-#include <algorithm>
+#include <stdlib.h>
#include <float.h>
+#include <algorithm>
#include "geom.h"
#include "app.h"
{
}
+float GeomObject::distance(const Vec3 &v) const
+{
+ return sqrt(distance_sq(v));
+}
+
+float GeomObject::signed_distance(const Vec3 &v) const
+{
+ return sqrt(signed_distance_sq(v));
+}
Sphere::Sphere()
{
return length_sq(pt - center) <= radius * radius;
}
-float Sphere::distance(const Vec3 &v) const
+float Sphere::distance_sq(const Vec3 &v) const
{
- return std::max(length(v - center) - radius, 0.0f);
+ return std::max(length_sq(v - center) - radius * radius, 0.0f);
}
-float Sphere::signed_distance(const Vec3 &v) const
+float Sphere::signed_distance_sq(const Vec3 &v) const
{
- return length(v - center) - radius;
+ return length_sq(v - center) - radius * radius;
}
AABox::AABox()
return Vec3(v[xidx[idx]].x, v[yidx[idx]].y, v[zidx[idx]].z);
}
+Plane AABox::get_plane(int pidx) const
+{
+ Vec3 c = (max - min) * 0.5f;
+ switch(pidx) {
+ case AABOX_PLANE_PX:
+ return Plane(Vec3(max.x, c.y, c.z), Vec3(1, 0, 0));
+ case AABOX_PLANE_NX:
+ return Plane(Vec3(min.x, c.y, c.z), Vec3(-1, 0, 0));
+ case AABOX_PLANE_PY:
+ return Plane(Vec3(c.x, max.x, c.z), Vec3(0, 1, 0));
+ case AABOX_PLANE_NY:
+ return Plane(Vec3(c.x, min.x, c.z), Vec3(0, -1, 0));
+ case AABOX_PLANE_PZ:
+ return Plane(Vec3(c.x, c.y, max.z), Vec3(0, 0, 1));
+ case AABOX_PLANE_NZ:
+ return Plane(Vec3(c.x, c.y, min.z), Vec3(0, 0, -1));
+ default:
+ break;
+ }
+ abort();
+ return Plane();
+}
+
bool AABox::intersect(const Ray &ray, HitPoint *hit) const
{
Vec3 param[2] = {min, max};
v.x <= max.x && v.y <= max.y && v.z <= max.z;
}
-float AABox::distance(const Vec3 &v) const
+#define SQ(x) ((x) * (x))
+float AABox::distance_sq(const Vec3 &v) const
{
- return 0.0; // TODO
+ float dsq = 0.0f;
+
+ for(int i=0; i<3; i++) {
+ if(v[i] < min[i]) dsq += SQ(min[i] - v[i]);
+ if(v[i] > max[i]) dsq += SQ(v[i] - max[i]);
+ }
+ return dsq;
}
-float AABox::signed_distance(const Vec3 &v) const
+float AABox::signed_distance_sq(const Vec3 &v) const
{
- return 0.0; // TODO
+ if(!contains(v)) {
+ return distance_sq(v);
+ }
+
+ float dsq = 0.0f;
+ for(int i=0; i<3; i++) {
+ float dmin = v[i] - min[i];
+ float dmax = max[i] - v[i];
+ dsq -= dmin < dmax ? SQ(dmin) : SQ(dmax);
+ }
+ return dsq;
}
Box::Box()
return AABox::contains(inverse(xform) * pt);
}
-float Box::distance(const Vec3 &v) const
+float Box::distance_sq(const Vec3 &v) const
{
return 0.0f; // TODO
}
-float Box::signed_distance(const Vec3 &v) const
+float Box::signed_distance_sq(const Vec3 &v) const
{
return 0.0f; // TODO
}
return dot(v - pt, normal);
}
+float Plane::distance_sq(const Vec3 &v) const
+{
+ float d = distance(v);
+ return d * d;
+}
+
+float Plane::signed_distance_sq(const Vec3 &v) const
+{
+ float d = distance(v);
+ return dot(v, normal) >= 0.0f ? d * d : -(d * d);
+}
+
Disc::Disc()
{
return length_sq(pj - this->pt) <= radius * radius;
}
-float Disc::distance(const Vec3 &v) const
+float Disc::distance_sq(const Vec3 &v) const
{
return 0.0; // TODO
}
-float Disc::signed_distance(const Vec3 &v) const
+float Disc::signed_distance_sq(const Vec3 &v) const
{
return 0.0; // TODO
}
}
return res->min.x != res->max.x && res->min.y != res->max.y && res->min.z != res->max.z;
}
+
+bool collision_sphere_aabox(const Sphere &s, const AABox &b)
+{
+ return b.distance_sq(s.center) <= s.radius * s.radius;
+}