmp4, -1.0f/denom); + + return result; } Ray makeRay(float _x, float _y, const float* _invVp) { Ray ray; - const float near[3] = { _x, _y, 0.0f }; - bx::vec3MulMtxH(ray.m_pos, near, _invVp); + const bx::Vec3 near = { _x, _y, 0.0f }; + ray.m_pos = bx::mulH(near, _invVp); - float tmp[3]; - const float far[3] = { _x, _y, 1.0f }; - bx::vec3MulMtxH(tmp, far, _invVp); + const bx::Vec3 far = { _x, _y, 1.0f }; + bx::Vec3 tmp = bx::mulH(far, _invVp); - float dir[3]; - bx::vec3Sub(dir, tmp, ray.m_pos); - bx::vec3Norm(ray.m_dir, dir); + const bx::Vec3 dir = bx::sub(tmp, ray.m_pos); + ray.m_dir = bx::normalize(dir); return ray; } -inline void getPointAt(float* _result, const Ray& _ray, float _t) +inline bx::Vec3 getPointAt(const Ray& _ray, float _t) { - float tmp[3]; - bx::vec3Mul(tmp, _ray.m_dir, _t); - bx::vec3Add(_result, _ray.m_pos, tmp); + return bx::add(bx::mul(_ray.m_dir, _t), _ray.m_pos); } bool intersect(const Ray& _ray, const Aabb& _aabb, Hit* _hit) { - float invDir[3]; - bx::vec3Rcp(invDir, _ray.m_dir); - - float tmp[3]; - - float t0[3]; - bx::vec3Sub(tmp, _aabb.m_min, _ray.m_pos); - bx::vec3Mul(t0, tmp, invDir); + const bx::Vec3 invDir = bx::rcp(_ray.m_dir); + const bx::Vec3 tmp0 = bx::sub(_aabb.m_min, _ray.m_pos); + const bx::Vec3 t0 = bx::mul(tmp0, invDir); + const bx::Vec3 tmp1 = bx::sub(_aabb.m_max, _ray.m_pos); + const bx::Vec3 t1 = bx::mul(tmp1, invDir); - float t1[3]; - bx::vec3Sub(tmp, _aabb.m_max, _ray.m_pos); - bx::vec3Mul(t1, tmp, invDir); + const bx::Vec3 min = bx::min(t0, t1); + const bx::Vec3 max = bx::max(t0, t1); - float min[3]; - bx::vec3Min(min, t0, t1); - - float max[3]; - bx::vec3Max(max, t0, t1); - - const float tmin = bx::fmax3(min[0], min[1], min[2]); - const float tmax = bx::fmin3(max[0], max[1], max[2]); + const float tmin = bx::max(min.x, min.y, min.z); + const float tmax = bx::min(max.x, max.y, max.z); if (tmax < 0.0f || tmin > tmax) @@ -523,12 +482,12 @@ bool intersect(const Ray& _ray, const Aabb& _aabb, Hit* _hit) if (NULL != _hit) { - _hit->m_normal[0] = float( (t1[0] == tmin) - (t0[0] == tmin) ); - _hit->m_normal[1] = float( (t1[1] == tmin) - (t0[1] == tmin) ); - _hit->m_normal[2] = float( (t1[2] == tmin) - (t0[2] == tmin) ); + _hit->m_normal.x = float( (t1.x == tmin) - (t0.x == tmin) ); + _hit->m_normal.y = float( (t1.y == tmin) - (t0.y == tmin) ); + _hit->m_normal.z = float( (t1.z == tmin) - (t0.z == tmin) ); _hit->m_dist = tmin; - getPointAt(_hit->m_pos, _ray, tmin); + _hit->m_pos = getPointAt(_ray, tmin); } return true; @@ -554,19 +513,17 @@ bool intersect(const Ray& _ray, const Obb& _obb, Hit* _hit) bx::mtxInverse(mtxInv, _obb.m_mtx); Ray obbRay; - bx::vec3MulMtx(obbRay.m_pos, _ray.m_pos, mtxInv); - bx::vec3MulMtxXyz0(obbRay.m_dir, _ray.m_dir, mtxInv); + obbRay.m_pos = bx::mul(_ray.m_pos, mtxInv); + obbRay.m_dir = bx::mulXyz0(_ray.m_dir, mtxInv); if (intersect(obbRay, s_kUnitAabb, _hit) ) { if (NULL != _hit) { - float tmp[3]; - bx::vec3MulMtx(tmp, _hit->m_pos, _obb.m_mtx); - bx::vec3Move(_hit->m_pos, tmp); + _hit->m_pos = bx::mul(_hit->m_pos, _obb.m_mtx); - bx::vec3MulMtxXyz0(tmp, _hit->m_normal, _obb.m_mtx); - bx::vec3Norm(_hit->m_normal, tmp); + const bx::Vec3 tmp = bx::mulXyz0(_hit->m_normal, _obb.m_mtx); + _hit->m_normal = bx::normalize(tmp); } return true; @@ -578,17 +535,16 @@ bool intersect(const Ray& _ray, const Obb& _obb, Hit* _hit) bool intersect(const Ray& _ray, const Disk& _disk, Hit* _hit) { Plane plane; - bx::vec3Move(plane.m_normal, _disk.m_normal); - plane.m_dist = -bx::vec3Dot(_disk.m_center, _disk.m_normal); + plane.m_normal = _disk.m_normal; + plane.m_dist = -bx::dot(_disk.m_center, _disk.m_normal); Hit tmpHit; _hit = NULL != _hit ? _hit : &tmpHit; if (intersect(_ray, plane, _hit) ) { - float tmp[3]; - bx::vec3Sub(tmp, _disk.m_center, _hit->m_pos); - return bx::vec3Dot(tmp, tmp) <= bx::fsq(_disk.m_radius); + const bx::Vec3 tmp = bx::sub(_disk.m_center, _hit->m_pos); + return bx::dot(tmp, tmp) <= bx::square(_disk.m_radius); } return false; @@ -596,45 +552,39 @@ bool intersect(const Ray& _ray, const Disk& _disk, Hit* _hit) static bool intersect(const Ray& _ray, const Cylinder& _cylinder, bool _capsule, Hit* _hit) { - float axis[3]; - bx::vec3Sub(axis, _cylinder.m_end, _cylinder.m_pos); - - float rc[3]; - bx::vec3Sub(rc, _ray.m_pos, _cylinder.m_pos); + bx::Vec3 axis = bx::sub(_cylinder.m_end, _cylinder.m_pos); + const bx::Vec3 rc = bx::sub(_ray.m_pos, _cylinder.m_pos); + const bx::Vec3 dxa = bx::cross(_ray.m_dir, axis); - float normal[3]; - bx::vec3Cross(normal, _ray.m_dir, axis); - - const float len = bx::vec3Norm(normal, normal); - const float dist = bx::fabs(bx::vec3Dot(rc, normal) ); + const float len = bx::length(dxa); + const bx::Vec3 normal = bx::normalize(dxa); + const float dist = bx::abs(bx::dot(rc, normal) ); if (dist > _cylinder.m_radius) { return false; } - float vo[3]; - bx::vec3Cross(vo, rc, axis); - const float t0 = -bx::vec3Dot(vo, normal) / len; + bx::Vec3 vo = bx::cross(rc, axis); + const float t0 = -bx::dot(vo, normal) / len; - bx::vec3Cross(vo, normal, axis); - bx::vec3Norm(vo, vo); + vo = bx::normalize(bx::cross(normal, axis) ); - const float rsq = bx::fsq(_cylinder.m_radius); - const float ddoto = bx::vec3Dot(_ray.m_dir, vo); - const float ss = t0 - bx::fabs(bx::fsqrt(rsq - bx::fsq(dist) ) / ddoto); + const float rsq = bx::square(_cylinder.m_radius); + const float ddoto = bx::dot(_ray.m_dir, vo); + const float ss = t0 - bx::abs(bx::sqrt(rsq - bx::square(dist) ) / ddoto); if (0.0f > ss) { return false; } - float point[3]; - getPointAt(point, _ray, ss); + const bx::Vec3 point = getPointAt(_ray, ss); - const float axisLen = bx::vec3Norm(axis, axis); - const float pdota = bx::vec3Dot(_cylinder.m_pos, axis); - const float height = bx::vec3Dot(point, axis) - pdota; + const float axisLen = bx::length(axis); + axis = bx::normalize(axis); + const float pdota = bx::dot(_cylinder.m_pos, axis); + const float height = bx::dot(point, axis) - pdota; if (height > 0.0f && height < axisLen) @@ -642,14 +592,12 @@ static bool intersect(const Ray& _ray, const Cylinder& _cylinder, bool _capsule, if (NULL != _hit) { const float t1 = height / axisLen; - float pointOnAxis[3]; - bx::vec3Lerp(pointOnAxis, _cylinder.m_pos, _cylinder.m_end, t1); + const bx::Vec3 pointOnAxis = bx::lerp(_cylinder.m_pos, _cylinder.m_end, t1); - bx::vec3Move(_hit->m_pos, point); + _hit->m_pos = point; - float tmp[3]; - bx::vec3Sub(tmp, point, pointOnAxis); - bx::vec3Norm(_hit->m_normal, tmp); + const bx::Vec3 tmp = bx::sub(point, pointOnAxis); + _hit->m_normal = bx::normalize(tmp); _hit->m_dist = ss; } @@ -659,17 +607,14 @@ static bool intersect(const Ray& _ray, const Cylinder& _cylinder, bool _capsule, if (_capsule) { - const float rdota = bx::vec3Dot(_ray.m_pos, axis); + const float rdota = bx::dot(_ray.m_pos, axis); const float pp = rdota - pdota; const float t1 = pp / axisLen; - float pointOnAxis[3]; - bx::vec3Lerp(pointOnAxis, _cylinder.m_pos, _cylinder.m_end, t1); - - float axisToRay[3]; - bx::vec3Sub(axisToRay, _ray.m_pos, pointOnAxis); + const bx::Vec3 pointOnAxis = bx::lerp(_cylinder.m_pos, _cylinder.m_end, t1); + const bx::Vec3 axisToRay = bx::sub(_ray.m_pos, pointOnAxis); - if (_cylinder.m_radius < bx::vec3Length(axisToRay) + if (_cylinder.m_radius < bx::length(axisToRay) && 0.0f > ss) { return false; @@ -678,38 +623,37 @@ static bool intersect(const Ray& _ray, const Cylinder& _cylinder, bool _capsule, Sphere sphere; sphere.m_radius = _cylinder.m_radius; - bx::vec3Move(sphere.m_center, 0.0f >= height + sphere.m_center = 0.0f >= height ? _cylinder.m_pos : _cylinder.m_end - ); + ; return intersect(_ray, sphere, _hit); } Plane plane; - float pos[3]; + bx::Vec3 pos; if (0.0f >= height) { - bx::vec3Neg(plane.m_normal, axis); - bx::vec3Move(pos, _cylinder.m_pos); + plane.m_normal = bx::neg(axis); + pos = _cylinder.m_pos; } else { - bx::vec3Move(plane.m_normal, axis); - bx::vec3Move(pos, _cylinder.m_end); + plane.m_normal = axis; + pos = _cylinder.m_end; } - plane.m_dist = -bx::vec3Dot(pos, plane.m_normal); + plane.m_dist = -bx::dot(pos, plane.m_normal); Hit tmpHit; _hit = NULL != _hit ? _hit : &tmpHit; if (intersect(_ray, plane, _hit) ) { - float tmp[3]; - bx::vec3Sub(tmp, pos, _hit->m_pos); - return bx::vec3Dot(tmp, tmp) <= rsq; + const bx::Vec3 tmp = bx::sub(pos, _hit->m_pos); + return bx::dot(tmp, tmp) <= rsq; } return false; @@ -728,32 +672,30 @@ bool intersect(const Ray& _ray, const Capsule& _capsule, Hit* _hit) bool intersect(const Ray& _ray, const Cone& _cone, Hit* _hit) { - float axis[3]; - bx::vec3Sub(axis, _cone.m_pos, _cone.m_end); + const bx::Vec3 axis = bx::sub(_cone.m_pos, _cone.m_end); - float normal[3]; - const float len = bx::vec3Norm(normal, axis); + const float len = bx::length(axis); + const bx::Vec3 normal = bx::normalize(axis); Disk disk; - bx::vec3Move(disk.m_center, _cone.m_pos); - bx::vec3Move(disk.m_normal, normal); + disk.m_center = _cone.m_pos; + disk.m_normal = normal; disk.m_radius = _cone.m_radius; Hit tmpInt; Hit* out = NULL != _hit ? _hit : &tmpInt; bool hit = intersect(_ray, disk, out); - float ro[3]; - bx::vec3Sub(ro, _ray.m_pos, _cone.m_end); + const bx::Vec3 ro = bx::sub(_ray.m_pos, _cone.m_end); - const float hyp = bx::fsqrt(bx::fsq(_cone.m_radius) + bx::fsq(len) ); - const float cosaSq = bx::fsq(len/hyp); - const float ndoto = bx::vec3Dot(normal, ro); - const float ndotd = bx::vec3Dot(normal, _ray.m_dir); + const float hyp = bx::sqrt(bx::square(_cone.m_radius) + bx::square(len) ); + const float cosaSq = bx::square(len/hyp); + const float ndoto = bx::dot(normal, ro); + const float ndotd = bx::dot(normal, _ray.m_dir); - const float aa = bx::fsq(ndotd) - cosaSq; - const float bb = 2.0f * (ndotd*ndoto - bx::vec3Dot(_ray.m_dir, ro)*cosaSq); - const float cc = bx::fsq(ndoto) - bx::vec3Dot(ro, ro)*cosaSq; + const float aa = bx::square(ndotd) - cosaSq; + const float bb = 2.0f * (ndotd*ndoto - bx::dot(_ray.m_dir, ro)*cosaSq); + const float cc = bx::square(ndoto) - bx::dot(ro, ro)*cosaSq; float det = bb*bb - 4.0f*aa*cc; @@ -762,7 +704,7 @@ bool intersect(const Ray& _ray, const Cone& _cone, Hit* _hit) return hit; } - det = bx::fsqrt(det); + det = bx::sqrt(det); const float invA2 = 1.0f / (2.0f*aa); const float t1 = (-bb - det) * invA2; const float t2 = (-bb + det) * invA2; @@ -779,13 +721,10 @@ bool intersect(const Ray& _ray, const Cone& _cone, Hit* _hit) return hit; } - float hitPos[3]; - getPointAt(hitPos, _ray, tt); - - float point[3]; - bx::vec3Sub(point, hitPos, _cone.m_end); + const bx::Vec3 hitPos = getPointAt(_ray, tt); + const bx::Vec3 point = bx::sub(hitPos, _cone.m_end); - const float hh = bx::vec3Dot(normal, point); + const float hh = bx::dot(normal, point); if (0.0f > hh || len < hh) @@ -799,16 +738,13 @@ bool intersect(const Ray& _ray, const Cone& _cone, Hit* _hit) || tt < _hit->m_dist) { _hit->m_dist = tt; + _hit->m_pos = hitPos; - bx::vec3Move(_hit->m_pos, hitPos); + const float scale = hh / bx::dot(point, point); + const bx::Vec3 pointScaled = bx::mul(point, scale); - const float scale = hh / bx::vec3Dot(point, point); - float pointScaled[3]; - bx::vec3Mul(pointScaled, point, scale); - - float tmp[3]; - bx::vec3Sub(tmp, pointScaled, normal); - bx::vec3Norm(_hit->m_normal, tmp); + const bx::Vec3 tmp = bx::sub(pointScaled, normal); + _hit->m_normal = bx::normalize(tmp); } } @@ -817,13 +753,13 @@ bool intersect(const Ray& _ray, const Cone& _cone, Hit* _hit) bool intersect(const Ray& _ray, const Plane& _plane, Hit* _hit) { - float equation = bx::vec3Dot(_ray.m_pos, _plane.m_normal) + _plane.m_dist; + float equation = bx::dot(_ray.m_pos, _plane.m_normal) + _plane.m_dist; if (0.0f > equation) { return false; } - float ndotd = bx::vec3Dot(_ray.m_dir, _plane.m_normal); + float ndotd = bx::dot(_ray.m_dir, _plane.m_normal); if (0.0f < ndotd) { return false; @@ -831,12 +767,11 @@ bool intersect(const Ray& _ray, const Plane& _plane, Hit* _hit) if (NULL != _hit) { - bx::vec3Move(_hit->m_normal, _plane.m_normal); + _hit->m_normal = _plane.m_normal; float tt = -equation/ndotd; _hit->m_dist = tt; - - getPointAt(_hit->m_pos, _ray, tt); + _hit->m_pos = getPointAt(_ray, tt); } return true; @@ -844,17 +779,16 @@ bool intersect(const Ray& _ray, const Plane& _plane, Hit* _hit) bool intersect(const Ray& _ray, const Sphere& _sphere, Hit* _hit) { - float rs[3]; - bx::vec3Sub(rs, _ray.m_pos, _sphere.m_center); + const bx::Vec3 rs = bx::sub(_ray.m_pos, _sphere.m_center); - const float bb = bx::vec3Dot(rs, _ray.m_dir); + const float bb = bx::dot(rs, _ray.m_dir); if (0.0f < bb) { return false; } - const float aa = bx::vec3Dot(_ray.m_dir, _ray.m_dir); - const float cc = bx::vec3Dot(rs, rs) - bx::fsq(_sphere.m_radius); + const float aa = bx::dot(_ray.m_dir, _ray.m_dir); + const float cc = bx::dot(rs, rs) - bx::square(_sphere.m_radius); const float discriminant = bb*bb - aa*cc; @@ -863,7 +797,7 @@ bool intersect(const Ray& _ray, const Sphere& _sphere, Hit* _hit) return false; } - const float sqrtDiscriminant = bx::fsqrt(discriminant); + const float sqrtDiscriminant = bx::sqrt(discriminant); const float invA = 1.0f / aa; const float tt = -(bb + sqrtDiscriminant)*invA; @@ -876,13 +810,11 @@ bool intersect(const Ray& _ray, const Sphere& _sphere, Hit* _hit) { _hit->m_dist = tt; - float point[3]; - getPointAt(point, _ray, tt); - bx::vec3Move(_hit->m_pos, point); + const bx::Vec3 point = getPointAt(_ray, tt); + _hit->m_pos = point; - float tmp[3]; - bx::vec3Sub(tmp, point, _sphere.m_center); - bx::vec3Norm(_hit->m_normal, tmp); + const bx::Vec3 tmp = bx::sub(point, _sphere.m_center); + _hit->m_normal = bx::normalize(tmp); } return true; @@ -890,22 +822,12 @@ bool intersect(const Ray& _ray, const Sphere& _sphere, Hit* _hit) bool intersect(const Ray& _ray, const Tris& _triangle, Hit* _hit) { - float edge10[3]; - bx::vec3Sub(edge10, _triangle.m_v1, _triangle.m_v0); - - float edge02[3]; - bx::vec3Sub(edge02, _triangle.m_v0, _triangle.m_v2); - - float normal[3]; - bx::vec3Cross(normal, edge02, edge10); - - float vo[3]; - bx::vec3Sub(vo, _triangle.m_v0, _ray.m_pos); - - float dxo[3]; - bx::vec3Cross(dxo, _ray.m_dir, vo); - - const float det = bx::vec3Dot(normal, _ray.m_dir); + const bx::Vec3 edge10 = bx::sub(_triangle.m_v1, _triangle.m_v0); + const bx::Vec3 edge02 = bx::sub(_triangle.m_v0, _triangle.m_v2); + const bx::Vec3 normal = bx::cross(edge02, edge10); + const bx::Vec3 vo = bx::sub(_triangle.m_v0, _ray.m_pos); + const bx::Vec3 dxo = bx::cross(_ray.m_dir, vo); + const float det = bx::dot(normal, _ray.m_dir); if (det > 0.0f) { @@ -913,8 +835,8 @@ bool intersect(const Ray& _ray, const Tris& _triangle, Hit* _hit) } const float invDet = 1.0f/det; - const float bz = bx::vec3Dot(dxo, edge02) * invDet; - const float by = bx::vec3Dot(dxo, edge10) * invDet; + const float bz = bx::dot(dxo, edge02) * invDet; + const float by = bx::dot(dxo, edge10) * invDet; const float bx = 1.0f - by - bz; if (bx < 0.0f || by < 0.0f || bz < 0.0f) @@ -924,12 +846,11 @@ bool intersect(const Ray& _ray, const Tris& _triangle, Hit* _hit) if (NULL != _hit) { - bx::vec3Norm(_hit->m_normal, normal); + _hit->m_normal = bx::normalize(normal); - const float tt = bx::vec3Dot(normal, vo) * invDet; + const float tt = bx::dot(normal, vo) * invDet; _hit->m_dist = tt; - - getPointAt(_hit->m_pos, _ray, tt); + _hit->m_pos = getPointAt(_ray, tt); } return true; |