27 aabbMin = aabbMin + expansionMin;
28 aabbMax = aabbMax + expansionMax;
36 overlap = (aabbMin1.getX() >
point.getX() || aabbMax1.getX() <
point.getX()) ?
false : overlap;
37 overlap = (aabbMin1.getZ() >
point.getZ() || aabbMax1.getZ() <
point.getZ()) ?
false : overlap;
38 overlap = (aabbMin1.getY() >
point.getY() || aabbMax1.getY() <
point.getY()) ?
false : overlap;
47 overlap = (aabbMin1.getX() > aabbMax2.getX() || aabbMax1.getX() < aabbMin2.getX()) ?
false : overlap;
48 overlap = (aabbMin1.getZ() > aabbMax2.getZ() || aabbMax1.getZ() < aabbMin2.getZ()) ?
false : overlap;
49 overlap = (aabbMin1.getY() > aabbMax2.getY() || aabbMax1.getY() < aabbMin2.getY()) ?
false : overlap;
61 if (
btMin(
btMin(p1[0], p2[0]), p3[0]) > aabbMax[0])
return false;
62 if (
btMax(
btMax(p1[0], p2[0]), p3[0]) < aabbMin[0])
return false;
64 if (
btMin(
btMin(p1[2], p2[2]), p3[2]) > aabbMax[2])
return false;
65 if (
btMax(
btMax(p1[2], p2[2]), p3[2]) < aabbMin[2])
return false;
67 if (
btMin(
btMin(p1[1], p2[1]), p3[1]) > aabbMax[1])
return false;
68 if (
btMax(
btMax(p1[1], p2[1]), p3[1]) < aabbMin[1])
return false;
74 return (p.getX() < -halfExtent.getX() ? 0x01 : 0x0) |
75 (p.getX() > halfExtent.getX() ? 0x08 : 0x0) |
76 (p.getY() < -halfExtent.getY() ? 0x02 : 0x0) |
77 (p.getY() > halfExtent.getY() ? 0x10 : 0x0) |
78 (p.getZ() < -halfExtent.getZ() ? 0x4 : 0x0) |
79 (p.getZ() > halfExtent.getZ() ? 0x20 : 0x0);
84 const unsigned int raySign[3],
90 btScalar tmax, tymin, tymax, tzmin, tzmax;
91 tmin = (
bounds[raySign[0]].getX() - rayFrom.getX()) * rayInvDirection.getX();
92 tmax = (
bounds[1 - raySign[0]].getX() - rayFrom.getX()) * rayInvDirection.getX();
93 tymin = (
bounds[raySign[1]].getY() - rayFrom.getY()) * rayInvDirection.getY();
94 tymax = (
bounds[1 - raySign[1]].getY() - rayFrom.getY()) * rayInvDirection.getY();
96 if ((tmin > tymax) || (tymin > tmax))
105 tzmin = (
bounds[raySign[2]].getZ() - rayFrom.getZ()) * rayInvDirection.getZ();
106 tzmax = (
bounds[1 - raySign[2]].getZ() - rayFrom.getZ()) * rayInvDirection.getZ();
108 if ((tmin > tzmax) || (tzmin > tmax))
114 return ((tmin < lambda_max) && (tmax > lambda_min));
127 int sourceOutcode =
btOutcode(source, aabbHalfExtent);
128 int targetOutcode =
btOutcode(target, aabbHalfExtent);
129 if ((sourceOutcode & targetOutcode) == 0x0)
139 for (
int j = 0; j < 2; j++)
141 for (i = 0; i != 3; ++i)
143 if (sourceOutcode & bit)
145 btScalar lambda = (-source[i] - aabbHalfExtent[i] * normSign) / r[i];
146 if (lambda_enter <= lambda)
148 lambda_enter = lambda;
149 hitNormal.setValue(0, 0, 0);
150 hitNormal[i] = normSign;
153 else if (targetOutcode & bit)
155 btScalar lambda = (-source[i] - aabbHalfExtent[i] * normSign) / r[i];
162 if (lambda_enter <= lambda_exit)
164 param = lambda_enter;
177 btVector3 extent = halfExtentsWithMargin.dot3(abs_b[0], abs_b[1], abs_b[2]);
178 aabbMinOut = center - extent;
179 aabbMaxOut = center + extent;
184 btAssert(localAabbMin.getX() <= localAabbMax.getX());
185 btAssert(localAabbMin.getY() <= localAabbMax.getY());
186 btAssert(localAabbMin.getZ() <= localAabbMax.getZ());
188 localHalfExtents +=
btVector3(margin, margin, margin);
193 btVector3 extent = localHalfExtents.dot3(abs_b[0], abs_b[1], abs_b[2]);
194 aabbMinOut = center - extent;
195 aabbMaxOut = center + extent;
198#define USE_BANCHLESS 1
203 return static_cast<unsigned int>(
btSelect((
unsigned)((aabbMin1[0] <= aabbMax2[0]) & (aabbMax1[0] >= aabbMin2[0]) & (aabbMin1[2] <= aabbMax2[2]) & (aabbMax1[2] >= aabbMin2[2]) & (aabbMin1[1] <= aabbMax2[1]) & (aabbMax1[1] >= aabbMin2[1])),
210 overlap = (aabbMin1[0] > aabbMax2[0] || aabbMax1[0] < aabbMin2[0]) ?
false : overlap;
211 overlap = (aabbMin1[2] > aabbMax2[2] || aabbMax1[2] < aabbMin2[2]) ?
false : overlap;
212 overlap = (aabbMin1[1] > aabbMax2[1] || aabbMax1[1] < aabbMin2[1]) ?
false : overlap;
in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Gabor Generate Gabor noise Gradient Generate interpolated color and intensity values based on the input vector Magic Generate a psychedelic color texture Voronoi Generate Worley noise based on the distance to random points Typically used to generate textures such as or biological cells Brick Generate a procedural texture producing bricks Texture Retrieve multiple types of texture coordinates nTypically used as inputs for texture nodes Vector Convert a point
SIMD_FORCE_INLINE bool TestAabbAgainstAabb2(const btVector3 &aabbMin1, const btVector3 &aabbMax1, const btVector3 &aabbMin2, const btVector3 &aabbMax2)
conservative test for overlap between two aabbs
SIMD_FORCE_INLINE bool btRayAabb2(const btVector3 &rayFrom, const btVector3 &rayInvDirection, const unsigned int raySign[3], const btVector3 bounds[2], btScalar &tmin, btScalar lambda_min, btScalar lambda_max)
SIMD_FORCE_INLINE void btTransformAabb(const btVector3 &halfExtents, btScalar margin, const btTransform &t, btVector3 &aabbMinOut, btVector3 &aabbMaxOut)
SIMD_FORCE_INLINE unsigned testQuantizedAabbAgainstQuantizedAabb(const unsigned short int *aabbMin1, const unsigned short int *aabbMax1, const unsigned short int *aabbMin2, const unsigned short int *aabbMax2)
SIMD_FORCE_INLINE bool TestTriangleAgainstAabb2(const btVector3 *vertices, const btVector3 &aabbMin, const btVector3 &aabbMax)
conservative test for overlap between triangle and aabb
SIMD_FORCE_INLINE bool TestPointAgainstAabb2(const btVector3 &aabbMin1, const btVector3 &aabbMax1, const btVector3 &point)
conservative test for overlap between two aabbs
SIMD_FORCE_INLINE bool btRayAabb(const btVector3 &rayFrom, const btVector3 &rayTo, const btVector3 &aabbMin, const btVector3 &aabbMax, btScalar ¶m, btVector3 &normal)
SIMD_FORCE_INLINE int btOutcode(const btVector3 &p, const btVector3 &halfExtent)
SIMD_FORCE_INLINE void AabbExpand(btVector3 &aabbMin, btVector3 &aabbMax, const btVector3 &expansionMin, const btVector3 &expansionMax)
static btDbvtVolume bounds(btDbvtNode **leaves, int count)
btMatrix3x3
The btMatrix3x3 class implements a 3x3 rotation matrix, to perform linear algebra in combination with...
SIMD_FORCE_INLINE const T & btMin(const T &a, const T &b)
SIMD_FORCE_INLINE void btSetMin(T &a, const T &b)
SIMD_FORCE_INLINE const T & btMax(const T &a, const T &b)
float btScalar
The btScalar type abstracts floating point numbers, to easily switch between double and single floati...
SIMD_FORCE_INLINE unsigned btSelect(unsigned condition, unsigned valueIfConditionNonZero, unsigned valueIfConditionZero)
#define SIMD_FORCE_INLINE
btVector3
btVector3 can be used to represent 3D points and vectors. It has an un-used w component to suit 16-by...