summaryrefslogtreecommitdiffstatshomepage
path: root/3rdparty/bgfx/examples/common/bounds.cpp
diff options
context:
space:
mode:
author mooglyguy <therealmogminer@gmail.com>2018-12-05 19:45:08 +0100
committer mooglyguy <therealmogminer@gmail.com>2018-12-05 19:45:08 +0100
commit0bd02131b644b61088789f52f31b750c9aecaa6d (patch)
tree811c679a1bba8b24fc7967cdfe73640254d64156 /3rdparty/bgfx/examples/common/bounds.cpp
parent9a81ec7eaf00d73a23db5c003dc45b55d4b76c4a (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.cpp679
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;