示例#1
0
bool FConvexVolume::IntersectSphere(const FVector& Origin,const float& Radius, bool& bOutFullyContained) const
{
	bool Result = true;

	//Assume fully contained
	bOutFullyContained = true;

	checkSlow(PermutedPlanes.Num() % 4 == 0);

	// Load the origin & radius
	VectorRegister Orig = VectorLoadFloat3(&Origin);
	VectorRegister VRadius = VectorLoadFloat1(&Radius);
	VectorRegister NegativeVRadius = VectorNegate(VRadius);
	// Splat origin into 3 vectors
	VectorRegister OrigX = VectorReplicate(Orig, 0);
	VectorRegister OrigY = VectorReplicate(Orig, 1);
	VectorRegister OrigZ = VectorReplicate(Orig, 2);
	// Since we are moving straight through get a pointer to the data
	const FPlane* RESTRICT PermutedPlanePtr = (FPlane*)PermutedPlanes.GetData();
	// Process four planes at a time until we have < 4 left
	for (int32 Count = 0; Count < PermutedPlanes.Num(); Count += 4)
	{
		// Load 4 planes that are already all Xs, Ys, ...
		VectorRegister PlanesX = VectorLoadAligned(PermutedPlanePtr);
		PermutedPlanePtr++;
		VectorRegister PlanesY = VectorLoadAligned(PermutedPlanePtr);
		PermutedPlanePtr++;
		VectorRegister PlanesZ = VectorLoadAligned(PermutedPlanePtr);
		PermutedPlanePtr++;
		VectorRegister PlanesW = VectorLoadAligned(PermutedPlanePtr);
		PermutedPlanePtr++;
		// Calculate the distance (x * x) + (y * y) + (z * z) - w
		VectorRegister DistX = VectorMultiply(OrigX,PlanesX);
		VectorRegister DistY = VectorMultiplyAdd(OrigY,PlanesY,DistX);
		VectorRegister DistZ = VectorMultiplyAdd(OrigZ,PlanesZ,DistY);
		VectorRegister Distance = VectorSubtract(DistZ,PlanesW);

		// Check for completely outside
		int32 Mask = VectorAnyGreaterThan(Distance,VRadius);
		if (Mask)
		{
			Result = false;
			bOutFullyContained = false;
			break;
		}

		//the sphere is definitely inside the frustums, but let's check if it's FULLY contained by checking the NEGATIVE radius (on the inside of each frustum plane)
		Mask = VectorAnyGreaterThan(Distance,NegativeVRadius);
		if (Mask)
		{
			bOutFullyContained = false;
		}
	}
	return Result;
}
示例#2
0
static FORCEINLINE bool IntersectBoxWithPermutedPlanes(
	const FConvexVolume::FPermutedPlaneArray& PermutedPlanes,
	const VectorRegister BoxOrigin,
	const VectorRegister BoxExtent )
{
	bool Result = true;

	checkSlow(PermutedPlanes.Num() % 4 == 0);

	// Splat origin into 3 vectors
	VectorRegister OrigX = VectorReplicate(BoxOrigin, 0);
	VectorRegister OrigY = VectorReplicate(BoxOrigin, 1);
	VectorRegister OrigZ = VectorReplicate(BoxOrigin, 2);
	// Splat extent into 3 vectors
	VectorRegister ExtentX = VectorReplicate(BoxExtent, 0);
	VectorRegister ExtentY = VectorReplicate(BoxExtent, 1);
	VectorRegister ExtentZ = VectorReplicate(BoxExtent, 2);
	// Splat the abs for the pushout calculation
	VectorRegister AbsExt = VectorAbs(BoxExtent);
	VectorRegister AbsExtentX = VectorReplicate(AbsExt, 0);
	VectorRegister AbsExtentY = VectorReplicate(AbsExt, 1);
	VectorRegister AbsExtentZ = VectorReplicate(AbsExt, 2);
	// Since we are moving straight through get a pointer to the data
	const FPlane* RESTRICT PermutedPlanePtr = (FPlane*)PermutedPlanes.GetData();
	// Process four planes at a time until we have < 4 left
	for ( int32 Count = 0, Num = PermutedPlanes.Num(); Count < Num; Count += 4 )
	{
		// Load 4 planes that are already all Xs, Ys, ...
		VectorRegister PlanesX = VectorLoadAligned(PermutedPlanePtr);
		PermutedPlanePtr++;
		VectorRegister PlanesY = VectorLoadAligned(PermutedPlanePtr);
		PermutedPlanePtr++;
		VectorRegister PlanesZ = VectorLoadAligned(PermutedPlanePtr);
		PermutedPlanePtr++;
		VectorRegister PlanesW = VectorLoadAligned(PermutedPlanePtr);
		PermutedPlanePtr++;
		// Calculate the distance (x * x) + (y * y) + (z * z) - w
		VectorRegister DistX = VectorMultiply(OrigX,PlanesX);
		VectorRegister DistY = VectorMultiplyAdd(OrigY,PlanesY,DistX);
		VectorRegister DistZ = VectorMultiplyAdd(OrigZ,PlanesZ,DistY);
		VectorRegister Distance = VectorSubtract(DistZ,PlanesW);
		// Now do the push out FMath::Abs(x * x) + FMath::Abs(y * y) + FMath::Abs(z * z)
		VectorRegister PushX = VectorMultiply(AbsExtentX,VectorAbs(PlanesX));
		VectorRegister PushY = VectorMultiplyAdd(AbsExtentY,VectorAbs(PlanesY),PushX);
		VectorRegister PushOut = VectorMultiplyAdd(AbsExtentZ,VectorAbs(PlanesZ),PushY);

		// Check for completely outside
		if ( VectorAnyGreaterThan(Distance,PushOut) )
		{
			Result = false;
			break;
		}
	}
	return Result;
}
/**
* Tests whether this light affects the given primitive.  This checks both the primitive and light settings for light relevance
* and also calls AffectsBounds.
*
* @param CompactPrimitiveSceneInfo - The primitive to test.
* @return True if the light affects the primitive.
*/
bool FLightSceneInfoCompact::AffectsPrimitive(const FPrimitiveSceneInfoCompact& CompactPrimitiveSceneInfo) const
{
	// Check if the light's bounds intersect the primitive's bounds.
	if(AreSpheresNotIntersecting(
		BoundingSphereVector,
		VectorReplicate(BoundingSphereVector,3),
		VectorLoadFloat3(&CompactPrimitiveSceneInfo.Bounds.Origin),
		VectorLoadFloat1(&CompactPrimitiveSceneInfo.Bounds.SphereRadius)
		))
	{
		return false;
	}

	// Cull based on information in the full scene infos.

	if(!LightSceneInfo->Proxy->AffectsBounds(CompactPrimitiveSceneInfo.Bounds))
	{
		return false;
	}

	if (LightSceneInfo->Proxy->CastsShadowsFromCinematicObjectsOnly() && !CompactPrimitiveSceneInfo.Proxy->CastsCinematicShadow())
	{
		return false;
	}

	if (!(LightSceneInfo->Proxy->GetLightingChannelMask() & CompactPrimitiveSceneInfo.Proxy->GetLightingChannelMask()))
	{
		return false;
	}

	return true;
}
示例#4
0
bool FConvexVolume::IntersectSphere(const FVector& Origin,const float& Radius) const
{
	bool Result = true;

	checkSlow(PermutedPlanes.Num() % 4 == 0);

	// Load the origin & radius
	VectorRegister Orig = VectorLoadFloat3(&Origin);
	VectorRegister VRadius = VectorLoadFloat1(&Radius);
	// Splat origin into 3 vectors
	VectorRegister OrigX = VectorReplicate(Orig, 0);
	VectorRegister OrigY = VectorReplicate(Orig, 1);
	VectorRegister OrigZ = VectorReplicate(Orig, 2);
	// Since we are moving straight through get a pointer to the data
	const FPlane* RESTRICT PermutedPlanePtr = (FPlane*)PermutedPlanes.GetData();
	// Process four planes at a time until we have < 4 left
	for (int32 Count = 0; Count < PermutedPlanes.Num(); Count += 4)
	{
		// Load 4 planes that are already all Xs, Ys, ...
		VectorRegister PlanesX = VectorLoadAligned(PermutedPlanePtr);
		PermutedPlanePtr++;
		VectorRegister PlanesY = VectorLoadAligned(PermutedPlanePtr);
		PermutedPlanePtr++;
		VectorRegister PlanesZ = VectorLoadAligned(PermutedPlanePtr);
		PermutedPlanePtr++;
		VectorRegister PlanesW = VectorLoadAligned(PermutedPlanePtr);
		PermutedPlanePtr++;
		// Calculate the distance (x * x) + (y * y) + (z * z) - w
		VectorRegister DistX = VectorMultiply(OrigX,PlanesX);
		VectorRegister DistY = VectorMultiplyAdd(OrigY,PlanesY,DistX);
		VectorRegister DistZ = VectorMultiplyAdd(OrigZ,PlanesZ,DistY);
		VectorRegister Distance = VectorSubtract(DistZ,PlanesW);

		// Check for completely outside
		if (VectorAnyGreaterThan(Distance,VRadius))
		{
			Result = false;
			break;
		}
	}
	return Result;
}
示例#5
0
FBox FBox::TransformBy(const FMatrix& M) const
{
	// if we are not valid, return another invalid box.
	if (!IsValid)
	{
		return FBox(0);
	}

	VectorRegister Vertices[8];

	VectorRegister m0 = VectorLoadAligned(M.M[0]);
	VectorRegister m1 = VectorLoadAligned(M.M[1]);
	VectorRegister m2 = VectorLoadAligned(M.M[2]);
	VectorRegister m3 = VectorLoadAligned(M.M[3]);

	Vertices[0] = VectorLoadFloat3(&Min);
	Vertices[1] = VectorSetFloat3(Min.X, Min.Y, Max.Z);
	Vertices[2] = VectorSetFloat3(Min.X, Max.Y, Min.Z);
	Vertices[3] = VectorSetFloat3(Max.X, Min.Y, Min.Z);
	Vertices[4] = VectorSetFloat3(Max.X, Max.Y, Min.Z);
	Vertices[5] = VectorSetFloat3(Max.X, Min.Y, Max.Z);
	Vertices[6] = VectorSetFloat3(Min.X, Max.Y, Max.Z);
	Vertices[7] = VectorLoadFloat3(&Max);

	VectorRegister r0 = VectorMultiply(VectorReplicate(Vertices[0],0), m0);
	VectorRegister r1 = VectorMultiply(VectorReplicate(Vertices[1],0), m0);
	VectorRegister r2 = VectorMultiply(VectorReplicate(Vertices[2],0), m0);
	VectorRegister r3 = VectorMultiply(VectorReplicate(Vertices[3],0), m0);
	VectorRegister r4 = VectorMultiply(VectorReplicate(Vertices[4],0), m0);
	VectorRegister r5 = VectorMultiply(VectorReplicate(Vertices[5],0), m0);
	VectorRegister r6 = VectorMultiply(VectorReplicate(Vertices[6],0), m0);
	VectorRegister r7 = VectorMultiply(VectorReplicate(Vertices[7],0), m0);

	r0 = VectorMultiplyAdd( VectorReplicate(Vertices[0],1), m1, r0);
	r1 = VectorMultiplyAdd( VectorReplicate(Vertices[1],1), m1, r1);
	r2 = VectorMultiplyAdd( VectorReplicate(Vertices[2],1), m1, r2);
	r3 = VectorMultiplyAdd( VectorReplicate(Vertices[3],1), m1, r3);
	r4 = VectorMultiplyAdd( VectorReplicate(Vertices[4],1), m1, r4);
	r5 = VectorMultiplyAdd( VectorReplicate(Vertices[5],1), m1, r5);
	r6 = VectorMultiplyAdd( VectorReplicate(Vertices[6],1), m1, r6);
	r7 = VectorMultiplyAdd( VectorReplicate(Vertices[7],1), m1, r7);

	r0 = VectorMultiplyAdd( VectorReplicate(Vertices[0],2), m2, r0);
	r1 = VectorMultiplyAdd( VectorReplicate(Vertices[1],2), m2, r1);
	r2 = VectorMultiplyAdd( VectorReplicate(Vertices[2],2), m2, r2);
	r3 = VectorMultiplyAdd( VectorReplicate(Vertices[3],2), m2, r3);
	r4 = VectorMultiplyAdd( VectorReplicate(Vertices[4],2), m2, r4);
	r5 = VectorMultiplyAdd( VectorReplicate(Vertices[5],2), m2, r5);
	r6 = VectorMultiplyAdd( VectorReplicate(Vertices[6],2), m2, r6);
	r7 = VectorMultiplyAdd( VectorReplicate(Vertices[7],2), m2, r7);

	r0 = VectorAdd(r0, m3);
	r1 = VectorAdd(r1, m3);
	r2 = VectorAdd(r2, m3);
	r3 = VectorAdd(r3, m3);
	r4 = VectorAdd(r4, m3);
	r5 = VectorAdd(r5, m3);
	r6 = VectorAdd(r6, m3);
	r7 = VectorAdd(r7, m3);

	FBox NewBox;
	
	VectorRegister min0 = VectorMin(r0, r1);
	VectorRegister min1 = VectorMin(r2, r3);
	VectorRegister min2 = VectorMin(r4, r5);
	VectorRegister min3 = VectorMin(r6, r7);
	VectorRegister max0 = VectorMax(r0, r1);
	VectorRegister max1 = VectorMax(r2, r3);
	VectorRegister max2 = VectorMax(r4, r5);
	VectorRegister max3 = VectorMax(r6, r7);
	
	min0 = VectorMin(min0, min1);
	min1 = VectorMin(min2, min3);
	max0 = VectorMax(max0, max1);
	max1 = VectorMax(max2, max3);
	min0 = VectorMin(min0, min1);
	max0 = VectorMax(max0, max1);

	VectorStoreFloat3(min0, &NewBox.Min);
	VectorStoreFloat3(max0, &NewBox.Max);

	NewBox.IsValid = 1;

	return NewBox;
}
示例#6
0
FOutcode FConvexVolume::GetBoxIntersectionOutcode(const FVector& Origin,const FVector& Extent) const
{
	FOutcode Result(1,0);

	checkSlow(PermutedPlanes.Num() % 4 == 0);

	// Load the origin & extent
	VectorRegister Orig = VectorLoadFloat3(&Origin);
	VectorRegister Ext = VectorLoadFloat3(&Extent);
	// Splat origin into 3 vectors
	VectorRegister OrigX = VectorReplicate(Orig, 0);
	VectorRegister OrigY = VectorReplicate(Orig, 1);
	VectorRegister OrigZ = VectorReplicate(Orig, 2);
	// Splat extent into 3 vectors
	VectorRegister ExtentX = VectorReplicate(Ext, 0);
	VectorRegister ExtentY = VectorReplicate(Ext, 1);
	VectorRegister ExtentZ = VectorReplicate(Ext, 2);
	// Splat the abs for the pushout calculation
	VectorRegister AbsExt = VectorAbs(Ext);
	VectorRegister AbsExtentX = VectorReplicate(AbsExt, 0);
	VectorRegister AbsExtentY = VectorReplicate(AbsExt, 1);
	VectorRegister AbsExtentZ = VectorReplicate(AbsExt, 2);
	// Since we are moving straight through get a pointer to the data
	const FPlane* RESTRICT PermutedPlanePtr = (FPlane*)PermutedPlanes.GetData();
	// Process four planes at a time until we have < 4 left
	for (int32 Count = 0; Count < PermutedPlanes.Num(); Count += 4)
	{
		// Load 4 planes that are already all Xs, Ys, ...
		VectorRegister PlanesX = VectorLoadAligned(PermutedPlanePtr);
		PermutedPlanePtr++;
		VectorRegister PlanesY = VectorLoadAligned(PermutedPlanePtr);
		PermutedPlanePtr++;
		VectorRegister PlanesZ = VectorLoadAligned(PermutedPlanePtr);
		PermutedPlanePtr++;
		VectorRegister PlanesW = VectorLoadAligned(PermutedPlanePtr);
		PermutedPlanePtr++;
		// Calculate the distance (x * x) + (y * y) + (z * z) - w
		VectorRegister DistX = VectorMultiply(OrigX,PlanesX);
		VectorRegister DistY = VectorMultiplyAdd(OrigY,PlanesY,DistX);
		VectorRegister DistZ = VectorMultiplyAdd(OrigZ,PlanesZ,DistY);
		VectorRegister Distance = VectorSubtract(DistZ,PlanesW);
		// Now do the push out FMath::Abs(x * x) + FMath::Abs(y * y) + FMath::Abs(z * z)
		VectorRegister PushX = VectorMultiply(AbsExtentX,VectorAbs(PlanesX));
		VectorRegister PushY = VectorMultiplyAdd(AbsExtentY,VectorAbs(PlanesY),PushX);
		VectorRegister PushOut = VectorMultiplyAdd(AbsExtentZ,VectorAbs(PlanesZ),PushY);

		// Check for completely outside
		if (VectorAnyGreaterThan(Distance,PushOut))
		{
			Result.SetInside(0);
			Result.SetOutside(1);
			break;
		}

		// See if any part is outside
		if (VectorAnyGreaterThan(Distance,VectorNegate(PushOut)))
		{
			Result.SetOutside(1);
		}
	}

	return Result;
}
示例#7
0
bool FConvexVolume::IntersectBox(const FVector& Origin,const FVector& Extent, bool& bOutFullyContained) const
{
	bool Result = true;

	// Assume fully contained
	bOutFullyContained = true;

	checkSlow(PermutedPlanes.Num() % 4 == 0);

	// Load the origin & extent
	VectorRegister Orig = VectorLoadFloat3(&Origin);
	VectorRegister Ext = VectorLoadFloat3(&Extent);
	// Splat origin into 3 vectors
	VectorRegister OrigX = VectorReplicate(Orig, 0);
	VectorRegister OrigY = VectorReplicate(Orig, 1);
	VectorRegister OrigZ = VectorReplicate(Orig, 2);
	// Splat extent into 3 vectors
	VectorRegister ExtentX = VectorReplicate(Ext, 0);
	VectorRegister ExtentY = VectorReplicate(Ext, 1);
	VectorRegister ExtentZ = VectorReplicate(Ext, 2);
	// Splat the abs for the pushout calculation
	VectorRegister AbsExt = VectorAbs(Ext);
	VectorRegister AbsExtentX = VectorReplicate(AbsExt, 0);
	VectorRegister AbsExtentY = VectorReplicate(AbsExt, 1);
	VectorRegister AbsExtentZ = VectorReplicate(AbsExt, 2);
	// Since we are moving straight through get a pointer to the data
	const FPlane* RESTRICT PermutedPlanePtr = (FPlane*)PermutedPlanes.GetData();
	// Process four planes at a time until we have < 4 left
	for (int32 Count = 0; Count < PermutedPlanes.Num(); Count += 4)
	{
		// Load 4 planes that are already all Xs, Ys, ...
		VectorRegister PlanesX = VectorLoadAligned(PermutedPlanePtr);
		PermutedPlanePtr++;
		VectorRegister PlanesY = VectorLoadAligned(PermutedPlanePtr);
		PermutedPlanePtr++;
		VectorRegister PlanesZ = VectorLoadAligned(PermutedPlanePtr);
		PermutedPlanePtr++;
		VectorRegister PlanesW = VectorLoadAligned(PermutedPlanePtr);
		PermutedPlanePtr++;
		// Calculate the distance (x * x) + (y * y) + (z * z) - w
		VectorRegister DistX = VectorMultiply(OrigX,PlanesX);
		VectorRegister DistY = VectorMultiplyAdd(OrigY,PlanesY,DistX);
		VectorRegister DistZ = VectorMultiplyAdd(OrigZ,PlanesZ,DistY);
		VectorRegister Distance = VectorSubtract(DistZ,PlanesW);
		// Now do the push out FMath::Abs(x * x) + FMath::Abs(y * y) + FMath::Abs(z * z)
		VectorRegister PushX = VectorMultiply(AbsExtentX,VectorAbs(PlanesX));
		VectorRegister PushY = VectorMultiplyAdd(AbsExtentY,VectorAbs(PlanesY),PushX);
		VectorRegister PushOut = VectorMultiplyAdd(AbsExtentZ,VectorAbs(PlanesZ),PushY);
		VectorRegister PushOutNegative = VectorNegate(PushOut);

		// Check for completely outside
		if (VectorAnyGreaterThan(Distance,PushOut))
		{
			Result = false;
			bOutFullyContained = false;
			break;
		}

		// Definitely inside frustums, but check to see if it's fully contained
		if (VectorAnyGreaterThan(Distance,PushOutNegative))
		{
			bOutFullyContained = false;
		}
	}
	return Result;
}