bool Intersect::RayBounds (const Vector3f& origin, const Vector3f& dir, const Bounds& bounds) { const Vector3f& max = bounds.GetMax(); const Vector3f& center = bounds.GetCenter(); Vector3f ext (max - center); Vector3f diff (origin - center); if (Float::Abs(diff.x) > ext.x && Float::IsProductPositive(diff.x, dir.x)) return false; if (Float::Abs(diff.y) > ext.y && Float::IsProductPositive(diff.y, dir.y)) return false; if (Float::Abs(diff.z) > ext.z && Float::IsProductPositive(diff.z, dir.z)) return false; Vector3f adir (Float::Abs(dir.x), Float::Abs(dir.y), Float::Abs(dir.z)); float a = dir.y * diff.z - dir.z * diff.y; float b = ext.y * adir.z + ext.z * adir.y; if (Float::Abs(a) > b) return false; a = dir.z * diff.x - dir.x * diff.z; b = ext.x * adir.z + ext.z * adir.x; if (Float::Abs(a) > b) return false; a = dir.x * diff.y - dir.y * diff.x; b = ext.x * adir.y + ext.y * adir.x; return !(Float::Abs(a) > b); }
void GetQChildBounds(const Bounds &bounds, int childnum, Bounds &child) { Vect center = bounds.GetCenter(); child.Max.y = bounds.Max.y; child.Min.y = bounds.Min.y; if(childnum > 1) {child.Min.z = center.z; child.Max.z = bounds.Max.z; childnum -= 2;} else {child.Min.z = bounds.Min.z; child.Max.z = center.z;} if(childnum == 1) {child.Min.x = center.x; child.Max.x = bounds.Max.x;} else {child.Min.x = bounds.Min.x; child.Max.x = center.x;} }
bool Intersect::BoundsSphere (const Bounds& bounds, const Vector3f& pos, float radius) { const Vector3f& center = bounds.GetCenter(); Vector3f dir (center - pos); float mag = dir.Magnitude(); if (mag > radius) { dir /= mag; dir *= radius; return bounds.Contains(pos + dir); } return true; }