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authordaoge_cmd <3523206925@qq.com>2026-03-01 12:16:08 +0800
committerdaoge_cmd <3523206925@qq.com>2026-03-01 12:16:08 +0800
commitb691c43c44ff180d10e7d4a9afc83b98551ff586 (patch)
tree3e9849222cbc6ba49f2f1fc6e5fe7179632c7390 /Minecraft.Client/PS3/PS3Extras/DirectX/DirectXCollision.inl
parentdef8cb415354ac390b7e89052a50605285f1aca9 (diff)
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+//-------------------------------------------------------------------------------------
+// DirectXCollision.inl -- C++ Collision Math library
+//
+// THIS CODE AND INFORMATION IS PROVIDED "AS IS" WITHOUT WARRANTY OF
+// ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING BUT NOT LIMITED TO
+// THE IMPLIED WARRANTIES OF MERCHANTABILITY AND/OR FITNESS FOR A
+// PARTICULAR PURPOSE.
+//
+// Copyright (c) Microsoft Corporation. All rights reserved.
+//-------------------------------------------------------------------------------------
+
+#ifdef _MSC_VER
+#pragma once
+#endif
+
+XMGLOBALCONST XMVECTORF32 g_BoxOffset[8] =
+{
+ { -1.0f, -1.0f, 1.0f, 0.0f },
+ { 1.0f, -1.0f, 1.0f, 0.0f },
+ { 1.0f, 1.0f, 1.0f, 0.0f },
+ { -1.0f, 1.0f, 1.0f, 0.0f },
+ { -1.0f, -1.0f, -1.0f, 0.0f },
+ { 1.0f, -1.0f, -1.0f, 0.0f },
+ { 1.0f, 1.0f, -1.0f, 0.0f },
+ { -1.0f, 1.0f, -1.0f, 0.0f },
+};
+
+XMGLOBALCONST XMVECTORF32 g_RayEpsilon = { 1e-20f, 1e-20f, 1e-20f, 1e-20f };
+XMGLOBALCONST XMVECTORF32 g_RayNegEpsilon = { -1e-20f, -1e-20f, -1e-20f, -1e-20f };
+XMGLOBALCONST XMVECTORF32 g_FltMin = { -FLT_MAX, -FLT_MAX, -FLT_MAX, -FLT_MAX };
+XMGLOBALCONST XMVECTORF32 g_FltMax = { FLT_MAX, FLT_MAX, FLT_MAX, FLT_MAX };
+
+namespace Internal
+{
+
+//-----------------------------------------------------------------------------
+// Return true if any of the elements of a 3 vector are equal to 0xffffffff.
+// Slightly more efficient than using XMVector3EqualInt.
+//-----------------------------------------------------------------------------
+inline bool XMVector3AnyTrue( _In_ FXMVECTOR V )
+{
+ // Duplicate the fourth element from the first element.
+ XMVECTOR C = XMVectorSwizzle<XM_SWIZZLE_X, XM_SWIZZLE_Y, XM_SWIZZLE_Z, XM_SWIZZLE_X>(V);
+
+ return XMComparisonAnyTrue( XMVector4EqualIntR( C, XMVectorTrueInt() ) );
+}
+
+
+//-----------------------------------------------------------------------------
+// Return true if all of the elements of a 3 vector are equal to 0xffffffff.
+// Slightly more efficient than using XMVector3EqualInt.
+//-----------------------------------------------------------------------------
+inline bool XMVector3AllTrue( _In_ FXMVECTOR V )
+{
+ // Duplicate the fourth element from the first element.
+ XMVECTOR C = XMVectorSwizzle<XM_SWIZZLE_X, XM_SWIZZLE_Y, XM_SWIZZLE_Z, XM_SWIZZLE_X>( V );
+
+ return XMComparisonAllTrue( XMVector4EqualIntR( C, XMVectorTrueInt() ) );
+}
+
+#if defined(_PREFAST) || !defined(NDEBUG)
+
+XMGLOBALCONST XMVECTORF32 g_UnitVectorEpsilon = { 1.0e-4f, 1.0e-4f, 1.0e-4f, 1.0e-4f };
+XMGLOBALCONST XMVECTORF32 g_UnitQuaternionEpsilon = { 1.0e-4f, 1.0e-4f, 1.0e-4f, 1.0e-4f };
+XMGLOBALCONST XMVECTORF32 g_UnitPlaneEpsilon = { 1.0e-4f, 1.0e-4f, 1.0e-4f, 1.0e-4f };
+
+//-----------------------------------------------------------------------------
+// Return true if the vector is a unit vector (length == 1).
+//-----------------------------------------------------------------------------
+inline bool XMVector3IsUnit( _In_ FXMVECTOR V )
+{
+ XMVECTOR Difference = XMVector3Length( V ) - XMVectorSplatOne();
+ return XMVector4Less( XMVectorAbs( Difference ), g_UnitVectorEpsilon );
+}
+
+//-----------------------------------------------------------------------------
+// Return true if the quaterion is a unit quaternion.
+//-----------------------------------------------------------------------------
+inline bool XMQuaternionIsUnit( _In_ FXMVECTOR Q )
+{
+ XMVECTOR Difference = XMVector4Length( Q ) - XMVectorSplatOne();
+ return XMVector4Less( XMVectorAbs( Difference ), g_UnitQuaternionEpsilon );
+}
+
+//-----------------------------------------------------------------------------
+// Return true if the plane is a unit plane.
+//-----------------------------------------------------------------------------
+inline bool XMPlaneIsUnit( _In_ FXMVECTOR Plane )
+{
+ XMVECTOR Difference = XMVector3Length( Plane ) - XMVectorSplatOne();
+ return XMVector4Less( XMVectorAbs( Difference ), g_UnitPlaneEpsilon );
+}
+
+#endif // __PREFAST__ || !NDEBUG
+
+//-----------------------------------------------------------------------------
+inline XMVECTOR XMPlaneTransform( _In_ FXMVECTOR Plane, _In_ FXMVECTOR Rotation, _In_ FXMVECTOR Translation )
+{
+ XMVECTOR vNormal = XMVector3Rotate( Plane, Rotation );
+ XMVECTOR vD = XMVectorSplatW( Plane ) - XMVector3Dot( vNormal, Translation );
+
+ return XMVectorInsert<0, 0, 0, 0, 1>( vNormal, vD );
+}
+
+//-----------------------------------------------------------------------------
+// Return the point on the line segement (S1, S2) nearest the point P.
+//-----------------------------------------------------------------------------
+inline XMVECTOR PointOnLineSegmentNearestPoint( _In_ FXMVECTOR S1, _In_ FXMVECTOR S2, _In_ FXMVECTOR P )
+{
+ XMVECTOR Dir = S2 - S1;
+ XMVECTOR Projection = ( XMVector3Dot( P, Dir ) - XMVector3Dot( S1, Dir ) );
+ XMVECTOR LengthSq = XMVector3Dot( Dir, Dir );
+
+ XMVECTOR t = Projection * XMVectorReciprocal( LengthSq );
+ XMVECTOR Point = S1 + t * Dir;
+
+ // t < 0
+ XMVECTOR SelectS1 = XMVectorLess( Projection, XMVectorZero() );
+ Point = XMVectorSelect( Point, S1, SelectS1 );
+
+ // t > 1
+ XMVECTOR SelectS2 = XMVectorGreater( Projection, LengthSq );
+ Point = XMVectorSelect( Point, S2, SelectS2 );
+
+ return Point;
+}
+
+//-----------------------------------------------------------------------------
+// Test if the point (P) on the plane of the triangle is inside the triangle
+// (V0, V1, V2).
+//-----------------------------------------------------------------------------
+inline XMVECTOR PointOnPlaneInsideTriangle( _In_ FXMVECTOR P, _In_ FXMVECTOR V0, _In_ FXMVECTOR V1, _In_ GXMVECTOR V2 )
+{
+ // Compute the triangle normal.
+ XMVECTOR N = XMVector3Cross( V2 - V0, V1 - V0 );
+
+ // Compute the cross products of the vector from the base of each edge to
+ // the point with each edge vector.
+ XMVECTOR C0 = XMVector3Cross( P - V0, V1 - V0 );
+ XMVECTOR C1 = XMVector3Cross( P - V1, V2 - V1 );
+ XMVECTOR C2 = XMVector3Cross( P - V2, V0 - V2 );
+
+ // If the cross product points in the same direction as the normal the the
+ // point is inside the edge (it is zero if is on the edge).
+ XMVECTOR Zero = XMVectorZero();
+ XMVECTOR Inside0 = XMVectorGreaterOrEqual( XMVector3Dot( C0, N ), Zero );
+ XMVECTOR Inside1 = XMVectorGreaterOrEqual( XMVector3Dot( C1, N ), Zero );
+ XMVECTOR Inside2 = XMVectorGreaterOrEqual( XMVector3Dot( C2, N ), Zero );
+
+ // If the point inside all of the edges it is inside.
+ return XMVectorAndInt( XMVectorAndInt( Inside0, Inside1 ), Inside2 );
+}
+
+//-----------------------------------------------------------------------------
+inline bool SolveCubic( _In_ float e, _In_ float f, _In_ float g, _Out_ float* t, _Out_ float* u, _Out_ float* v )
+{
+ float p, q, h, rc, d, theta, costh3, sinth3;
+
+ p = f - e * e / 3.0f;
+ q = g - e * f / 3.0f + e * e * e * 2.0f / 27.0f;
+ h = q * q / 4.0f + p * p * p / 27.0f;
+
+ if( h > 0.0 )
+ {
+ *t = *u = *v = 0.f;
+ return false; // only one real root
+ }
+
+ if( ( h == 0.0 ) && ( q == 0.0 ) ) // all the same root
+ {
+ *t = - e / 3;
+ *u = - e / 3;
+ *v = - e / 3;
+
+ return true;
+ }
+
+ d = sqrtf( q * q / 4.0f - h );
+ if( d < 0 )
+ rc = -powf( -d, 1.0f / 3.0f );
+ else
+ rc = powf( d, 1.0f / 3.0f );
+
+ theta = XMScalarACos( -q / ( 2.0f * d ) );
+ costh3 = XMScalarCos( theta / 3.0f );
+ sinth3 = sqrtf( 3.0f ) * XMScalarSin( theta / 3.0f );
+ *t = 2.0f * rc * costh3 - e / 3.0f;
+ *u = -rc * ( costh3 + sinth3 ) - e / 3.0f;
+ *v = -rc * ( costh3 - sinth3 ) - e / 3.0f;
+
+ return true;
+}
+
+//-----------------------------------------------------------------------------
+inline XMVECTOR CalculateEigenVector( _In_ float m11, _In_ float m12, _In_ float m13,
+ _In_ float m22, _In_ float m23, _In_ float m33, _In_ float e )
+{
+ float fTmp[3];
+ fTmp[0] = ( float )( m12 * m23 - m13 * ( m22 - e ) );
+ fTmp[1] = ( float )( m13 * m12 - m23 * ( m11 - e ) );
+ fTmp[2] = ( float )( ( m11 - e ) * ( m22 - e ) - m12 * m12 );
+
+ XMVECTOR vTmp = XMLoadFloat3( (XMFLOAT3*)fTmp );
+
+ if( XMVector3Equal( vTmp, XMVectorZero() ) ) // planar or linear
+ {
+ float f1, f2, f3;
+
+ // we only have one equation - find a valid one
+ if( ( m11 - e != 0.0 ) || ( m12 != 0.0 ) || ( m13 != 0.0 ) )
+ {
+ f1 = m11 - e; f2 = m12; f3 = m13;
+ }
+ else if( ( m12 != 0.0 ) || ( m22 - e != 0.0 ) || ( m23 != 0.0 ) )
+ {
+ f1 = m12; f2 = m22 - e; f3 = m23;
+ }
+ else if( ( m13 != 0.0 ) || ( m23 != 0.0 ) || ( m33 - e != 0.0 ) )
+ {
+ f1 = m13; f2 = m23; f3 = m33 - e;
+ }
+ else
+ {
+ // error, we'll just make something up - we have NO context
+ f1 = 1.0; f2 = 0.0; f3 = 0.0;
+ }
+
+ if( f1 == 0.0 )
+ vTmp = XMVectorSetX( vTmp, 0.0f );
+ else
+ vTmp = XMVectorSetX( vTmp, 1.0f );
+
+ if( f2 == 0.0 )
+ vTmp = XMVectorSetY( vTmp, 0.0f );
+ else
+ vTmp = XMVectorSetY( vTmp, 1.0f );
+
+ if( f3 == 0.0 )
+ {
+ vTmp = XMVectorSetZ( vTmp, 0.0f );
+ // recalculate y to make equation work
+ if( m12 != 0.0 )
+ vTmp = XMVectorSetY( vTmp, ( float )( -f1 / f2 ) );
+ }
+ else
+ {
+ vTmp = XMVectorSetZ( vTmp, ( float )( ( f2 - f1 ) / f3 ) );
+ }
+ }
+
+ if( XMVectorGetX( XMVector3LengthSq( vTmp ) ) > 1e-5f )
+ {
+ return XMVector3Normalize( vTmp );
+ }
+ else
+ {
+ // Multiply by a value large enough to make the vector non-zero.
+ vTmp *= 1e5f;
+ return XMVector3Normalize( vTmp );
+ }
+}
+
+//-----------------------------------------------------------------------------
+inline bool CalculateEigenVectors( _In_ float m11, _In_ float m12, _In_ float m13,
+ _In_ float m22, _In_ float m23, _In_ float m33,
+ _In_ float e1, _In_ float e2, _In_ float e3,
+ _Out_ XMVECTOR* pV1, _Out_ XMVECTOR* pV2, _Out_ XMVECTOR* pV3 )
+{
+ *pV1 = DirectX::Internal::CalculateEigenVector( m11, m12, m13, m22, m23, m33, e1 );
+ *pV2 = DirectX::Internal::CalculateEigenVector( m11, m12, m13, m22, m23, m33, e2 );
+ *pV3 = DirectX::Internal::CalculateEigenVector( m11, m12, m13, m22, m23, m33, e3 );
+
+ bool v1z = false;
+ bool v2z = false;
+ bool v3z = false;
+
+ XMVECTOR Zero = XMVectorZero();
+
+ if ( XMVector3Equal( *pV1, Zero ) )
+ v1z = true;
+
+ if ( XMVector3Equal( *pV2, Zero ) )
+ v2z = true;
+
+ if ( XMVector3Equal( *pV3, Zero ))
+ v3z = true;
+
+ bool e12 = ( fabsf( XMVectorGetX( XMVector3Dot( *pV1, *pV2 ) ) ) > 0.1f ); // check for non-orthogonal vectors
+ bool e13 = ( fabsf( XMVectorGetX( XMVector3Dot( *pV1, *pV3 ) ) ) > 0.1f );
+ bool e23 = ( fabsf( XMVectorGetX( XMVector3Dot( *pV2, *pV3 ) ) ) > 0.1f );
+
+ if( ( v1z && v2z && v3z ) || ( e12 && e13 && e23 ) ||
+ ( e12 && v3z ) || ( e13 && v2z ) || ( e23 && v1z ) ) // all eigenvectors are 0- any basis set
+ {
+ *pV1 = g_XMIdentityR0.v;
+ *pV2 = g_XMIdentityR1.v;
+ *pV3 = g_XMIdentityR2.v;
+ return true;
+ }
+
+ if( v1z && v2z )
+ {
+ XMVECTOR vTmp = XMVector3Cross( g_XMIdentityR1, *pV3 );
+ if( XMVectorGetX( XMVector3LengthSq( vTmp ) ) < 1e-5f )
+ {
+ vTmp = XMVector3Cross( g_XMIdentityR0, *pV3 );
+ }
+ *pV1 = XMVector3Normalize( vTmp );
+ *pV2 = XMVector3Cross( *pV3, *pV1 );
+ return true;
+ }
+
+ if( v3z && v1z )
+ {
+ XMVECTOR vTmp = XMVector3Cross( g_XMIdentityR1, *pV2 );
+ if( XMVectorGetX( XMVector3LengthSq( vTmp ) ) < 1e-5f )
+ {
+ vTmp = XMVector3Cross( g_XMIdentityR0, *pV2 );
+ }
+ *pV3 = XMVector3Normalize( vTmp );
+ *pV1 = XMVector3Cross( *pV2, *pV3 );
+ return true;
+ }
+
+ if( v2z && v3z )
+ {
+ XMVECTOR vTmp = XMVector3Cross( g_XMIdentityR1, *pV1 );
+ if( XMVectorGetX( XMVector3LengthSq( vTmp ) ) < 1e-5f )
+ {
+ vTmp = XMVector3Cross( g_XMIdentityR0, *pV1 );
+ }
+ *pV2 = XMVector3Normalize( vTmp );
+ *pV3 = XMVector3Cross( *pV1, *pV2 );
+ return true;
+ }
+
+ if( ( v1z ) || e12 )
+ {
+ *pV1 = XMVector3Cross( *pV2, *pV3 );
+ return true;
+ }
+
+ if( ( v2z ) || e23 )
+ {
+ *pV2 = XMVector3Cross( *pV3, *pV1 );
+ return true;
+ }
+
+ if( ( v3z ) || e13 )
+ {
+ *pV3 = XMVector3Cross( *pV1, *pV2 );
+ return true;
+ }
+
+ return true;
+}
+
+//-----------------------------------------------------------------------------
+inline bool CalculateEigenVectorsFromCovarianceMatrix( _In_ float Cxx, _In_ float Cyy, _In_ float Czz,
+ _In_ float Cxy, _In_ float Cxz, _In_ float Cyz,
+ _Out_ XMVECTOR* pV1, _Out_ XMVECTOR* pV2, _Out_ XMVECTOR* pV3 )
+{
+ // Calculate the eigenvalues by solving a cubic equation.
+ float e = -( Cxx + Cyy + Czz );
+ float f = Cxx * Cyy + Cyy * Czz + Czz * Cxx - Cxy * Cxy - Cxz * Cxz - Cyz * Cyz;
+ float g = Cxy * Cxy * Czz + Cxz * Cxz * Cyy + Cyz * Cyz * Cxx - Cxy * Cyz * Cxz * 2.0f - Cxx * Cyy * Czz;
+
+ float ev1, ev2, ev3;
+ if( !DirectX::Internal::SolveCubic( e, f, g, &ev1, &ev2, &ev3 ) )
+ {
+ // set them to arbitrary orthonormal basis set
+ *pV1 = g_XMIdentityR0.v;
+ *pV2 = g_XMIdentityR1.v;
+ *pV3 = g_XMIdentityR2.v;
+ return false;
+ }
+
+ return DirectX::Internal::CalculateEigenVectors( Cxx, Cxy, Cxz, Cyy, Cyz, Czz, ev1, ev2, ev3, pV1, pV2, pV3 );
+}
+
+//-----------------------------------------------------------------------------
+inline void FastIntersectTrianglePlane( FXMVECTOR V0, FXMVECTOR V1, FXMVECTOR V2, GXMVECTOR Plane,
+ XMVECTOR& Outside, XMVECTOR& Inside )
+{
+ // Plane0
+ XMVECTOR Dist0 = XMVector4Dot( V0, Plane );
+ XMVECTOR Dist1 = XMVector4Dot( V1, Plane );
+ XMVECTOR Dist2 = XMVector4Dot( V2, Plane );
+
+ XMVECTOR MinDist = XMVectorMin( Dist0, Dist1 );
+ MinDist = XMVectorMin( MinDist, Dist2 );
+
+ XMVECTOR MaxDist = XMVectorMax( Dist0, Dist1 );
+ MaxDist = XMVectorMax( MaxDist, Dist2 );
+
+ XMVECTOR Zero = XMVectorZero();
+
+ // Outside the plane?
+ Outside = XMVectorGreater( MinDist, Zero );
+
+ // Fully inside the plane?
+ Inside = XMVectorLess( MaxDist, Zero );
+}
+
+//-----------------------------------------------------------------------------
+inline void FastIntersectSpherePlane( _In_ FXMVECTOR Center, _In_ FXMVECTOR Radius, _In_ FXMVECTOR Plane,
+ _Out_ XMVECTOR& Outside, _Out_ XMVECTOR& Inside )
+{
+ XMVECTOR Dist = XMVector4Dot( Center, Plane );
+
+ // Outside the plane?
+ Outside = XMVectorGreater( Dist, Radius );
+
+ // Fully inside the plane?
+ Inside = XMVectorLess( Dist, -Radius );
+}
+
+//-----------------------------------------------------------------------------
+inline void FastIntersectAxisAlignedBoxPlane( _In_ FXMVECTOR Center, _In_ FXMVECTOR Extents, _In_ FXMVECTOR Plane,
+ _Out_ XMVECTOR& Outside, _Out_ XMVECTOR& Inside )
+{
+ // Compute the distance to the center of the box.
+ XMVECTOR Dist = XMVector4Dot( Center, Plane );
+
+ // Project the axes of the box onto the normal of the plane. Half the
+ // length of the projection (sometime called the "radius") is equal to
+ // h(u) * abs(n dot b(u))) + h(v) * abs(n dot b(v)) + h(w) * abs(n dot b(w))
+ // where h(i) are extents of the box, n is the plane normal, and b(i) are the
+ // axes of the box. In this case b(i) = [(1,0,0), (0,1,0), (0,0,1)].
+ XMVECTOR Radius = XMVector3Dot( Extents, XMVectorAbs( Plane ) );
+
+ // Outside the plane?
+ Outside = XMVectorGreater( Dist, Radius );
+
+ // Fully inside the plane?
+ Inside = XMVectorLess( Dist, -Radius );
+}
+
+//-----------------------------------------------------------------------------
+inline void FastIntersectOrientedBoxPlane( _In_ FXMVECTOR Center, _In_ FXMVECTOR Extents, _In_ FXMVECTOR Axis0, _In_ GXMVECTOR Axis1,
+ _In_ CXMVECTOR Axis2, _In_ CXMVECTOR Plane, _Out_ XMVECTOR& Outside, _Out_ XMVECTOR& Inside )
+{
+ // Compute the distance to the center of the box.
+ XMVECTOR Dist = XMVector4Dot( Center, Plane );
+
+ // Project the axes of the box onto the normal of the plane. Half the
+ // length of the projection (sometime called the "radius") is equal to
+ // h(u) * abs(n dot b(u))) + h(v) * abs(n dot b(v)) + h(w) * abs(n dot b(w))
+ // where h(i) are extents of the box, n is the plane normal, and b(i) are the
+ // axes of the box.
+ XMVECTOR Radius = XMVector3Dot( Plane, Axis0 );
+ Radius = XMVectorInsert<0, 0, 1, 0, 0>( Radius, XMVector3Dot( Plane, Axis1 ) );
+ Radius = XMVectorInsert<0, 0, 0, 1, 0>( Radius, XMVector3Dot( Plane, Axis2 ) );
+ Radius = XMVector3Dot( Extents, XMVectorAbs( Radius ) );
+
+ // Outside the plane?
+ Outside = XMVectorGreater( Dist, Radius );
+
+ // Fully inside the plane?
+ Inside = XMVectorLess( Dist, -Radius );
+}
+
+//-----------------------------------------------------------------------------
+inline void FastIntersectFrustumPlane( _In_ FXMVECTOR Point0, _In_ FXMVECTOR Point1, _In_ FXMVECTOR Point2, _In_ GXMVECTOR Point3,
+ _In_ CXMVECTOR Point4, _In_ CXMVECTOR Point5, _In_ CXMVECTOR Point6, _In_ CXMVECTOR Point7,
+ _In_ CXMVECTOR Plane, _Out_ XMVECTOR& Outside, _Out_ XMVECTOR& Inside )
+{
+ // Find the min/max projection of the frustum onto the plane normal.
+ XMVECTOR Min, Max, Dist;
+
+ Min = Max = XMVector3Dot( Plane, Point0 );
+
+ Dist = XMVector3Dot( Plane, Point1 );
+ Min = XMVectorMin( Min, Dist );
+ Max = XMVectorMax( Max, Dist );
+
+ Dist = XMVector3Dot( Plane, Point2 );
+ Min = XMVectorMin( Min, Dist );
+ Max = XMVectorMax( Max, Dist );
+
+ Dist = XMVector3Dot( Plane, Point3 );
+ Min = XMVectorMin( Min, Dist );
+ Max = XMVectorMax( Max, Dist );
+
+ Dist = XMVector3Dot( Plane, Point4 );
+ Min = XMVectorMin( Min, Dist );
+ Max = XMVectorMax( Max, Dist );
+
+ Dist = XMVector3Dot( Plane, Point5 );
+ Min = XMVectorMin( Min, Dist );
+ Max = XMVectorMax( Max, Dist );
+
+ Dist = XMVector3Dot( Plane, Point6 );
+ Min = XMVectorMin( Min, Dist );
+ Max = XMVectorMax( Max, Dist );
+
+ Dist = XMVector3Dot( Plane, Point7 );
+ Min = XMVectorMin( Min, Dist );
+ Max = XMVectorMax( Max, Dist );
+
+ XMVECTOR PlaneDist = -XMVectorSplatW( Plane );
+
+ // Outside the plane?
+ Outside = XMVectorGreater( Min, PlaneDist );
+
+ // Fully inside the plane?
+ Inside = XMVectorLess( Max, PlaneDist );
+}
+
+}; // namespace Internal
+
+
+/****************************************************************************
+ *
+ * BoundingSphere
+ *
+ ****************************************************************************/
+
+//-----------------------------------------------------------------------------
+// Transform a sphere by an angle preserving transform.
+//-----------------------------------------------------------------------------
+_Use_decl_annotations_
+inline void BoundingSphere::Transform( BoundingSphere& Out, CXMMATRIX M ) const
+{
+ // Load the center of the sphere.
+ XMVECTOR vCenter = XMLoadFloat3( &Center );
+
+ // Transform the center of the sphere.
+ XMVECTOR C = XMVector3Transform( vCenter, M );
+
+ XMVECTOR dX = XMVector3Dot( M.r[0], M.r[0] );
+ XMVECTOR dY = XMVector3Dot( M.r[1], M.r[1] );
+ XMVECTOR dZ = XMVector3Dot( M.r[2], M.r[2] );
+
+ XMVECTOR d = XMVectorMax( dX, XMVectorMax( dY, dZ ) );
+
+ // Store the center sphere.
+ XMStoreFloat3( &Out.Center, C );
+
+ // Scale the radius of the pshere.
+ float Scale = sqrtf( XMVectorGetX(d) );
+ Out.Radius = Radius * Scale;
+}
+
+_Use_decl_annotations_
+inline void BoundingSphere::Transform( BoundingSphere& Out, float Scale, FXMVECTOR Rotation, FXMVECTOR Translation ) const
+{
+ // Load the center of the sphere.
+ XMVECTOR vCenter = XMLoadFloat3( &Center );
+
+ // Transform the center of the sphere.
+ vCenter = XMVector3Rotate( vCenter * XMVectorReplicate( Scale ), Rotation ) + Translation;
+
+ // Store the center sphere.
+ XMStoreFloat3( &Out.Center, vCenter );
+
+ // Scale the radius of the pshere.
+ Out.Radius = Radius * Scale;
+}
+
+
+//-----------------------------------------------------------------------------
+// Point in sphere test.
+//-----------------------------------------------------------------------------
+_Use_decl_annotations_
+inline ContainmentType BoundingSphere::Contains( FXMVECTOR Point ) const
+{
+ XMVECTOR vCenter = XMLoadFloat3( &Center );
+ XMVECTOR vRadius = XMVectorReplicatePtr( &Radius );
+
+ XMVECTOR DistanceSquared = XMVector3LengthSq( Point - vCenter );
+ XMVECTOR RadiusSquared = XMVectorMultiply( vRadius, vRadius );
+
+ return XMVector3LessOrEqual( DistanceSquared, RadiusSquared ) ? CONTAINS : DISJOINT;
+}
+
+
+//-----------------------------------------------------------------------------
+// Triangle in sphere test
+//-----------------------------------------------------------------------------
+_Use_decl_annotations_
+inline ContainmentType BoundingSphere::Contains( FXMVECTOR V0, FXMVECTOR V1, FXMVECTOR V2 ) const
+{
+ if ( !Intersects(V0,V1,V2) )
+ return DISJOINT;
+
+ XMVECTOR vCenter = XMLoadFloat3( &Center );
+ XMVECTOR vRadius = XMVectorReplicatePtr( &Radius );
+ XMVECTOR RadiusSquared = XMVectorMultiply( vRadius, vRadius );
+
+ XMVECTOR DistanceSquared = XMVector3LengthSq( V0 - vCenter );
+ XMVECTOR Inside = XMVectorLessOrEqual(DistanceSquared, RadiusSquared);
+
+ DistanceSquared = XMVector3LengthSq( V1 - vCenter );
+ Inside = XMVectorAndInt( Inside, XMVectorLessOrEqual(DistanceSquared, RadiusSquared) );
+
+ DistanceSquared = XMVector3LengthSq( V2 - vCenter );
+ Inside = XMVectorAndInt( Inside, XMVectorLessOrEqual(DistanceSquared, RadiusSquared) );
+
+ return ( XMVector3EqualInt( Inside, XMVectorTrueInt() ) ) ? CONTAINS : INTERSECTS;
+}
+
+
+//-----------------------------------------------------------------------------
+// Sphere in sphere test.
+//-----------------------------------------------------------------------------
+_Use_decl_annotations_
+inline ContainmentType BoundingSphere::Contains( const BoundingSphere& sh ) const
+{
+ XMVECTOR Center1 = XMLoadFloat3( &Center );
+ float r1 = Radius;
+
+ XMVECTOR Center2 = XMLoadFloat3( &sh.Center );
+ float r2 = sh.Radius;
+
+ XMVECTOR V = XMVectorSubtract( Center2, Center1 );
+
+ XMVECTOR Dist = XMVector3Length( V );
+
+ float d = XMVectorGetX( Dist );
+
+ return (r1 + r2 >= d) ? ((r1 - r2 >= d) ? CONTAINS : INTERSECTS) : DISJOINT;
+}
+
+
+//-----------------------------------------------------------------------------
+// Axis-aligned box in sphere test
+//-----------------------------------------------------------------------------
+_Use_decl_annotations_
+inline ContainmentType BoundingSphere::Contains( const BoundingBox& box ) const
+{
+ if ( !box.Intersects(*this) )
+ return DISJOINT;
+
+ XMVECTOR vCenter = XMLoadFloat3( &Center );
+ XMVECTOR vRadius = XMVectorReplicatePtr( &Radius );
+ XMVECTOR RadiusSq = vRadius * vRadius;
+
+ XMVECTOR boxCenter = XMLoadFloat3( &box.Center );
+ XMVECTOR boxExtents = XMLoadFloat3( &box.Extents );
+
+ XMVECTOR InsideAll = XMVectorTrueInt();
+
+ XMVECTOR offset = boxCenter - vCenter;
+
+ for( size_t i = 0; i < BoundingBox::CORNER_COUNT; ++i )
+ {
+ XMVECTOR C = XMVectorMultiplyAdd( boxExtents, g_BoxOffset[i], offset );
+ XMVECTOR d = XMVector3LengthSq( C );
+ InsideAll = XMVectorAndInt( InsideAll, XMVectorLessOrEqual( d, RadiusSq ) );
+ }
+
+ return ( XMVector3EqualInt( InsideAll, XMVectorTrueInt() ) ) ? CONTAINS : INTERSECTS;
+}
+
+
+//-----------------------------------------------------------------------------
+// Oriented box in sphere test
+//-----------------------------------------------------------------------------
+_Use_decl_annotations_
+inline ContainmentType BoundingSphere::Contains( const BoundingOrientedBox& box ) const
+{
+ if ( !box.Intersects(*this) )
+ return DISJOINT;
+
+ XMVECTOR vCenter = XMLoadFloat3( &Center );
+ XMVECTOR vRadius = XMVectorReplicatePtr( &Radius );
+ XMVECTOR RadiusSq = vRadius * vRadius;
+
+ XMVECTOR boxCenter = XMLoadFloat3( &box.Center );
+ XMVECTOR boxExtents = XMLoadFloat3( &box.Extents );
+ XMVECTOR boxOrientation = XMLoadFloat4( &box.Orientation );
+
+ assert( DirectX::Internal::XMQuaternionIsUnit( boxOrientation ) );
+
+ XMVECTOR InsideAll = XMVectorTrueInt();
+
+ for( size_t i = 0; i < BoundingOrientedBox::CORNER_COUNT; ++i )
+ {
+ XMVECTOR C = XMVector3Rotate( boxExtents * g_BoxOffset[i], boxOrientation ) + boxCenter;
+ XMVECTOR d = XMVector3LengthSq( XMVectorSubtract( vCenter, C ) );
+ InsideAll = XMVectorAndInt( InsideAll, XMVectorLessOrEqual( d, RadiusSq ) );
+ }
+
+ return ( XMVector3EqualInt( InsideAll, XMVectorTrueInt() ) ) ? CONTAINS : INTERSECTS;
+
+}
+
+
+//-----------------------------------------------------------------------------
+// Frustum in sphere test
+//-----------------------------------------------------------------------------
+_Use_decl_annotations_
+inline ContainmentType BoundingSphere::Contains( const BoundingFrustum& fr ) const
+{
+ if ( !fr.Intersects(*this) )
+ return DISJOINT;
+
+ XMVECTOR vCenter = XMLoadFloat3( &Center );
+ XMVECTOR vRadius = XMVectorReplicatePtr( &Radius );
+ XMVECTOR RadiusSq = vRadius * vRadius;
+
+ XMVECTOR vOrigin = XMLoadFloat3( &fr.Origin );
+ XMVECTOR vOrientation = XMLoadFloat4( &fr.Orientation );
+
+ assert( DirectX::Internal::XMQuaternionIsUnit( vOrientation ) );
+
+ // Build the corners of the frustum.
+ XMVECTOR vRightTop = XMVectorSet( fr.RightSlope, fr.TopSlope, 1.0f, 0.0f );
+ XMVECTOR vRightBottom = XMVectorSet( fr.RightSlope, fr.BottomSlope, 1.0f, 0.0f );
+ XMVECTOR vLeftTop = XMVectorSet( fr.LeftSlope, fr.TopSlope, 1.0f, 0.0f );
+ XMVECTOR vLeftBottom = XMVectorSet( fr.LeftSlope, fr.BottomSlope, 1.0f, 0.0f );
+ XMVECTOR vNear = XMVectorReplicatePtr( &fr.Near );
+ XMVECTOR vFar = XMVectorReplicatePtr( &fr.Far );
+
+ XMVECTOR Corners[BoundingFrustum::CORNER_COUNT];
+ Corners[0] = vRightTop * vNear;
+ Corners[1] = vRightBottom * vNear;
+ Corners[2] = vLeftTop * vNear;
+ Corners[3] = vLeftBottom * vNear;
+ Corners[4] = vRightTop * vFar;
+ Corners[5] = vRightBottom * vFar;
+ Corners[6] = vLeftTop * vFar;
+ Corners[7] = vLeftBottom * vFar;
+
+ XMVECTOR InsideAll = XMVectorTrueInt();
+ for( size_t i = 0; i < BoundingFrustum::CORNER_COUNT; ++i )
+ {
+ XMVECTOR C = XMVector3Rotate( Corners[i], vOrientation ) + vOrigin;
+ XMVECTOR d = XMVector3LengthSq( XMVectorSubtract( vCenter, C ) );
+ InsideAll = XMVectorAndInt( InsideAll, XMVectorLessOrEqual( d, RadiusSq ) );
+ }
+
+ return ( XMVector3EqualInt( InsideAll, XMVectorTrueInt() ) ) ? CONTAINS : INTERSECTS;
+}
+
+
+//-----------------------------------------------------------------------------
+// Sphere vs. sphere test.
+//-----------------------------------------------------------------------------
+_Use_decl_annotations_
+inline bool BoundingSphere::Intersects( const BoundingSphere& sh ) const
+{
+ // Load A.
+ XMVECTOR vCenterA = XMLoadFloat3( &Center );
+ XMVECTOR vRadiusA = XMVectorReplicatePtr( &Radius );
+
+ // Load B.
+ XMVECTOR vCenterB = XMLoadFloat3( &sh.Center );
+ XMVECTOR vRadiusB = XMVectorReplicatePtr( &sh.Radius );
+
+ // Distance squared between centers.
+ XMVECTOR Delta = vCenterB - vCenterA;
+ XMVECTOR DistanceSquared = XMVector3LengthSq( Delta );
+
+ // Sum of the radii squared.
+ XMVECTOR RadiusSquared = XMVectorAdd( vRadiusA, vRadiusB );
+ RadiusSquared = XMVectorMultiply( RadiusSquared, RadiusSquared );
+
+ return XMVector3LessOrEqual( DistanceSquared, RadiusSquared );
+}
+
+
+//-----------------------------------------------------------------------------
+// Box vs. sphere test.
+//-----------------------------------------------------------------------------
+_Use_decl_annotations_
+inline bool BoundingSphere::Intersects( const BoundingBox& box ) const
+{
+ return box.Intersects( *this );
+}
+
+_Use_decl_annotations_
+inline bool BoundingSphere::Intersects( const BoundingOrientedBox& box ) const
+{
+ return box.Intersects( *this );
+}
+
+
+//-----------------------------------------------------------------------------
+// Frustum vs. sphere test.
+//-----------------------------------------------------------------------------
+_Use_decl_annotations_
+inline bool BoundingSphere::Intersects( const BoundingFrustum& fr ) const
+{
+ return fr.Intersects( *this );
+}
+
+
+//-----------------------------------------------------------------------------
+// Triangle vs sphere test
+//-----------------------------------------------------------------------------
+_Use_decl_annotations_
+inline bool BoundingSphere::Intersects( FXMVECTOR V0, FXMVECTOR V1, FXMVECTOR V2 ) const
+{
+ // Load the sphere.
+ XMVECTOR vCenter = XMLoadFloat3( &Center );
+ XMVECTOR vRadius = XMVectorReplicatePtr( &Radius );
+
+ // Compute the plane of the triangle (has to be normalized).
+ XMVECTOR N = XMVector3Normalize( XMVector3Cross( V1 - V0, V2 - V0 ) );
+
+ // Assert that the triangle is not degenerate.
+ assert( !XMVector3Equal( N, XMVectorZero() ) );
+
+ // Find the nearest feature on the triangle to the sphere.
+ XMVECTOR Dist = XMVector3Dot( vCenter - V0, N );
+
+ // If the center of the sphere is farther from the plane of the triangle than
+ // the radius of the sphere, then there cannot be an intersection.
+ XMVECTOR NoIntersection = XMVectorLess( Dist, -vRadius );
+ NoIntersection = XMVectorOrInt( NoIntersection, XMVectorGreater( Dist, vRadius ) );
+
+ // Project the center of the sphere onto the plane of the triangle.
+ XMVECTOR Point = vCenter - ( N * Dist );
+
+ // Is it inside all the edges? If so we intersect because the distance
+ // to the plane is less than the radius.
+ XMVECTOR Intersection = DirectX::Internal::PointOnPlaneInsideTriangle( Point, V0, V1, V2 );
+
+ // Find the nearest point on each edge.
+ XMVECTOR RadiusSq = vRadius * vRadius;
+
+ // Edge 0,1
+ Point = DirectX::Internal::PointOnLineSegmentNearestPoint( V0, V1, vCenter );
+
+ // If the distance to the center of the sphere to the point is less than
+ // the radius of the sphere then it must intersect.
+ Intersection = XMVectorOrInt( Intersection, XMVectorLessOrEqual( XMVector3LengthSq( vCenter - Point ), RadiusSq ) );
+
+ // Edge 1,2
+ Point = DirectX::Internal::PointOnLineSegmentNearestPoint( V1, V2, vCenter );
+
+ // If the distance to the center of the sphere to the point is less than
+ // the radius of the sphere then it must intersect.
+ Intersection = XMVectorOrInt( Intersection, XMVectorLessOrEqual( XMVector3LengthSq( vCenter - Point ), RadiusSq ) );
+
+ // Edge 2,0
+ Point = DirectX::Internal::PointOnLineSegmentNearestPoint( V2, V0, vCenter );
+
+ // If the distance to the center of the sphere to the point is less than
+ // the radius of the sphere then it must intersect.
+ Intersection = XMVectorOrInt( Intersection, XMVectorLessOrEqual( XMVector3LengthSq( vCenter - Point ), RadiusSq ) );
+
+ return XMVector4EqualInt( XMVectorAndCInt( Intersection, NoIntersection ), XMVectorTrueInt() );
+}
+
+
+//-----------------------------------------------------------------------------
+// Sphere-plane intersection
+//-----------------------------------------------------------------------------
+_Use_decl_annotations_
+inline PlaneIntersectionType BoundingSphere::Intersects( FXMVECTOR Plane ) const
+{
+ assert( DirectX::Internal::XMPlaneIsUnit( Plane ) );
+
+ // Load the sphere.
+ XMVECTOR vCenter = XMLoadFloat3( &Center );
+ XMVECTOR vRadius = XMVectorReplicatePtr( &Radius );
+
+ // Set w of the center to one so we can dot4 with a plane.
+ vCenter = XMVectorInsert<0, 0, 0, 0, 1>( vCenter, XMVectorSplatOne() );
+
+ XMVECTOR Outside, Inside;
+ DirectX::Internal::FastIntersectSpherePlane( vCenter, vRadius, Plane, Outside, Inside );
+
+ // If the sphere is outside any plane it is outside.
+ if ( XMVector4EqualInt( Outside, XMVectorTrueInt() ) )
+ return FRONT;
+
+ // If the sphere is inside all planes it is inside.
+ if ( XMVector4EqualInt( Inside, XMVectorTrueInt() ) )
+ return BACK;
+
+ // The sphere is not inside all planes or outside a plane it intersects.
+ return INTERSECTING;
+}
+
+
+//-----------------------------------------------------------------------------
+// Compute the intersection of a ray (Origin, Direction) with a sphere.
+//-----------------------------------------------------------------------------
+_Use_decl_annotations_
+inline bool BoundingSphere::Intersects( FXMVECTOR Origin, FXMVECTOR Direction, float& Dist ) const
+{
+ assert( DirectX::Internal::XMVector3IsUnit( Direction ) );
+
+ XMVECTOR vCenter = XMLoadFloat3( &Center );
+ XMVECTOR vRadius = XMVectorReplicatePtr( &Radius );
+
+ // l is the vector from the ray origin to the center of the sphere.
+ XMVECTOR l = vCenter - Origin;
+
+ // s is the projection of the l onto the ray direction.
+ XMVECTOR s = XMVector3Dot( l, Direction );
+
+ XMVECTOR l2 = XMVector3Dot( l, l );
+
+ XMVECTOR r2 = vRadius * vRadius;
+
+ // m2 is squared distance from the center of the sphere to the projection.
+ XMVECTOR m2 = l2 - s * s;
+
+ XMVECTOR NoIntersection;
+
+ // If the ray origin is outside the sphere and the center of the sphere is
+ // behind the ray origin there is no intersection.
+ NoIntersection = XMVectorAndInt( XMVectorLess( s, XMVectorZero() ), XMVectorGreater( l2, r2 ) );
+
+ // If the squared distance from the center of the sphere to the projection
+ // is greater than the radius squared the ray will miss the sphere.
+ NoIntersection = XMVectorOrInt( NoIntersection, XMVectorGreater( m2, r2 ) );
+
+ // The ray hits the sphere, compute the nearest intersection point.
+ XMVECTOR q = XMVectorSqrt( r2 - m2 );
+ XMVECTOR t1 = s - q;
+ XMVECTOR t2 = s + q;
+
+ XMVECTOR OriginInside = XMVectorLessOrEqual( l2, r2 );
+ XMVECTOR t = XMVectorSelect( t1, t2, OriginInside );
+
+ if( XMVector4NotEqualInt( NoIntersection, XMVectorTrueInt() ) )
+ {
+ // Store the x-component to *pDist.
+ XMStoreFloat( &Dist, t );
+ return true;
+ }
+
+ Dist = 0.f;
+ return false;
+}
+
+
+//-----------------------------------------------------------------------------
+// Test a sphere vs 6 planes (typically forming a frustum).
+//-----------------------------------------------------------------------------
+_Use_decl_annotations_
+inline ContainmentType BoundingSphere::ContainedBy( FXMVECTOR Plane0, FXMVECTOR Plane1, FXMVECTOR Plane2,
+ GXMVECTOR Plane3, CXMVECTOR Plane4, CXMVECTOR Plane5 ) const
+{
+ // Load the sphere.
+ XMVECTOR vCenter = XMLoadFloat3( &Center );
+ XMVECTOR vRadius = XMVectorReplicatePtr( &Radius );
+
+ // Set w of the center to one so we can dot4 with a plane.
+ vCenter = XMVectorInsert<0, 0, 0, 0, 1>( vCenter, XMVectorSplatOne() );
+
+ XMVECTOR Outside, Inside;
+
+ // Test against each plane.
+ DirectX::Internal::FastIntersectSpherePlane( vCenter, vRadius, Plane0, Outside, Inside );
+
+ XMVECTOR AnyOutside = Outside;
+ XMVECTOR AllInside = Inside;
+
+ DirectX::Internal::FastIntersectSpherePlane( vCenter, vRadius, Plane1, Outside, Inside );
+ AnyOutside = XMVectorOrInt( AnyOutside, Outside );
+ AllInside = XMVectorAndInt( AllInside, Inside );
+
+ DirectX::Internal::FastIntersectSpherePlane( vCenter, vRadius, Plane2, Outside, Inside );
+ AnyOutside = XMVectorOrInt( AnyOutside, Outside );
+ AllInside = XMVectorAndInt( AllInside, Inside );
+
+ DirectX::Internal::FastIntersectSpherePlane( vCenter, vRadius, Plane3, Outside, Inside );
+ AnyOutside = XMVectorOrInt( AnyOutside, Outside );
+ AllInside = XMVectorAndInt( AllInside, Inside );
+
+ DirectX::Internal::FastIntersectSpherePlane( vCenter, vRadius, Plane4, Outside, Inside );
+ AnyOutside = XMVectorOrInt( AnyOutside, Outside );
+ AllInside = XMVectorAndInt( AllInside, Inside );
+
+ DirectX::Internal::FastIntersectSpherePlane( vCenter, vRadius, Plane5, Outside, Inside );
+ AnyOutside = XMVectorOrInt( AnyOutside, Outside );
+ AllInside = XMVectorAndInt( AllInside, Inside );
+
+ // If the sphere is outside any plane it is outside.
+ if ( XMVector4EqualInt( AnyOutside, XMVectorTrueInt() ) )
+ return DISJOINT;
+
+ // If the sphere is inside all planes it is inside.
+ if ( XMVector4EqualInt( AllInside, XMVectorTrueInt() ) )
+ return CONTAINS;
+
+ // The sphere is not inside all planes or outside a plane, it may intersect.
+ return INTERSECTS;
+}
+
+
+//-----------------------------------------------------------------------------
+// Creates a bounding sphere that contains two other bounding spheres
+//-----------------------------------------------------------------------------
+_Use_decl_annotations_
+inline void BoundingSphere::CreateMerged( BoundingSphere& Out, const BoundingSphere& S1, const BoundingSphere& S2 )
+{
+ XMVECTOR Center1 = XMLoadFloat3( &S1.Center );
+ float r1 = S1.Radius;
+
+ XMVECTOR Center2 = XMLoadFloat3( &S2.Center );
+ float r2 = S2.Radius;
+
+ XMVECTOR V = XMVectorSubtract( Center2, Center1 );
+
+ XMVECTOR Dist = XMVector3Length( V );
+
+ float d = XMVectorGetX(Dist);
+
+ if ( r1 + r2 >= d )
+ {
+ if ( r1 - r2 >= d )
+ {
+ Out = S1;
+ return;
+ }
+ else if ( r2 - r1 >= d )
+ {
+ Out = S2;
+ return;
+ }
+ }
+
+ XMVECTOR N = XMVectorDivide( V, Dist );
+
+ float t1 = XMMin( -r1, d-r2 );
+ float t2 = XMMax( r1, d+r2 );
+ float t_5 = (t2 - t1) * 0.5f;
+
+ XMVECTOR NCenter = XMVectorAdd( Center1, XMVectorMultiply( N, XMVectorReplicate( t_5 + t1 ) ) );
+
+ XMStoreFloat3( &Out.Center, NCenter );
+ Out.Radius = t_5;
+}
+
+
+//-----------------------------------------------------------------------------
+// Create sphere enscribing bounding box
+//-----------------------------------------------------------------------------
+_Use_decl_annotations_
+inline void BoundingSphere::CreateFromBoundingBox( BoundingSphere& Out, const BoundingBox& box )
+{
+ Out.Center = box.Center;
+ XMVECTOR vExtents = XMLoadFloat3( &box.Extents );
+ Out.Radius = XMVectorGetX( XMVector3Length( vExtents ) );
+}
+
+_Use_decl_annotations_
+inline void BoundingSphere::CreateFromBoundingBox( BoundingSphere& Out, const BoundingOrientedBox& box )
+{
+ // Bounding box orientation is irrelevant because a sphere is rotationally invariant
+ Out.Center = box.Center;
+ XMVECTOR vExtents = XMLoadFloat3( &box.Extents );
+ Out.Radius = XMVectorGetX( XMVector3Length( vExtents ) );
+}
+
+
+//-----------------------------------------------------------------------------
+// Find the approximate smallest enclosing bounding sphere for a set of
+// points. Exact computation of the smallest enclosing bounding sphere is
+// possible but is slower and requires a more complex algorithm.
+// The algorithm is based on Jack Ritter, "An Efficient Bounding Sphere",
+// Graphics Gems.
+//-----------------------------------------------------------------------------
+_Use_decl_annotations_
+inline void BoundingSphere::CreateFromPoints( BoundingSphere& Out, size_t Count, const XMFLOAT3* pPoints, size_t Stride )
+{
+ assert( Count > 0 );
+ assert( pPoints );
+
+ // Find the points with minimum and maximum x, y, and z
+ XMVECTOR MinX, MaxX, MinY, MaxY, MinZ, MaxZ;
+
+ MinX = MaxX = MinY = MaxY = MinZ = MaxZ = XMLoadFloat3( pPoints );
+
+ for( size_t i = 1; i < Count; ++i )
+ {
+ XMVECTOR Point = XMLoadFloat3( reinterpret_cast<const XMFLOAT3*>( reinterpret_cast<const uint8_t*>(pPoints) + i * Stride ) );
+
+ float px = XMVectorGetX( Point );
+ float py = XMVectorGetY( Point );
+ float pz = XMVectorGetZ( Point );
+
+ if( px < XMVectorGetX( MinX ) )
+ MinX = Point;
+
+ if( px > XMVectorGetX( MaxX ) )
+ MaxX = Point;
+
+ if( py < XMVectorGetY( MinY ) )
+ MinY = Point;
+
+ if( py > XMVectorGetY( MaxY ) )
+ MaxY = Point;
+
+ if( pz < XMVectorGetZ( MinZ ) )
+ MinZ = Point;
+
+ if( pz > XMVectorGetZ( MaxZ ) )
+ MaxZ = Point;
+ }
+
+ // Use the min/max pair that are farthest apart to form the initial sphere.
+ XMVECTOR DeltaX = MaxX - MinX;
+ XMVECTOR DistX = XMVector3Length( DeltaX );
+
+ XMVECTOR DeltaY = MaxY - MinY;
+ XMVECTOR DistY = XMVector3Length( DeltaY );
+
+ XMVECTOR DeltaZ = MaxZ - MinZ;
+ XMVECTOR DistZ = XMVector3Length( DeltaZ );
+
+ XMVECTOR vCenter;
+ XMVECTOR vRadius;
+
+ if( XMVector3Greater( DistX, DistY ) )
+ {
+ if( XMVector3Greater( DistX, DistZ ) )
+ {
+ // Use min/max x.
+ vCenter = XMVectorLerp(MaxX,MinX,0.5f);
+ vRadius = DistX * 0.5f;
+ }
+ else
+ {
+ // Use min/max z.
+ vCenter = XMVectorLerp(MaxZ,MinZ,0.5f);
+ vRadius = DistZ * 0.5f;
+ }
+ }
+ else // Y >= X
+ {
+ if( XMVector3Greater( DistY, DistZ ) )
+ {
+ // Use min/max y.
+ vCenter = XMVectorLerp(MaxY,MinY,0.5f);
+ vRadius = DistY * 0.5f;
+ }
+ else
+ {
+ // Use min/max z.
+ vCenter = XMVectorLerp(MaxZ,MinZ,0.5f);
+ vRadius = DistZ * 0.5f;
+ }
+ }
+
+ // Add any points not inside the sphere.
+ for( size_t i = 0; i < Count; ++i )
+ {
+ XMVECTOR Point = XMLoadFloat3( reinterpret_cast<const XMFLOAT3*>( reinterpret_cast<const uint8_t*>(pPoints) + i * Stride ) );
+
+ XMVECTOR Delta = Point - vCenter;
+
+ XMVECTOR Dist = XMVector3Length( Delta );
+
+ if( XMVector3Greater( Dist, vRadius ) )
+ {
+ // Adjust sphere to include the new point.
+ vRadius = ( vRadius + Dist ) * 0.5f;
+ vCenter += ( XMVectorReplicate( 1.0f ) - XMVectorDivide(vRadius,Dist) ) * Delta;
+ }
+ }
+
+ XMStoreFloat3( &Out.Center, vCenter );
+ XMStoreFloat( &Out.Radius, vRadius );
+}
+
+
+//-----------------------------------------------------------------------------
+// Create sphere containing frustum
+//-----------------------------------------------------------------------------
+_Use_decl_annotations_
+inline void BoundingSphere::CreateFromFrustum( BoundingSphere& Out, const BoundingFrustum& fr )
+{
+ XMFLOAT3 Corners[BoundingFrustum::CORNER_COUNT];
+ fr.GetCorners( Corners );
+ CreateFromPoints( Out, BoundingFrustum::CORNER_COUNT, Corners, sizeof(XMFLOAT3) );
+}
+
+
+/****************************************************************************
+ *
+ * BoundingBox
+ *
+ ****************************************************************************/
+
+//-----------------------------------------------------------------------------
+// Transform an axis aligned box by an angle preserving transform.
+//-----------------------------------------------------------------------------
+_Use_decl_annotations_
+inline void BoundingBox::Transform( BoundingBox& Out, CXMMATRIX M ) const
+{
+ // Load center and extents.
+ XMVECTOR vCenter = XMLoadFloat3( &Center );
+ XMVECTOR vExtents = XMLoadFloat3( &Extents );
+
+ // Compute and transform the corners and find new min/max bounds.
+ XMVECTOR Corner = XMVectorMultiplyAdd( vExtents, g_BoxOffset[0], vCenter );
+ Corner = XMVector3Transform( Corner, M );
+
+ XMVECTOR Min, Max;
+ Min = Max = Corner;
+
+ for( size_t i = 1; i < CORNER_COUNT; ++i )
+ {
+ Corner = XMVectorMultiplyAdd( vExtents, g_BoxOffset[i], vCenter );
+ Corner = XMVector3Transform( Corner, M );
+
+ Min = XMVectorMin( Min, Corner );
+ Max = XMVectorMax( Max, Corner );
+ }
+
+ // Store center and extents.
+ XMStoreFloat3( &Out.Center, ( Min + Max ) * 0.5f );
+ XMStoreFloat3( &Out.Extents, ( Max - Min ) * 0.5f );
+}
+
+_Use_decl_annotations_
+inline void BoundingBox::Transform( BoundingBox& Out, float Scale, FXMVECTOR Rotation, FXMVECTOR Translation ) const
+{
+ assert( DirectX::Internal::XMQuaternionIsUnit( Rotation ) );
+
+ // Load center and extents.
+ XMVECTOR vCenter = XMLoadFloat3( &Center );
+ XMVECTOR vExtents = XMLoadFloat3( &Extents );
+
+ XMVECTOR VectorScale = XMVectorReplicate( Scale );
+
+ // Compute and transform the corners and find new min/max bounds.
+ XMVECTOR Corner = XMVectorMultiplyAdd( vExtents, g_BoxOffset[0], vCenter );
+ Corner = XMVector3Rotate( Corner * VectorScale, Rotation ) + Translation;
+
+ XMVECTOR Min, Max;
+ Min = Max = Corner;
+
+ for( size_t i = 1; i < CORNER_COUNT; ++i )
+ {
+ Corner = XMVectorMultiplyAdd( vExtents, g_BoxOffset[i], vCenter );
+ Corner = XMVector3Rotate( Corner * VectorScale, Rotation ) + Translation;
+
+ Min = XMVectorMin( Min, Corner );
+ Max = XMVectorMax( Max, Corner );
+ }
+
+ // Store center and extents.
+ XMStoreFloat3( &Out.Center, ( Min + Max ) * 0.5f );
+ XMStoreFloat3( &Out.Extents, ( Max - Min ) * 0.5f );
+}
+
+
+//-----------------------------------------------------------------------------
+// Get the corner points of the box
+//-----------------------------------------------------------------------------
+_Use_decl_annotations_
+inline void BoundingBox::GetCorners( XMFLOAT3* Corners ) const
+{
+ assert( Corners != nullptr );
+
+ // Load the box
+ XMVECTOR vCenter = XMLoadFloat3( &Center );
+ XMVECTOR vExtents = XMLoadFloat3( &Extents );
+
+ for( size_t i = 0; i < CORNER_COUNT; ++i )
+ {
+ XMVECTOR C = XMVectorMultiplyAdd( vExtents, g_BoxOffset[i], vCenter );
+ XMStoreFloat3( &Corners[i], C );
+ }
+}
+
+
+//-----------------------------------------------------------------------------
+// Point in axis-aligned box test
+//-----------------------------------------------------------------------------
+_Use_decl_annotations_
+inline ContainmentType BoundingBox::Contains( FXMVECTOR Point ) const
+{
+ XMVECTOR vCenter = XMLoadFloat3( &Center );
+ XMVECTOR vExtents = XMLoadFloat3( &Extents );
+
+ return XMVector3InBounds( Point - vCenter, vExtents ) ? CONTAINS : DISJOINT;
+}
+
+
+//-----------------------------------------------------------------------------
+// Triangle in axis-aligned box test
+//-----------------------------------------------------------------------------
+_Use_decl_annotations_
+inline ContainmentType BoundingBox::Contains( FXMVECTOR V0, FXMVECTOR V1, FXMVECTOR V2 ) const
+{
+ if ( !Intersects(V0,V1,V2) )
+ return DISJOINT;
+
+ XMVECTOR vCenter = XMLoadFloat3( &Center );
+ XMVECTOR vExtents = XMLoadFloat3( &Extents );
+
+ XMVECTOR d = XMVector3LengthSq( V0 - vCenter );
+ XMVECTOR Inside = XMVectorLessOrEqual( d, vExtents );
+
+ d = XMVector3LengthSq( V1 - vCenter );
+ Inside = XMVectorAndInt( Inside, XMVectorLessOrEqual( d, vExtents ) );
+
+ d = XMVector3LengthSq( V2 - vCenter );
+ Inside = XMVectorAndInt( Inside, XMVectorLessOrEqual( d, vExtents ) );
+
+ return ( XMVector3EqualInt( Inside, XMVectorTrueInt() ) ) ? CONTAINS : INTERSECTS;
+}
+
+
+//-----------------------------------------------------------------------------
+// Sphere in axis-aligned box test
+//-----------------------------------------------------------------------------
+_Use_decl_annotations_
+inline ContainmentType BoundingBox::Contains( const BoundingSphere& sh ) const
+{
+ XMVECTOR SphereCenter = XMLoadFloat3( &sh.Center );
+ XMVECTOR SphereRadius = XMVectorReplicatePtr( &sh.Radius );
+
+ XMVECTOR BoxCenter = XMLoadFloat3( &Center );
+ XMVECTOR BoxExtents = XMLoadFloat3( &Extents );
+
+ XMVECTOR BoxMin = BoxCenter - BoxExtents;
+ XMVECTOR BoxMax = BoxCenter + BoxExtents;
+
+ // Find the distance to the nearest point on the box.
+ // for each i in (x, y, z)
+ // if (SphereCenter(i) < BoxMin(i)) d2 += (SphereCenter(i) - BoxMin(i)) ^ 2
+ // else if (SphereCenter(i) > BoxMax(i)) d2 += (SphereCenter(i) - BoxMax(i)) ^ 2
+
+ XMVECTOR d = XMVectorZero();
+
+ // Compute d for each dimension.
+ XMVECTOR LessThanMin = XMVectorLess( SphereCenter, BoxMin );
+ XMVECTOR GreaterThanMax = XMVectorGreater( SphereCenter, BoxMax );
+
+ XMVECTOR MinDelta = SphereCenter - BoxMin;
+ XMVECTOR MaxDelta = SphereCenter - BoxMax;
+
+ // Choose value for each dimension based on the comparison.
+ d = XMVectorSelect( d, MinDelta, LessThanMin );
+ d = XMVectorSelect( d, MaxDelta, GreaterThanMax );
+
+ // Use a dot-product to square them and sum them together.
+ XMVECTOR d2 = XMVector3Dot( d, d );
+
+ if ( XMVector3Greater( d2, XMVectorMultiply( SphereRadius, SphereRadius ) ) )
+ return DISJOINT;
+
+ XMVECTOR InsideAll = XMVectorLessOrEqual( BoxMin + SphereRadius, SphereCenter );
+ InsideAll = XMVectorAndInt( InsideAll, XMVectorLessOrEqual( SphereCenter, BoxMax - SphereRadius ) );
+ InsideAll = XMVectorAndInt( InsideAll, XMVectorGreater( BoxMax - BoxMin, SphereRadius ) );
+
+ return ( XMVector3EqualInt( InsideAll, XMVectorTrueInt() ) ) ? CONTAINS : INTERSECTS;
+}
+
+
+//-----------------------------------------------------------------------------
+// Axis-aligned box in axis-aligned box test
+//-----------------------------------------------------------------------------
+_Use_decl_annotations_
+inline ContainmentType BoundingBox::Contains( const BoundingBox& box ) const
+{
+ XMVECTOR CenterA = XMLoadFloat3( &Center );
+ XMVECTOR ExtentsA = XMLoadFloat3( &Extents );
+
+ XMVECTOR CenterB = XMLoadFloat3( &box.Center );
+ XMVECTOR ExtentsB = XMLoadFloat3( &box.Extents );
+
+ XMVECTOR MinA = CenterA - ExtentsA;
+ XMVECTOR MaxA = CenterA + ExtentsA;
+
+ XMVECTOR MinB = CenterB - ExtentsB;
+ XMVECTOR MaxB = CenterB + ExtentsB;
+
+ // for each i in (x, y, z) if a_min(i) > b_max(i) or b_min(i) > a_max(i) then return false
+ XMVECTOR Disjoint = XMVectorOrInt( XMVectorGreater( MinA, MaxB ), XMVectorGreater( MinB, MaxA ) );
+
+ if ( DirectX::Internal::XMVector3AnyTrue( Disjoint ) )
+ return DISJOINT;
+
+ // for each i in (x, y, z) if a_min(i) <= b_min(i) and b_max(i) <= a_max(i) then A contains B
+ XMVECTOR Inside = XMVectorAndInt( XMVectorLessOrEqual( MinA, MinB ), XMVectorLessOrEqual( MaxB, MaxA ) );
+
+ return DirectX::Internal::XMVector3AllTrue( Inside ) ? CONTAINS : INTERSECTS;
+}
+
+
+//-----------------------------------------------------------------------------
+// Oriented box in axis-aligned box test
+//-----------------------------------------------------------------------------
+_Use_decl_annotations_
+inline ContainmentType BoundingBox::Contains( const BoundingOrientedBox& box ) const
+{
+ if ( !box.Intersects( *this ) )
+ return DISJOINT;
+
+ XMVECTOR vCenter = XMLoadFloat3( &Center );
+ XMVECTOR vExtents = XMLoadFloat3( &Extents );
+
+ // Subtract off the AABB center to remove a subtract below
+ XMVECTOR oCenter = XMLoadFloat3( &box.Center ) - vCenter;
+
+ XMVECTOR oExtents = XMLoadFloat3( &box.Extents );
+ XMVECTOR oOrientation = XMLoadFloat4( &box.Orientation );
+
+ assert( DirectX::Internal::XMQuaternionIsUnit( oOrientation ) );
+
+ XMVECTOR Inside = XMVectorTrueInt();
+
+ for( size_t i=0; i < BoundingOrientedBox::CORNER_COUNT; ++i )
+ {
+ XMVECTOR C = XMVector3Rotate( oExtents * g_BoxOffset[i], oOrientation ) + oCenter;
+ XMVECTOR d = XMVector3LengthSq( C );
+ Inside = XMVectorAndInt( Inside, XMVectorLessOrEqual( d, vExtents ) );
+ }
+
+ return ( XMVector3EqualInt( Inside, XMVectorTrueInt() ) ) ? CONTAINS : INTERSECTS;
+}
+
+
+//-----------------------------------------------------------------------------
+// Frustum in axis-aligned box test
+//-----------------------------------------------------------------------------
+_Use_decl_annotations_
+inline ContainmentType BoundingBox::Contains( const BoundingFrustum& fr ) const
+{
+ if ( !fr.Intersects( *this ) )
+ return DISJOINT;
+
+ XMFLOAT3 Corners[BoundingFrustum::CORNER_COUNT];
+ fr.GetCorners( Corners );
+
+ XMVECTOR vCenter = XMLoadFloat3( &Center );
+ XMVECTOR vExtents = XMLoadFloat3( &Extents );
+
+ XMVECTOR Inside = XMVectorTrueInt();
+
+ for( size_t i=0; i < BoundingFrustum::CORNER_COUNT; ++i )
+ {
+ XMVECTOR Point = XMLoadFloat3( &Corners[i] );
+ XMVECTOR d = XMVector3LengthSq( Point - vCenter );
+ Inside = XMVectorAndInt( Inside, XMVectorLessOrEqual( d, vExtents ) );
+ }
+
+ return ( XMVector3EqualInt( Inside, XMVectorTrueInt() ) ) ? CONTAINS : INTERSECTS;
+}
+
+
+//-----------------------------------------------------------------------------
+// Sphere vs axis-aligned box test
+//-----------------------------------------------------------------------------
+_Use_decl_annotations_
+inline bool BoundingBox::Intersects( const BoundingSphere& sh ) const
+{
+ XMVECTOR SphereCenter = XMLoadFloat3( &sh.Center );
+ XMVECTOR SphereRadius = XMVectorReplicatePtr( &sh.Radius );
+
+ XMVECTOR BoxCenter = XMLoadFloat3( &Center );
+ XMVECTOR BoxExtents = XMLoadFloat3( &Extents );
+
+ XMVECTOR BoxMin = BoxCenter - BoxExtents;
+ XMVECTOR BoxMax = BoxCenter + BoxExtents;
+
+ // Find the distance to the nearest point on the box.
+ // for each i in (x, y, z)
+ // if (SphereCenter(i) < BoxMin(i)) d2 += (SphereCenter(i) - BoxMin(i)) ^ 2
+ // else if (SphereCenter(i) > BoxMax(i)) d2 += (SphereCenter(i) - BoxMax(i)) ^ 2
+
+ XMVECTOR d = XMVectorZero();
+
+ // Compute d for each dimension.
+ XMVECTOR LessThanMin = XMVectorLess( SphereCenter, BoxMin );
+ XMVECTOR GreaterThanMax = XMVectorGreater( SphereCenter, BoxMax );
+
+ XMVECTOR MinDelta = SphereCenter - BoxMin;
+ XMVECTOR MaxDelta = SphereCenter - BoxMax;
+
+ // Choose value for each dimension based on the comparison.
+ d = XMVectorSelect( d, MinDelta, LessThanMin );
+ d = XMVectorSelect( d, MaxDelta, GreaterThanMax );
+
+ // Use a dot-product to square them and sum them together.
+ XMVECTOR d2 = XMVector3Dot( d, d );
+
+ return XMVector3LessOrEqual( d2, XMVectorMultiply( SphereRadius, SphereRadius ) );
+}
+
+
+//-----------------------------------------------------------------------------
+// Axis-aligned box vs. axis-aligned box test
+//-----------------------------------------------------------------------------
+_Use_decl_annotations_
+inline bool BoundingBox::Intersects( const BoundingBox& box ) const
+{
+ XMVECTOR CenterA = XMLoadFloat3( &Center );
+ XMVECTOR ExtentsA = XMLoadFloat3( &Extents );
+
+ XMVECTOR CenterB = XMLoadFloat3( &box.Center );
+ XMVECTOR ExtentsB = XMLoadFloat3( &box.Extents );
+
+ XMVECTOR MinA = CenterA - ExtentsA;
+ XMVECTOR MaxA = CenterA + ExtentsA;
+
+ XMVECTOR MinB = CenterB - ExtentsB;
+ XMVECTOR MaxB = CenterB + ExtentsB;
+
+ // for each i in (x, y, z) if a_min(i) > b_max(i) or b_min(i) > a_max(i) then return false
+ XMVECTOR Disjoint = XMVectorOrInt( XMVectorGreater( MinA, MaxB ), XMVectorGreater( MinB, MaxA ) );
+
+ return !DirectX::Internal::XMVector3AnyTrue( Disjoint );
+}
+
+
+//-----------------------------------------------------------------------------
+// Oriented box vs. axis-aligned box test
+//-----------------------------------------------------------------------------
+_Use_decl_annotations_
+inline bool BoundingBox::Intersects( const BoundingOrientedBox& box ) const
+{
+ return box.Intersects( *this );
+}
+
+
+//-----------------------------------------------------------------------------
+// Frustum vs. axis-aligned box test
+//-----------------------------------------------------------------------------
+_Use_decl_annotations_
+inline bool BoundingBox::Intersects( const BoundingFrustum& fr ) const
+{
+ return fr.Intersects( *this );
+}
+
+
+//-----------------------------------------------------------------------------
+// Triangle vs. axis aligned box test
+//-----------------------------------------------------------------------------
+_Use_decl_annotations_
+inline bool BoundingBox::Intersects( FXMVECTOR V0, FXMVECTOR V1, FXMVECTOR V2 ) const
+{
+ XMVECTOR Zero = XMVectorZero();
+
+ // Load the box.
+ XMVECTOR vCenter = XMLoadFloat3( &Center );
+ XMVECTOR vExtents = XMLoadFloat3( &Extents );
+
+ XMVECTOR BoxMin = vCenter - vExtents;
+ XMVECTOR BoxMax = vCenter + vExtents;
+
+ // Test the axes of the box (in effect test the AAB against the minimal AAB
+ // around the triangle).
+ XMVECTOR TriMin = XMVectorMin( XMVectorMin( V0, V1 ), V2 );
+ XMVECTOR TriMax = XMVectorMax( XMVectorMax( V0, V1 ), V2 );
+
+ // for each i in (x, y, z) if a_min(i) > b_max(i) or b_min(i) > a_max(i) then disjoint
+ XMVECTOR Disjoint = XMVectorOrInt( XMVectorGreater( TriMin, BoxMax ), XMVectorGreater( BoxMin, TriMax ) );
+ if( DirectX::Internal::XMVector3AnyTrue( Disjoint ) )
+ return false;
+
+ // Test the plane of the triangle.
+ XMVECTOR Normal = XMVector3Cross( V1 - V0, V2 - V0 );
+ XMVECTOR Dist = XMVector3Dot( Normal, V0 );
+
+ // Assert that the triangle is not degenerate.
+ assert( !XMVector3Equal( Normal, Zero ) );
+
+ // for each i in (x, y, z) if n(i) >= 0 then v_min(i)=b_min(i), v_max(i)=b_max(i)
+ // else v_min(i)=b_max(i), v_max(i)=b_min(i)
+ XMVECTOR NormalSelect = XMVectorGreater( Normal, Zero );
+ XMVECTOR V_Min = XMVectorSelect( BoxMax, BoxMin, NormalSelect );
+ XMVECTOR V_Max = XMVectorSelect( BoxMin, BoxMax, NormalSelect );
+
+ // if n dot v_min + d > 0 || n dot v_max + d < 0 then disjoint
+ XMVECTOR MinDist = XMVector3Dot( V_Min, Normal );
+ XMVECTOR MaxDist = XMVector3Dot( V_Max, Normal );
+
+ XMVECTOR NoIntersection = XMVectorGreater( MinDist, Dist );
+ NoIntersection = XMVectorOrInt( NoIntersection, XMVectorLess( MaxDist, Dist ) );
+
+ // Move the box center to zero to simplify the following tests.
+ XMVECTOR TV0 = V0 - vCenter;
+ XMVECTOR TV1 = V1 - vCenter;
+ XMVECTOR TV2 = V2 - vCenter;
+
+ // Test the edge/edge axes (3*3).
+ XMVECTOR e0 = TV1 - TV0;
+ XMVECTOR e1 = TV2 - TV1;
+ XMVECTOR e2 = TV0 - TV2;
+
+ // Make w zero.
+ e0 = XMVectorInsert<0, 0, 0, 0, 1>( e0, Zero );
+ e1 = XMVectorInsert<0, 0, 0, 0, 1>( e1, Zero );
+ e2 = XMVectorInsert<0, 0, 0, 0, 1>( e2, Zero );
+
+ XMVECTOR Axis;
+ XMVECTOR p0, p1, p2;
+ XMVECTOR Min, Max;
+ XMVECTOR Radius;
+
+ // Axis == (1,0,0) x e0 = (0, -e0.z, e0.y)
+ Axis = XMVectorPermute<XM_PERMUTE_0W, XM_PERMUTE_1Z, XM_PERMUTE_0Y, XM_PERMUTE_0X>( e0, -e0 );
+ p0 = XMVector3Dot( TV0, Axis );
+ // p1 = XMVector3Dot( V1, Axis ); // p1 = p0;
+ p2 = XMVector3Dot( TV2, Axis );
+ Min = XMVectorMin( p0, p2 );
+ Max = XMVectorMax( p0, p2 );
+ Radius = XMVector3Dot( vExtents, XMVectorAbs( Axis ) );
+ NoIntersection = XMVectorOrInt( NoIntersection, XMVectorGreater( Min, Radius ) );
+ NoIntersection = XMVectorOrInt( NoIntersection, XMVectorLess( Max, -Radius ) );
+
+ // Axis == (1,0,0) x e1 = (0, -e1.z, e1.y)
+ Axis = XMVectorPermute<XM_PERMUTE_0W, XM_PERMUTE_1Z, XM_PERMUTE_0Y, XM_PERMUTE_0X>( e1, -e1 );
+ p0 = XMVector3Dot( TV0, Axis );
+ p1 = XMVector3Dot( TV1, Axis );
+ // p2 = XMVector3Dot( V2, Axis ); // p2 = p1;
+ Min = XMVectorMin( p0, p1 );
+ Max = XMVectorMax( p0, p1 );
+ Radius = XMVector3Dot( vExtents, XMVectorAbs( Axis ) );
+ NoIntersection = XMVectorOrInt( NoIntersection, XMVectorGreater( Min, Radius ) );
+ NoIntersection = XMVectorOrInt( NoIntersection, XMVectorLess( Max, -Radius ) );
+
+ // Axis == (1,0,0) x e2 = (0, -e2.z, e2.y)
+ Axis = XMVectorPermute<XM_PERMUTE_0W, XM_PERMUTE_1Z, XM_PERMUTE_0Y, XM_PERMUTE_0X>( e2, -e2 );
+ p0 = XMVector3Dot( TV0, Axis );
+ p1 = XMVector3Dot( TV1, Axis );
+ // p2 = XMVector3Dot( V2, Axis ); // p2 = p0;
+ Min = XMVectorMin( p0, p1 );
+ Max = XMVectorMax( p0, p1 );
+ Radius = XMVector3Dot( vExtents, XMVectorAbs( Axis ) );
+ NoIntersection = XMVectorOrInt( NoIntersection, XMVectorGreater( Min, Radius ) );
+ NoIntersection = XMVectorOrInt( NoIntersection, XMVectorLess( Max, -Radius ) );
+
+ // Axis == (0,1,0) x e0 = (e0.z, 0, -e0.x)
+ Axis = XMVectorPermute<XM_PERMUTE_0Z, XM_PERMUTE_0W, XM_PERMUTE_1X, XM_PERMUTE_0Y>( e0, -e0 );
+ p0 = XMVector3Dot( TV0, Axis );
+ // p1 = XMVector3Dot( V1, Axis ); // p1 = p0;
+ p2 = XMVector3Dot( TV2, Axis );
+ Min = XMVectorMin( p0, p2 );
+ Max = XMVectorMax( p0, p2 );
+ Radius = XMVector3Dot( vExtents, XMVectorAbs( Axis ) );
+ NoIntersection = XMVectorOrInt( NoIntersection, XMVectorGreater( Min, Radius ) );
+ NoIntersection = XMVectorOrInt( NoIntersection, XMVectorLess( Max, -Radius ) );
+
+ // Axis == (0,1,0) x e1 = (e1.z, 0, -e1.x)
+ Axis = XMVectorPermute<XM_PERMUTE_0Z, XM_PERMUTE_0W, XM_PERMUTE_1X, XM_PERMUTE_0Y>( e1, -e1 );
+ p0 = XMVector3Dot( TV0, Axis );
+ p1 = XMVector3Dot( TV1, Axis );
+ // p2 = XMVector3Dot( V2, Axis ); // p2 = p1;
+ Min = XMVectorMin( p0, p1 );
+ Max = XMVectorMax( p0, p1 );
+ Radius = XMVector3Dot( vExtents, XMVectorAbs( Axis ) );
+ NoIntersection = XMVectorOrInt( NoIntersection, XMVectorGreater( Min, Radius ) );
+ NoIntersection = XMVectorOrInt( NoIntersection, XMVectorLess( Max, -Radius ) );
+
+ // Axis == (0,0,1) x e2 = (e2.z, 0, -e2.x)
+ Axis = XMVectorPermute<XM_PERMUTE_0Z, XM_PERMUTE_0W, XM_PERMUTE_1X, XM_PERMUTE_0Y>( e2, -e2 );
+ p0 = XMVector3Dot( TV0, Axis );
+ p1 = XMVector3Dot( TV1, Axis );
+ // p2 = XMVector3Dot( V2, Axis ); // p2 = p0;
+ Min = XMVectorMin( p0, p1 );
+ Max = XMVectorMax( p0, p1 );
+ Radius = XMVector3Dot( vExtents, XMVectorAbs( Axis ) );
+ NoIntersection = XMVectorOrInt( NoIntersection, XMVectorGreater( Min, Radius ) );
+ NoIntersection = XMVectorOrInt( NoIntersection, XMVectorLess( Max, -Radius ) );
+
+ // Axis == (0,0,1) x e0 = (-e0.y, e0.x, 0)
+ Axis = XMVectorPermute<XM_PERMUTE_1Y, XM_PERMUTE_0X, XM_PERMUTE_0W, XM_PERMUTE_0Z>( e0, -e0 );
+ p0 = XMVector3Dot( TV0, Axis );
+ // p1 = XMVector3Dot( V1, Axis ); // p1 = p0;
+ p2 = XMVector3Dot( TV2, Axis );
+ Min = XMVectorMin( p0, p2 );
+ Max = XMVectorMax( p0, p2 );
+ Radius = XMVector3Dot( vExtents, XMVectorAbs( Axis ) );
+ NoIntersection = XMVectorOrInt( NoIntersection, XMVectorGreater( Min, Radius ) );
+ NoIntersection = XMVectorOrInt( NoIntersection, XMVectorLess( Max, -Radius ) );
+
+ // Axis == (0,0,1) x e1 = (-e1.y, e1.x, 0)
+ Axis = XMVectorPermute<XM_PERMUTE_1Y, XM_PERMUTE_0X, XM_PERMUTE_0W, XM_PERMUTE_0Z>( e1, -e1 );
+ p0 = XMVector3Dot( TV0, Axis );
+ p1 = XMVector3Dot( TV1, Axis );
+ // p2 = XMVector3Dot( V2, Axis ); // p2 = p1;
+ Min = XMVectorMin( p0, p1 );
+ Max = XMVectorMax( p0, p1 );
+ Radius = XMVector3Dot( vExtents, XMVectorAbs( Axis ) );
+ NoIntersection = XMVectorOrInt( NoIntersection, XMVectorGreater( Min, Radius ) );
+ NoIntersection = XMVectorOrInt( NoIntersection, XMVectorLess( Max, -Radius ) );
+
+ // Axis == (0,0,1) x e2 = (-e2.y, e2.x, 0)
+ Axis = XMVectorPermute<XM_PERMUTE_1Y, XM_PERMUTE_0X, XM_PERMUTE_0W, XM_PERMUTE_0Z>( e2, -e2 );
+ p0 = XMVector3Dot( TV0, Axis );
+ p1 = XMVector3Dot( TV1, Axis );
+ // p2 = XMVector3Dot( V2, Axis ); // p2 = p0;
+ Min = XMVectorMin( p0, p1 );
+ Max = XMVectorMax( p0, p1 );
+ Radius = XMVector3Dot( vExtents, XMVectorAbs( Axis ) );
+ NoIntersection = XMVectorOrInt( NoIntersection, XMVectorGreater( Min, Radius ) );
+ NoIntersection = XMVectorOrInt( NoIntersection, XMVectorLess( Max, -Radius ) );
+
+ return XMVector4NotEqualInt( NoIntersection, XMVectorTrueInt() );
+}
+
+
+//-----------------------------------------------------------------------------
+_Use_decl_annotations_
+inline PlaneIntersectionType BoundingBox::Intersects( FXMVECTOR Plane ) const
+{
+ assert( DirectX::Internal::XMPlaneIsUnit( Plane ) );
+
+ // Load the box.
+ XMVECTOR vCenter = XMLoadFloat3( &Center );
+ XMVECTOR vExtents = XMLoadFloat3( &Extents );
+
+ // Set w of the center to one so we can dot4 with a plane.
+ vCenter = XMVectorInsert<0, 0, 0, 0, 1>( vCenter, XMVectorSplatOne() );
+
+ XMVECTOR Outside, Inside;
+ DirectX::Internal::FastIntersectAxisAlignedBoxPlane( vCenter, vExtents, Plane, Outside, Inside );
+
+ // If the box is outside any plane it is outside.
+ if ( XMVector4EqualInt( Outside, XMVectorTrueInt() ) )
+ return FRONT;
+
+ // If the box is inside all planes it is inside.
+ if ( XMVector4EqualInt( Inside, XMVectorTrueInt() ) )
+ return BACK;
+
+ // The box is not inside all planes or outside a plane it intersects.
+ return INTERSECTING;
+}
+
+
+//-----------------------------------------------------------------------------
+// Compute the intersection of a ray (Origin, Direction) with an axis aligned
+// box using the slabs method.
+//-----------------------------------------------------------------------------
+_Use_decl_annotations_
+inline bool BoundingBox::Intersects( FXMVECTOR Origin, FXMVECTOR Direction, float& Dist ) const
+{
+ assert( DirectX::Internal::XMVector3IsUnit( Direction ) );
+
+ // Load the box.
+ XMVECTOR vCenter = XMLoadFloat3( &Center );
+ XMVECTOR vExtents = XMLoadFloat3( &Extents );
+
+ // Adjust ray origin to be relative to center of the box.
+ XMVECTOR TOrigin = vCenter - Origin;
+
+ // Compute the dot product againt each axis of the box.
+ // Since the axii are (1,0,0), (0,1,0), (0,0,1) no computation is necessary.
+ XMVECTOR AxisDotOrigin = TOrigin;
+ XMVECTOR AxisDotDirection = Direction;
+
+ // if (fabs(AxisDotDirection) <= Epsilon) the ray is nearly parallel to the slab.
+ XMVECTOR IsParallel = XMVectorLessOrEqual( XMVectorAbs( AxisDotDirection ), g_RayEpsilon );
+
+ // Test against all three axii simultaneously.
+ XMVECTOR InverseAxisDotDirection = XMVectorReciprocal( AxisDotDirection );
+ XMVECTOR t1 = ( AxisDotOrigin - vExtents ) * InverseAxisDotDirection;
+ XMVECTOR t2 = ( AxisDotOrigin + vExtents ) * InverseAxisDotDirection;
+
+ // Compute the max of min(t1,t2) and the min of max(t1,t2) ensuring we don't
+ // use the results from any directions parallel to the slab.
+ XMVECTOR t_min = XMVectorSelect( XMVectorMin( t1, t2 ), g_FltMin, IsParallel );
+ XMVECTOR t_max = XMVectorSelect( XMVectorMax( t1, t2 ), g_FltMax, IsParallel );
+
+ // t_min.x = maximum( t_min.x, t_min.y, t_min.z );
+ // t_max.x = minimum( t_max.x, t_max.y, t_max.z );
+ t_min = XMVectorMax( t_min, XMVectorSplatY( t_min ) ); // x = max(x,y)
+ t_min = XMVectorMax( t_min, XMVectorSplatZ( t_min ) ); // x = max(max(x,y),z)
+ t_max = XMVectorMin( t_max, XMVectorSplatY( t_max ) ); // x = min(x,y)
+ t_max = XMVectorMin( t_max, XMVectorSplatZ( t_max ) ); // x = min(min(x,y),z)
+
+ // if ( t_min > t_max ) return false;
+ XMVECTOR NoIntersection = XMVectorGreater( XMVectorSplatX( t_min ), XMVectorSplatX( t_max ) );
+
+ // if ( t_max < 0.0f ) return false;
+ NoIntersection = XMVectorOrInt( NoIntersection, XMVectorLess( XMVectorSplatX( t_max ), XMVectorZero() ) );
+
+ // if (IsParallel && (-Extents > AxisDotOrigin || Extents < AxisDotOrigin)) return false;
+ XMVECTOR ParallelOverlap = XMVectorInBounds( AxisDotOrigin, vExtents );
+ NoIntersection = XMVectorOrInt( NoIntersection, XMVectorAndCInt( IsParallel, ParallelOverlap ) );
+
+ if( !DirectX::Internal::XMVector3AnyTrue( NoIntersection ) )
+ {
+ // Store the x-component to *pDist
+ XMStoreFloat( &Dist, t_min );
+ return true;
+ }
+
+ Dist = 0.f;
+ return false;
+}
+
+
+//-----------------------------------------------------------------------------
+// Test an axis alinged box vs 6 planes (typically forming a frustum).
+//-----------------------------------------------------------------------------
+_Use_decl_annotations_
+inline ContainmentType BoundingBox::ContainedBy( FXMVECTOR Plane0, FXMVECTOR Plane1, FXMVECTOR Plane2,
+ GXMVECTOR Plane3, CXMVECTOR Plane4, CXMVECTOR Plane5 ) const
+{
+ // Load the box.
+ XMVECTOR vCenter = XMLoadFloat3( &Center );
+ XMVECTOR vExtents = XMLoadFloat3( &Extents );
+
+ // Set w of the center to one so we can dot4 with a plane.
+ vCenter = XMVectorInsert<0, 0, 0, 0, 1>( vCenter, XMVectorSplatOne() );
+
+ XMVECTOR Outside, Inside;
+
+ // Test against each plane.
+ DirectX::Internal::FastIntersectAxisAlignedBoxPlane( vCenter, vExtents, Plane0, Outside, Inside );
+
+ XMVECTOR AnyOutside = Outside;
+ XMVECTOR AllInside = Inside;
+
+ DirectX::Internal::FastIntersectAxisAlignedBoxPlane( vCenter, vExtents, Plane1, Outside, Inside );
+ AnyOutside = XMVectorOrInt( AnyOutside, Outside );
+ AllInside = XMVectorAndInt( AllInside, Inside );
+
+ DirectX::Internal::FastIntersectAxisAlignedBoxPlane( vCenter, vExtents, Plane2, Outside, Inside );
+ AnyOutside = XMVectorOrInt( AnyOutside, Outside );
+ AllInside = XMVectorAndInt( AllInside, Inside );
+
+ DirectX::Internal::FastIntersectAxisAlignedBoxPlane( vCenter, vExtents, Plane3, Outside, Inside );
+ AnyOutside = XMVectorOrInt( AnyOutside, Outside );
+ AllInside = XMVectorAndInt( AllInside, Inside );
+
+ DirectX::Internal::FastIntersectAxisAlignedBoxPlane( vCenter, vExtents, Plane4, Outside, Inside );
+ AnyOutside = XMVectorOrInt( AnyOutside, Outside );
+ AllInside = XMVectorAndInt( AllInside, Inside );
+
+ DirectX::Internal::FastIntersectAxisAlignedBoxPlane( vCenter, vExtents, Plane5, Outside, Inside );
+ AnyOutside = XMVectorOrInt( AnyOutside, Outside );
+ AllInside = XMVectorAndInt( AllInside, Inside );
+
+ // If the box is outside any plane it is outside.
+ if ( XMVector4EqualInt( AnyOutside, XMVectorTrueInt() ) )
+ return DISJOINT;
+
+ // If the box is inside all planes it is inside.
+ if ( XMVector4EqualInt( AllInside, XMVectorTrueInt() ) )
+ return CONTAINS;
+
+ // The box is not inside all planes or outside a plane, it may intersect.
+ return INTERSECTS;
+}
+
+
+//-----------------------------------------------------------------------------
+// Create axis-aligned box that contains two other bounding boxes
+//-----------------------------------------------------------------------------
+_Use_decl_annotations_
+inline void BoundingBox::CreateMerged( BoundingBox& Out, const BoundingBox& b1, const BoundingBox& b2 )
+{
+ XMVECTOR b1Center = XMLoadFloat3( &b1.Center );
+ XMVECTOR b1Extents = XMLoadFloat3( &b1.Extents );
+
+ XMVECTOR b2Center = XMLoadFloat3( &b2.Center );
+ XMVECTOR b2Extents = XMLoadFloat3( &b2.Extents );
+
+ XMVECTOR Min = XMVectorSubtract( b1Center, b1Extents );
+ Min = XMVectorMin( Min, XMVectorSubtract( b2Center, b2Extents ) );
+
+ XMVECTOR Max = XMVectorAdd( b1Center, b1Extents );
+ Max = XMVectorMax( Max, XMVectorAdd( b2Center, b2Extents ) );
+
+ assert( XMVector3LessOrEqual( Min, Max ) );
+
+ XMStoreFloat3( &Out.Center, ( Min + Max ) * 0.5f );
+ XMStoreFloat3( &Out.Extents, ( Max - Min ) * 0.5f );
+}
+
+
+//-----------------------------------------------------------------------------
+// Create axis-aligned box that contains a bounding sphere
+//-----------------------------------------------------------------------------
+_Use_decl_annotations_
+inline void BoundingBox::CreateFromSphere( BoundingBox& Out, const BoundingSphere& sh )
+{
+ XMVECTOR spCenter = XMLoadFloat3( &sh.Center );
+ XMVECTOR shRadius = XMVectorReplicatePtr( &sh.Radius );
+
+ XMVECTOR Min = XMVectorSubtract( spCenter, shRadius );
+ XMVECTOR Max = XMVectorAdd( spCenter, shRadius );
+
+ assert( XMVector3LessOrEqual( Min, Max ) );
+
+ XMStoreFloat3( &Out.Center, ( Min + Max ) * 0.5f );
+ XMStoreFloat3( &Out.Extents, ( Max - Min ) * 0.5f );
+}
+
+
+//-----------------------------------------------------------------------------
+// Create axis-aligned box from min/max points
+//-----------------------------------------------------------------------------
+_Use_decl_annotations_
+inline void BoundingBox::CreateFromPoints( BoundingBox& Out, FXMVECTOR pt1, FXMVECTOR pt2 )
+{
+ XMVECTOR Min = XMVectorMin( pt1, pt2 );
+ XMVECTOR Max = XMVectorMax( pt1, pt2 );
+
+ // Store center and extents.
+ XMStoreFloat3( &Out.Center, ( Min + Max ) * 0.5f );
+ XMStoreFloat3( &Out.Extents, ( Max - Min ) * 0.5f );
+}
+
+
+//-----------------------------------------------------------------------------
+// Find the minimum axis aligned bounding box containing a set of points.
+//-----------------------------------------------------------------------------
+_Use_decl_annotations_
+inline void BoundingBox::CreateFromPoints( BoundingBox& Out, size_t Count, const XMFLOAT3* pPoints, size_t Stride )
+{
+ assert( Count > 0 );
+ assert( pPoints );
+
+ // Find the minimum and maximum x, y, and z
+ XMVECTOR vMin, vMax;
+
+ vMin = vMax = XMLoadFloat3( pPoints );
+
+ for( size_t i = 1; i < Count; ++i )
+ {
+ XMVECTOR Point = XMLoadFloat3( reinterpret_cast<const XMFLOAT3*>( reinterpret_cast<const uint8_t*>(pPoints) + i * Stride ) );
+
+ vMin = XMVectorMin( vMin, Point );
+ vMax = XMVectorMax( vMax, Point );
+ }
+
+ // Store center and extents.
+ XMStoreFloat3( &Out.Center, ( vMin + vMax ) * 0.5f );
+ XMStoreFloat3( &Out.Extents, ( vMax - vMin ) * 0.5f );
+}
+
+
+/****************************************************************************
+ *
+ * BoundingOrientedBox
+ *
+ ****************************************************************************/
+
+//-----------------------------------------------------------------------------
+// Transform an oriented box by an angle preserving transform.
+//-----------------------------------------------------------------------------
+_Use_decl_annotations_
+inline void BoundingOrientedBox::Transform( BoundingOrientedBox& Out, CXMMATRIX M ) const
+{
+ // Load the box.
+ XMVECTOR vCenter = XMLoadFloat3( &Center );
+ XMVECTOR vExtents = XMLoadFloat3( &Extents );
+ XMVECTOR vOrientation = XMLoadFloat4( &Orientation );
+
+ assert( DirectX::Internal::XMQuaternionIsUnit( vOrientation ) );
+
+ // Composite the box rotation and the transform rotation.
+ XMVECTOR Rotation = XMQuaternionRotationMatrix( M );
+ vOrientation = XMQuaternionMultiply( vOrientation, Rotation );
+
+ // Transform the center.
+ vCenter = XMVector3Transform( vCenter, M );
+
+ // Scale the box extents.
+ XMVECTOR dX = XMVector3Length( M.r[0] );
+ XMVECTOR dY = XMVector3Length( M.r[1] );
+ XMVECTOR dZ = XMVector3Length( M.r[2] );
+
+ XMVECTOR VectorScale = XMVectorSelect( dX, dY, g_XMSelect1000 );
+ VectorScale = XMVectorSelect( VectorScale, dZ, g_XMSelect1100 );
+ vExtents = vExtents * VectorScale;
+
+ // Store the box.
+ XMStoreFloat3( &Out.Center, vCenter );
+ XMStoreFloat3( &Out.Extents, vExtents );
+ XMStoreFloat4( &Out.Orientation, vOrientation );
+}
+
+_Use_decl_annotations_
+inline void BoundingOrientedBox::Transform( BoundingOrientedBox& Out, float Scale, FXMVECTOR Rotation, FXMVECTOR Translation ) const
+{
+ assert( DirectX::Internal::XMQuaternionIsUnit( Rotation ) );
+
+ // Load the box.
+ XMVECTOR vCenter = XMLoadFloat3( &Center );
+ XMVECTOR vExtents = XMLoadFloat3( &Extents );
+ XMVECTOR vOrientation = XMLoadFloat4( &Orientation );
+
+ assert( DirectX::Internal::XMQuaternionIsUnit( vOrientation ) );
+
+ // Composite the box rotation and the transform rotation.
+ vOrientation = XMQuaternionMultiply( vOrientation, Rotation );
+
+ // Transform the center.
+ XMVECTOR VectorScale = XMVectorReplicate( Scale );
+ vCenter = XMVector3Rotate( vCenter * VectorScale, Rotation ) + Translation;
+
+ // Scale the box extents.
+ vExtents = vExtents * VectorScale;
+
+ // Store the box.
+ XMStoreFloat3( &Out.Center, vCenter );
+ XMStoreFloat3( &Out.Extents, vExtents );
+ XMStoreFloat4( &Out.Orientation, vOrientation );
+}
+
+
+//-----------------------------------------------------------------------------
+// Get the corner points of the box
+//-----------------------------------------------------------------------------
+_Use_decl_annotations_
+inline void BoundingOrientedBox::GetCorners( XMFLOAT3* Corners ) const
+{
+ assert( Corners != 0 );
+
+ // Load the box
+ XMVECTOR vCenter = XMLoadFloat3( &Center );
+ XMVECTOR vExtents = XMLoadFloat3( &Extents );
+ XMVECTOR vOrientation = XMLoadFloat4( &Orientation );
+
+ assert( DirectX::Internal::XMQuaternionIsUnit( vOrientation ) );
+
+ for( size_t i = 0; i < CORNER_COUNT; ++i )
+ {
+ XMVECTOR C = XMVector3Rotate( vExtents * g_BoxOffset[i], vOrientation ) + vCenter;
+ XMStoreFloat3( &Corners[i], C );
+ }
+}
+
+
+//-----------------------------------------------------------------------------
+// Point in oriented box test.
+//-----------------------------------------------------------------------------
+_Use_decl_annotations_
+inline ContainmentType BoundingOrientedBox::Contains( FXMVECTOR Point ) const
+{
+ XMVECTOR vCenter = XMLoadFloat3( &Center );
+ XMVECTOR vExtents = XMLoadFloat3( &Extents );
+ XMVECTOR vOrientation = XMLoadFloat4( &Orientation );
+
+ // Transform the point to be local to the box.
+ XMVECTOR TPoint = XMVector3InverseRotate( Point - vCenter, vOrientation );
+
+ return XMVector3InBounds( TPoint, vExtents ) ? CONTAINS : DISJOINT;
+}
+
+
+//-----------------------------------------------------------------------------
+// Triangle in oriented bounding box
+//-----------------------------------------------------------------------------
+_Use_decl_annotations_
+inline ContainmentType BoundingOrientedBox::Contains( FXMVECTOR V0, FXMVECTOR V1, FXMVECTOR V2 ) const
+{
+ // Load the box center & orientation.
+ XMVECTOR vCenter = XMLoadFloat3( &Center );
+ XMVECTOR vOrientation = XMLoadFloat4( &Orientation );
+
+ // Transform the triangle vertices into the space of the box.
+ XMVECTOR TV0 = XMVector3InverseRotate( V0 - vCenter, vOrientation );
+ XMVECTOR TV1 = XMVector3InverseRotate( V1 - vCenter, vOrientation );
+ XMVECTOR TV2 = XMVector3InverseRotate( V2 - vCenter, vOrientation );
+
+ BoundingBox box;
+ box.Center = XMFLOAT3( 0.0f, 0.0f, 0.0f );
+ box.Extents = Extents;
+
+ // Use the triangle vs axis aligned box intersection routine.
+ return box.Contains( TV0, TV1, TV2 );
+}
+
+
+//-----------------------------------------------------------------------------
+// Sphere in oriented bounding box
+//-----------------------------------------------------------------------------
+_Use_decl_annotations_
+inline ContainmentType BoundingOrientedBox::Contains( const BoundingSphere& sh ) const
+{
+ XMVECTOR SphereCenter = XMLoadFloat3( &sh.Center );
+ XMVECTOR SphereRadius = XMVectorReplicatePtr( &sh.Radius );
+
+ XMVECTOR BoxCenter = XMLoadFloat3( &Center );
+ XMVECTOR BoxExtents = XMLoadFloat3( &Extents );
+ XMVECTOR BoxOrientation = XMLoadFloat4( &Orientation );
+
+ assert( DirectX::Internal::XMQuaternionIsUnit( BoxOrientation ) );
+
+ // Transform the center of the sphere to be local to the box.
+ // BoxMin = -BoxExtents
+ // BoxMax = +BoxExtents
+ SphereCenter = XMVector3InverseRotate( SphereCenter - BoxCenter, BoxOrientation );
+
+ // Find the distance to the nearest point on the box.
+ // for each i in (x, y, z)
+ // if (SphereCenter(i) < BoxMin(i)) d2 += (SphereCenter(i) - BoxMin(i)) ^ 2
+ // else if (SphereCenter(i) > BoxMax(i)) d2 += (SphereCenter(i) - BoxMax(i)) ^ 2
+
+ XMVECTOR d = XMVectorZero();
+
+ // Compute d for each dimension.
+ XMVECTOR LessThanMin = XMVectorLess( SphereCenter, -BoxExtents );
+ XMVECTOR GreaterThanMax = XMVectorGreater( SphereCenter, BoxExtents );
+
+ XMVECTOR MinDelta = SphereCenter + BoxExtents;
+ XMVECTOR MaxDelta = SphereCenter - BoxExtents;
+
+ // Choose value for each dimension based on the comparison.
+ d = XMVectorSelect( d, MinDelta, LessThanMin );
+ d = XMVectorSelect( d, MaxDelta, GreaterThanMax );
+
+ // Use a dot-product to square them and sum them together.
+ XMVECTOR d2 = XMVector3Dot( d, d );
+ XMVECTOR SphereRadiusSq = XMVectorMultiply( SphereRadius, SphereRadius );
+
+ if ( XMVector4Greater( d2, SphereRadiusSq ) )
+ return DISJOINT;
+
+ // See if we are completely inside the box
+ XMVECTOR SMin = SphereCenter - SphereRadius;
+ XMVECTOR SMax = SphereCenter + SphereRadius;
+
+ return ( XMVector3InBounds( SMin, BoxExtents ) && XMVector3InBounds( SMax, BoxExtents ) ) ? CONTAINS : INTERSECTS;
+}
+
+
+//-----------------------------------------------------------------------------
+// Axis aligned box vs. oriented box. Constructs an oriented box and uses
+// the oriented box vs. oriented box test.
+//-----------------------------------------------------------------------------
+_Use_decl_annotations_
+inline ContainmentType BoundingOrientedBox::Contains( const BoundingBox& box ) const
+{
+ // Make the axis aligned box oriented and do an OBB vs OBB test.
+ BoundingOrientedBox obox( box.Center, box.Extents, XMFLOAT4( 0.f, 0.f, 0.f, 1.f ) );
+ return Contains( obox );
+}
+
+
+//-----------------------------------------------------------------------------
+// Oriented bounding box in oriented bounding box
+//-----------------------------------------------------------------------------
+_Use_decl_annotations_
+inline ContainmentType BoundingOrientedBox::Contains( const BoundingOrientedBox& box ) const
+{
+ if ( !Intersects(box) )
+ return DISJOINT;
+
+ // Load the boxes
+ XMVECTOR aCenter = XMLoadFloat3( &Center );
+ XMVECTOR aExtents = XMLoadFloat3( &Extents );
+ XMVECTOR aOrientation = XMLoadFloat4( &Orientation );
+
+ assert( DirectX::Internal::XMQuaternionIsUnit( aOrientation ) );
+
+ XMVECTOR bCenter = XMLoadFloat3( &box.Center );
+ XMVECTOR bExtents = XMLoadFloat3( &box.Extents );
+ XMVECTOR bOrientation = XMLoadFloat4( &box.Orientation );
+
+ assert( DirectX::Internal::XMQuaternionIsUnit( bOrientation ) );
+
+ XMVECTOR offset = bCenter - aCenter;
+
+ for( size_t i = 0; i < CORNER_COUNT; ++i )
+ {
+ // Cb = rotate( bExtents * corneroffset[i], bOrientation ) + bcenter
+ // Ca = invrotate( Cb - aCenter, aOrientation )
+
+ XMVECTOR C = XMVector3Rotate( bExtents * g_BoxOffset[i], bOrientation ) + offset;
+ C = XMVector3InverseRotate( C , aOrientation );
+
+ if ( !XMVector3InBounds( C, aExtents ) )
+ return INTERSECTS;
+ }
+
+ return CONTAINS;
+}
+
+
+//-----------------------------------------------------------------------------
+// Frustum in oriented bounding box
+//-----------------------------------------------------------------------------
+_Use_decl_annotations_
+inline ContainmentType BoundingOrientedBox::Contains( const BoundingFrustum& fr ) const
+{
+ if ( !fr.Intersects(*this) )
+ return DISJOINT;
+
+ XMFLOAT3 Corners[BoundingFrustum::CORNER_COUNT];
+ fr.GetCorners( Corners );
+
+ // Load the box
+ XMVECTOR vCenter = XMLoadFloat3( &Center );
+ XMVECTOR vExtents = XMLoadFloat3( &Extents );
+ XMVECTOR vOrientation = XMLoadFloat4( &Orientation );
+
+ assert( DirectX::Internal::XMQuaternionIsUnit( vOrientation ) );
+
+ for( size_t i = 0; i < BoundingFrustum::CORNER_COUNT; ++i )
+ {
+ XMVECTOR C = XMVector3InverseRotate( XMLoadFloat3( &Corners[i] ) - vCenter, vOrientation );
+
+ if ( !XMVector3InBounds( C, vExtents ) )
+ return INTERSECTS;
+ }
+
+ return CONTAINS;
+}
+
+
+//-----------------------------------------------------------------------------
+// Sphere vs. oriented box test
+//-----------------------------------------------------------------------------
+_Use_decl_annotations_
+inline bool BoundingOrientedBox::Intersects( const BoundingSphere& sh ) const
+{
+ XMVECTOR SphereCenter = XMLoadFloat3( &sh.Center );
+ XMVECTOR SphereRadius = XMVectorReplicatePtr( &sh.Radius );
+
+ XMVECTOR BoxCenter = XMLoadFloat3( &Center );
+ XMVECTOR BoxExtents = XMLoadFloat3( &Extents );
+ XMVECTOR BoxOrientation = XMLoadFloat4( &Orientation );
+
+ assert( DirectX::Internal::XMQuaternionIsUnit( BoxOrientation ) );
+
+ // Transform the center of the sphere to be local to the box.
+ // BoxMin = -BoxExtents
+ // BoxMax = +BoxExtents
+ SphereCenter = XMVector3InverseRotate( SphereCenter - BoxCenter, BoxOrientation );
+
+ // Find the distance to the nearest point on the box.
+ // for each i in (x, y, z)
+ // if (SphereCenter(i) < BoxMin(i)) d2 += (SphereCenter(i) - BoxMin(i)) ^ 2
+ // else if (SphereCenter(i) > BoxMax(i)) d2 += (SphereCenter(i) - BoxMax(i)) ^ 2
+
+ XMVECTOR d = XMVectorZero();
+
+ // Compute d for each dimension.
+ XMVECTOR LessThanMin = XMVectorLess( SphereCenter, -BoxExtents );
+ XMVECTOR GreaterThanMax = XMVectorGreater( SphereCenter, BoxExtents );
+
+ XMVECTOR MinDelta = SphereCenter + BoxExtents;
+ XMVECTOR MaxDelta = SphereCenter - BoxExtents;
+
+ // Choose value for each dimension based on the comparison.
+ d = XMVectorSelect( d, MinDelta, LessThanMin );
+ d = XMVectorSelect( d, MaxDelta, GreaterThanMax );
+
+ // Use a dot-product to square them and sum them together.
+ XMVECTOR d2 = XMVector3Dot( d, d );
+
+ return XMVector4LessOrEqual( d2, XMVectorMultiply( SphereRadius, SphereRadius ) ) ? true : false;
+}
+
+
+//-----------------------------------------------------------------------------
+// Axis aligned box vs. oriented box. Constructs an oriented box and uses
+// the oriented box vs. oriented box test.
+//-----------------------------------------------------------------------------
+_Use_decl_annotations_
+inline bool BoundingOrientedBox::Intersects( const BoundingBox& box ) const
+{
+ // Make the axis aligned box oriented and do an OBB vs OBB test.
+ BoundingOrientedBox obox( box.Center, box.Extents, XMFLOAT4( 0.f, 0.f, 0.f, 1.f ) );
+ return Intersects( obox );
+}
+
+
+//-----------------------------------------------------------------------------
+// Fast oriented box / oriented box intersection test using the separating axis
+// theorem.
+//-----------------------------------------------------------------------------
+_Use_decl_annotations_
+inline bool BoundingOrientedBox::Intersects( const BoundingOrientedBox& box ) const
+{
+ // Build the 3x3 rotation matrix that defines the orientation of B relative to A.
+ XMVECTOR A_quat = XMLoadFloat4( &Orientation );
+ XMVECTOR B_quat = XMLoadFloat4( &box.Orientation );
+
+ assert( DirectX::Internal::XMQuaternionIsUnit( A_quat ) );
+ assert( DirectX::Internal::XMQuaternionIsUnit( B_quat ) );
+
+ XMVECTOR Q = XMQuaternionMultiply( A_quat, XMQuaternionConjugate( B_quat ) );
+ XMMATRIX R = XMMatrixRotationQuaternion( Q );
+
+ // Compute the translation of B relative to A.
+ XMVECTOR A_cent = XMLoadFloat3( &Center );
+ XMVECTOR B_cent = XMLoadFloat3( &box.Center );
+ XMVECTOR t = XMVector3InverseRotate( B_cent - A_cent, A_quat );
+
+ //
+ // h(A) = extents of A.
+ // h(B) = extents of B.
+ //
+ // a(u) = axes of A = (1,0,0), (0,1,0), (0,0,1)
+ // b(u) = axes of B relative to A = (r00,r10,r20), (r01,r11,r21), (r02,r12,r22)
+ //
+ // For each possible separating axis l:
+ // d(A) = sum (for i = u,v,w) h(A)(i) * abs( a(i) dot l )
+ // d(B) = sum (for i = u,v,w) h(B)(i) * abs( b(i) dot l )
+ // if abs( t dot l ) > d(A) + d(B) then disjoint
+ //
+
+ // Load extents of A and B.
+ XMVECTOR h_A = XMLoadFloat3( &Extents );
+ XMVECTOR h_B = XMLoadFloat3( &box.Extents );
+
+ // Rows. Note R[0,1,2]X.w = 0.
+ XMVECTOR R0X = R.r[0];
+ XMVECTOR R1X = R.r[1];
+ XMVECTOR R2X = R.r[2];
+
+ R = XMMatrixTranspose( R );
+
+ // Columns. Note RX[0,1,2].w = 0.
+ XMVECTOR RX0 = R.r[0];
+ XMVECTOR RX1 = R.r[1];
+ XMVECTOR RX2 = R.r[2];
+
+ // Absolute value of rows.
+ XMVECTOR AR0X = XMVectorAbs( R0X );
+ XMVECTOR AR1X = XMVectorAbs( R1X );
+ XMVECTOR AR2X = XMVectorAbs( R2X );
+
+ // Absolute value of columns.
+ XMVECTOR ARX0 = XMVectorAbs( RX0 );
+ XMVECTOR ARX1 = XMVectorAbs( RX1 );
+ XMVECTOR ARX2 = XMVectorAbs( RX2 );
+
+ // Test each of the 15 possible seperating axii.
+ XMVECTOR d, d_A, d_B;
+
+ // l = a(u) = (1, 0, 0)
+ // t dot l = t.x
+ // d(A) = h(A).x
+ // d(B) = h(B) dot abs(r00, r01, r02)
+ d = XMVectorSplatX( t );
+ d_A = XMVectorSplatX( h_A );
+ d_B = XMVector3Dot( h_B, AR0X );
+ XMVECTOR NoIntersection = XMVectorGreater( XMVectorAbs(d), XMVectorAdd( d_A, d_B ) );
+
+ // l = a(v) = (0, 1, 0)
+ // t dot l = t.y
+ // d(A) = h(A).y
+ // d(B) = h(B) dot abs(r10, r11, r12)
+ d = XMVectorSplatY( t );
+ d_A = XMVectorSplatY( h_A );
+ d_B = XMVector3Dot( h_B, AR1X );
+ NoIntersection = XMVectorOrInt( NoIntersection,
+ XMVectorGreater( XMVectorAbs(d), XMVectorAdd( d_A, d_B ) ) );
+
+ // l = a(w) = (0, 0, 1)
+ // t dot l = t.z
+ // d(A) = h(A).z
+ // d(B) = h(B) dot abs(r20, r21, r22)
+ d = XMVectorSplatZ( t );
+ d_A = XMVectorSplatZ( h_A );
+ d_B = XMVector3Dot( h_B, AR2X );
+ NoIntersection = XMVectorOrInt( NoIntersection,
+ XMVectorGreater( XMVectorAbs(d), XMVectorAdd( d_A, d_B ) ) );
+
+ // l = b(u) = (r00, r10, r20)
+ // d(A) = h(A) dot abs(r00, r10, r20)
+ // d(B) = h(B).x
+ d = XMVector3Dot( t, RX0 );
+ d_A = XMVector3Dot( h_A, ARX0 );
+ d_B = XMVectorSplatX( h_B );
+ NoIntersection = XMVectorOrInt( NoIntersection,
+ XMVectorGreater( XMVectorAbs(d), XMVectorAdd( d_A, d_B ) ) );
+
+ // l = b(v) = (r01, r11, r21)
+ // d(A) = h(A) dot abs(r01, r11, r21)
+ // d(B) = h(B).y
+ d = XMVector3Dot( t, RX1 );
+ d_A = XMVector3Dot( h_A, ARX1 );
+ d_B = XMVectorSplatY( h_B );
+ NoIntersection = XMVectorOrInt( NoIntersection,
+ XMVectorGreater( XMVectorAbs(d), XMVectorAdd( d_A, d_B ) ) );
+
+ // l = b(w) = (r02, r12, r22)
+ // d(A) = h(A) dot abs(r02, r12, r22)
+ // d(B) = h(B).z
+ d = XMVector3Dot( t, RX2 );
+ d_A = XMVector3Dot( h_A, ARX2 );
+ d_B = XMVectorSplatZ( h_B );
+ NoIntersection = XMVectorOrInt( NoIntersection,
+ XMVectorGreater( XMVectorAbs(d), XMVectorAdd( d_A, d_B ) ) );
+
+ // l = a(u) x b(u) = (0, -r20, r10)
+ // d(A) = h(A) dot abs(0, r20, r10)
+ // d(B) = h(B) dot abs(0, r02, r01)
+ d = XMVector3Dot( t, XMVectorPermute<XM_PERMUTE_0W, XM_PERMUTE_1Z, XM_PERMUTE_0Y, XM_PERMUTE_0X>( RX0, -RX0 ) );
+ d_A = XMVector3Dot( h_A, XMVectorSwizzle<XM_SWIZZLE_W, XM_SWIZZLE_Z, XM_SWIZZLE_Y, XM_SWIZZLE_X>( ARX0 ) );
+ d_B = XMVector3Dot( h_B, XMVectorSwizzle<XM_SWIZZLE_W, XM_SWIZZLE_Z, XM_SWIZZLE_Y, XM_SWIZZLE_X>( AR0X ) );
+ NoIntersection = XMVectorOrInt( NoIntersection,
+ XMVectorGreater( XMVectorAbs(d), XMVectorAdd( d_A, d_B ) ) );
+
+ // l = a(u) x b(v) = (0, -r21, r11)
+ // d(A) = h(A) dot abs(0, r21, r11)
+ // d(B) = h(B) dot abs(r02, 0, r00)
+ d = XMVector3Dot( t, XMVectorPermute<XM_PERMUTE_0W, XM_PERMUTE_1Z, XM_PERMUTE_0Y, XM_PERMUTE_0X>( RX1, -RX1 ) );
+ d_A = XMVector3Dot( h_A, XMVectorSwizzle<XM_SWIZZLE_W, XM_SWIZZLE_Z, XM_SWIZZLE_Y, XM_SWIZZLE_X>( ARX1 ) );
+ d_B = XMVector3Dot( h_B, XMVectorSwizzle<XM_SWIZZLE_Z, XM_SWIZZLE_W, XM_SWIZZLE_X, XM_SWIZZLE_Y>( AR0X ) );
+ NoIntersection = XMVectorOrInt( NoIntersection,
+ XMVectorGreater( XMVectorAbs(d), XMVectorAdd( d_A, d_B ) ) );
+
+ // l = a(u) x b(w) = (0, -r22, r12)
+ // d(A) = h(A) dot abs(0, r22, r12)
+ // d(B) = h(B) dot abs(r01, r00, 0)
+ d = XMVector3Dot( t, XMVectorPermute<XM_PERMUTE_0W, XM_PERMUTE_1Z, XM_PERMUTE_0Y, XM_PERMUTE_0X>( RX2, -RX2 ) );
+ d_A = XMVector3Dot( h_A, XMVectorSwizzle<XM_SWIZZLE_W, XM_SWIZZLE_Z, XM_SWIZZLE_Y, XM_SWIZZLE_X>( ARX2 ) );
+ d_B = XMVector3Dot( h_B, XMVectorSwizzle<XM_SWIZZLE_Y, XM_SWIZZLE_X, XM_SWIZZLE_W, XM_SWIZZLE_Z>( AR0X ) );
+ NoIntersection = XMVectorOrInt( NoIntersection,
+ XMVectorGreater( XMVectorAbs(d), XMVectorAdd( d_A, d_B ) ) );
+
+ // l = a(v) x b(u) = (r20, 0, -r00)
+ // d(A) = h(A) dot abs(r20, 0, r00)
+ // d(B) = h(B) dot abs(0, r12, r11)
+ d = XMVector3Dot( t, XMVectorPermute<XM_PERMUTE_0Z, XM_PERMUTE_0W, XM_PERMUTE_1X, XM_PERMUTE_0Y>( RX0, -RX0 ) );
+ d_A = XMVector3Dot( h_A, XMVectorSwizzle<XM_SWIZZLE_Z, XM_SWIZZLE_W, XM_SWIZZLE_X, XM_SWIZZLE_Y>( ARX0 ) );
+ d_B = XMVector3Dot( h_B, XMVectorSwizzle<XM_SWIZZLE_W, XM_SWIZZLE_Z, XM_SWIZZLE_Y, XM_SWIZZLE_X>( AR1X ) );
+ NoIntersection = XMVectorOrInt( NoIntersection,
+ XMVectorGreater( XMVectorAbs(d), XMVectorAdd( d_A, d_B ) ) );
+
+ // l = a(v) x b(v) = (r21, 0, -r01)
+ // d(A) = h(A) dot abs(r21, 0, r01)
+ // d(B) = h(B) dot abs(r12, 0, r10)
+ d = XMVector3Dot( t, XMVectorPermute<XM_PERMUTE_0Z, XM_PERMUTE_0W, XM_PERMUTE_1X, XM_PERMUTE_0Y>( RX1, -RX1 ) );
+ d_A = XMVector3Dot( h_A, XMVectorSwizzle<XM_SWIZZLE_Z, XM_SWIZZLE_W, XM_SWIZZLE_X, XM_SWIZZLE_Y>( ARX1 ) );
+ d_B = XMVector3Dot( h_B, XMVectorSwizzle<XM_SWIZZLE_Z, XM_SWIZZLE_W, XM_SWIZZLE_X, XM_SWIZZLE_Y>( AR1X ) );
+ NoIntersection = XMVectorOrInt( NoIntersection,
+ XMVectorGreater( XMVectorAbs(d), XMVectorAdd( d_A, d_B ) ) );
+
+ // l = a(v) x b(w) = (r22, 0, -r02)
+ // d(A) = h(A) dot abs(r22, 0, r02)
+ // d(B) = h(B) dot abs(r11, r10, 0)
+ d = XMVector3Dot( t, XMVectorPermute<XM_PERMUTE_0Z, XM_PERMUTE_0W, XM_PERMUTE_1X, XM_PERMUTE_0Y>( RX2, -RX2 ) );
+ d_A = XMVector3Dot( h_A, XMVectorSwizzle<XM_SWIZZLE_Z, XM_SWIZZLE_W, XM_SWIZZLE_X, XM_SWIZZLE_Y>( ARX2 ) );
+ d_B = XMVector3Dot( h_B, XMVectorSwizzle<XM_SWIZZLE_Y, XM_SWIZZLE_X, XM_SWIZZLE_W, XM_SWIZZLE_Z>( AR1X ) );
+ NoIntersection = XMVectorOrInt( NoIntersection,
+ XMVectorGreater( XMVectorAbs(d), XMVectorAdd( d_A, d_B ) ) );
+
+ // l = a(w) x b(u) = (-r10, r00, 0)
+ // d(A) = h(A) dot abs(r10, r00, 0)
+ // d(B) = h(B) dot abs(0, r22, r21)
+ d = XMVector3Dot( t, XMVectorPermute<XM_PERMUTE_1Y, XM_PERMUTE_0X, XM_PERMUTE_0W, XM_PERMUTE_0Z>( RX0, -RX0 ) );
+ d_A = XMVector3Dot( h_A, XMVectorSwizzle<XM_SWIZZLE_Y, XM_SWIZZLE_X, XM_SWIZZLE_W, XM_SWIZZLE_Z>( ARX0 ) );
+ d_B = XMVector3Dot( h_B, XMVectorSwizzle<XM_SWIZZLE_W, XM_SWIZZLE_Z, XM_SWIZZLE_Y, XM_SWIZZLE_X>( AR2X ) );
+ NoIntersection = XMVectorOrInt( NoIntersection,
+ XMVectorGreater( XMVectorAbs(d), XMVectorAdd( d_A, d_B ) ) );
+
+ // l = a(w) x b(v) = (-r11, r01, 0)
+ // d(A) = h(A) dot abs(r11, r01, 0)
+ // d(B) = h(B) dot abs(r22, 0, r20)
+ d = XMVector3Dot( t, XMVectorPermute<XM_PERMUTE_1Y, XM_PERMUTE_0X, XM_PERMUTE_0W, XM_PERMUTE_0Z>( RX1, -RX1 ) );
+ d_A = XMVector3Dot( h_A, XMVectorSwizzle<XM_SWIZZLE_Y, XM_SWIZZLE_X, XM_SWIZZLE_W, XM_SWIZZLE_Z>( ARX1 ) );
+ d_B = XMVector3Dot( h_B, XMVectorSwizzle<XM_SWIZZLE_Z, XM_SWIZZLE_W, XM_SWIZZLE_X, XM_SWIZZLE_Y>( AR2X ) );
+ NoIntersection = XMVectorOrInt( NoIntersection,
+ XMVectorGreater( XMVectorAbs(d), XMVectorAdd( d_A, d_B ) ) );
+
+ // l = a(w) x b(w) = (-r12, r02, 0)
+ // d(A) = h(A) dot abs(r12, r02, 0)
+ // d(B) = h(B) dot abs(r21, r20, 0)
+ d = XMVector3Dot( t, XMVectorPermute<XM_PERMUTE_1Y, XM_PERMUTE_0X, XM_PERMUTE_0W, XM_PERMUTE_0Z>( RX2, -RX2 ) );
+ d_A = XMVector3Dot( h_A, XMVectorSwizzle<XM_SWIZZLE_Y, XM_SWIZZLE_X, XM_SWIZZLE_W, XM_SWIZZLE_Z>( ARX2 ) );
+ d_B = XMVector3Dot( h_B, XMVectorSwizzle<XM_SWIZZLE_Y, XM_SWIZZLE_X, XM_SWIZZLE_W, XM_SWIZZLE_Z>( AR2X ) );
+ NoIntersection = XMVectorOrInt( NoIntersection,
+ XMVectorGreater( XMVectorAbs(d), XMVectorAdd( d_A, d_B ) ) );
+
+ // No seperating axis found, boxes must intersect.
+ return XMVector4NotEqualInt( NoIntersection, XMVectorTrueInt() ) ? true : false;
+}
+
+
+//-----------------------------------------------------------------------------
+// Frustum vs. oriented box test
+//-----------------------------------------------------------------------------
+_Use_decl_annotations_
+inline bool BoundingOrientedBox::Intersects( const BoundingFrustum& fr ) const
+{
+ return fr.Intersects( *this );
+}
+
+
+//-----------------------------------------------------------------------------
+// Triangle vs. oriented box test.
+//-----------------------------------------------------------------------------
+_Use_decl_annotations_
+inline bool BoundingOrientedBox::Intersects( FXMVECTOR V0, FXMVECTOR V1, FXMVECTOR V2 ) const
+{
+ // Load the box center & orientation.
+ XMVECTOR vCenter = XMLoadFloat3( &Center );
+ XMVECTOR vOrientation = XMLoadFloat4( &Orientation );
+
+ // Transform the triangle vertices into the space of the box.
+ XMVECTOR TV0 = XMVector3InverseRotate( V0 - vCenter, vOrientation );
+ XMVECTOR TV1 = XMVector3InverseRotate( V1 - vCenter, vOrientation );
+ XMVECTOR TV2 = XMVector3InverseRotate( V2 - vCenter, vOrientation );
+
+ BoundingBox box;
+ box.Center = XMFLOAT3( 0.0f, 0.0f, 0.0f );
+ box.Extents = Extents;
+
+ // Use the triangle vs axis aligned box intersection routine.
+ return box.Intersects( TV0, TV1, TV2 );
+}
+
+
+//-----------------------------------------------------------------------------
+_Use_decl_annotations_
+inline PlaneIntersectionType BoundingOrientedBox::Intersects( FXMVECTOR Plane ) const
+{
+ assert( DirectX::Internal::XMPlaneIsUnit( Plane ) );
+
+ // Load the box.
+ XMVECTOR vCenter = XMLoadFloat3( &Center );
+ XMVECTOR vExtents = XMLoadFloat3( &Extents );
+ XMVECTOR BoxOrientation = XMLoadFloat4( &Orientation );
+
+ assert( DirectX::Internal::XMQuaternionIsUnit( BoxOrientation ) );
+
+ // Set w of the center to one so we can dot4 with a plane.
+ vCenter = XMVectorInsert<0, 0, 0, 0, 1>( vCenter, XMVectorSplatOne() );
+
+ // Build the 3x3 rotation matrix that defines the box axes.
+ XMMATRIX R = XMMatrixRotationQuaternion( BoxOrientation );
+
+ XMVECTOR Outside, Inside;
+ DirectX::Internal::FastIntersectOrientedBoxPlane( vCenter, vExtents, R.r[0], R.r[1], R.r[2], Plane, Outside, Inside );
+
+ // If the box is outside any plane it is outside.
+ if ( XMVector4EqualInt( Outside, XMVectorTrueInt() ) )
+ return FRONT;
+
+ // If the box is inside all planes it is inside.
+ if ( XMVector4EqualInt( Inside, XMVectorTrueInt() ) )
+ return BACK;
+
+ // The box is not inside all planes or outside a plane it intersects.
+ return INTERSECTING;
+}
+
+
+//-----------------------------------------------------------------------------
+// Compute the intersection of a ray (Origin, Direction) with an oriented box
+// using the slabs method.
+//-----------------------------------------------------------------------------
+_Use_decl_annotations_
+inline bool BoundingOrientedBox::Intersects( FXMVECTOR Origin, FXMVECTOR Direction, float& Dist ) const
+{
+ assert( DirectX::Internal::XMVector3IsUnit( Direction ) );
+
+ static const XMVECTORI32 SelectY =
+ {
+ XM_SELECT_0, XM_SELECT_1, XM_SELECT_0, XM_SELECT_0
+ };
+ static const XMVECTORI32 SelectZ =
+ {
+ XM_SELECT_0, XM_SELECT_0, XM_SELECT_1, XM_SELECT_0
+ };
+
+ // Load the box.
+ XMVECTOR vCenter = XMLoadFloat3( &Center );
+ XMVECTOR vExtents = XMLoadFloat3( &Extents );
+ XMVECTOR vOrientation = XMLoadFloat4( &Orientation );
+
+ assert( DirectX::Internal::XMQuaternionIsUnit( vOrientation ) );
+
+ // Get the boxes normalized side directions.
+ XMMATRIX R = XMMatrixRotationQuaternion( vOrientation );
+
+ // Adjust ray origin to be relative to center of the box.
+ XMVECTOR TOrigin = vCenter - Origin;
+
+ // Compute the dot product againt each axis of the box.
+ XMVECTOR AxisDotOrigin = XMVector3Dot( R.r[0], TOrigin );
+ AxisDotOrigin = XMVectorSelect( AxisDotOrigin, XMVector3Dot( R.r[1], TOrigin ), SelectY );
+ AxisDotOrigin = XMVectorSelect( AxisDotOrigin, XMVector3Dot( R.r[2], TOrigin ), SelectZ );
+
+ XMVECTOR AxisDotDirection = XMVector3Dot( R.r[0], Direction );
+ AxisDotDirection = XMVectorSelect( AxisDotDirection, XMVector3Dot( R.r[1], Direction ), SelectY );
+ AxisDotDirection = XMVectorSelect( AxisDotDirection, XMVector3Dot( R.r[2], Direction ), SelectZ );
+
+ // if (fabs(AxisDotDirection) <= Epsilon) the ray is nearly parallel to the slab.
+ XMVECTOR IsParallel = XMVectorLessOrEqual( XMVectorAbs( AxisDotDirection ), g_RayEpsilon );
+
+ // Test against all three axes simultaneously.
+ XMVECTOR InverseAxisDotDirection = XMVectorReciprocal( AxisDotDirection );
+ XMVECTOR t1 = ( AxisDotOrigin - vExtents ) * InverseAxisDotDirection;
+ XMVECTOR t2 = ( AxisDotOrigin + vExtents ) * InverseAxisDotDirection;
+
+ // Compute the max of min(t1,t2) and the min of max(t1,t2) ensuring we don't
+ // use the results from any directions parallel to the slab.
+ XMVECTOR t_min = XMVectorSelect( XMVectorMin( t1, t2 ), g_FltMin, IsParallel );
+ XMVECTOR t_max = XMVectorSelect( XMVectorMax( t1, t2 ), g_FltMax, IsParallel );
+
+ // t_min.x = maximum( t_min.x, t_min.y, t_min.z );
+ // t_max.x = minimum( t_max.x, t_max.y, t_max.z );
+ t_min = XMVectorMax( t_min, XMVectorSplatY( t_min ) ); // x = max(x,y)
+ t_min = XMVectorMax( t_min, XMVectorSplatZ( t_min ) ); // x = max(max(x,y),z)
+ t_max = XMVectorMin( t_max, XMVectorSplatY( t_max ) ); // x = min(x,y)
+ t_max = XMVectorMin( t_max, XMVectorSplatZ( t_max ) ); // x = min(min(x,y),z)
+
+ // if ( t_min > t_max ) return false;
+ XMVECTOR NoIntersection = XMVectorGreater( XMVectorSplatX( t_min ), XMVectorSplatX( t_max ) );
+
+ // if ( t_max < 0.0f ) return false;
+ NoIntersection = XMVectorOrInt( NoIntersection, XMVectorLess( XMVectorSplatX( t_max ), XMVectorZero() ) );
+
+ // if (IsParallel && (-Extents > AxisDotOrigin || Extents < AxisDotOrigin)) return false;
+ XMVECTOR ParallelOverlap = XMVectorInBounds( AxisDotOrigin, vExtents );
+ NoIntersection = XMVectorOrInt( NoIntersection, XMVectorAndCInt( IsParallel, ParallelOverlap ) );
+
+ if( !DirectX::Internal::XMVector3AnyTrue( NoIntersection ) )
+ {
+ // Store the x-component to *pDist
+ XMStoreFloat( &Dist, t_min );
+ return true;
+ }
+
+ Dist = 0.f;
+ return false;
+}
+
+
+//-----------------------------------------------------------------------------
+// Test an oriented box vs 6 planes (typically forming a frustum).
+//-----------------------------------------------------------------------------
+_Use_decl_annotations_
+inline ContainmentType BoundingOrientedBox::ContainedBy( FXMVECTOR Plane0, FXMVECTOR Plane1, FXMVECTOR Plane2,
+ GXMVECTOR Plane3, CXMVECTOR Plane4, CXMVECTOR Plane5 ) const
+{
+ // Load the box.
+ XMVECTOR vCenter = XMLoadFloat3( &Center );
+ XMVECTOR vExtents = XMLoadFloat3( &Extents );
+ XMVECTOR BoxOrientation = XMLoadFloat4( &Orientation );
+
+ assert( DirectX::Internal::XMQuaternionIsUnit( BoxOrientation ) );
+
+ // Set w of the center to one so we can dot4 with a plane.
+ vCenter = XMVectorInsert<0, 0, 0, 0, 1>( vCenter, XMVectorSplatOne() );
+
+ // Build the 3x3 rotation matrix that defines the box axes.
+ XMMATRIX R = XMMatrixRotationQuaternion( BoxOrientation );
+
+ XMVECTOR Outside, Inside;
+
+ // Test against each plane.
+ DirectX::Internal::FastIntersectOrientedBoxPlane( vCenter, vExtents, R.r[0], R.r[1], R.r[2], Plane0, Outside, Inside );
+
+ XMVECTOR AnyOutside = Outside;
+ XMVECTOR AllInside = Inside;
+
+ DirectX::Internal::FastIntersectOrientedBoxPlane( vCenter, vExtents, R.r[0], R.r[1], R.r[2], Plane1, Outside, Inside );
+ AnyOutside = XMVectorOrInt( AnyOutside, Outside );
+ AllInside = XMVectorAndInt( AllInside, Inside );
+
+ DirectX::Internal::FastIntersectOrientedBoxPlane( vCenter, vExtents, R.r[0], R.r[1], R.r[2], Plane2, Outside, Inside );
+ AnyOutside = XMVectorOrInt( AnyOutside, Outside );
+ AllInside = XMVectorAndInt( AllInside, Inside );
+
+ DirectX::Internal::FastIntersectOrientedBoxPlane( vCenter, vExtents, R.r[0], R.r[1], R.r[2], Plane3, Outside, Inside );
+ AnyOutside = XMVectorOrInt( AnyOutside, Outside );
+ AllInside = XMVectorAndInt( AllInside, Inside );
+
+ DirectX::Internal::FastIntersectOrientedBoxPlane( vCenter, vExtents, R.r[0], R.r[1], R.r[2], Plane4, Outside, Inside );
+ AnyOutside = XMVectorOrInt( AnyOutside, Outside );
+ AllInside = XMVectorAndInt( AllInside, Inside );
+
+ DirectX::Internal::FastIntersectOrientedBoxPlane( vCenter, vExtents, R.r[0], R.r[1], R.r[2], Plane5, Outside, Inside );
+ AnyOutside = XMVectorOrInt( AnyOutside, Outside );
+ AllInside = XMVectorAndInt( AllInside, Inside );
+
+ // If the box is outside any plane it is outside.
+ if ( XMVector4EqualInt( AnyOutside, XMVectorTrueInt() ) )
+ return DISJOINT;
+
+ // If the box is inside all planes it is inside.
+ if ( XMVector4EqualInt( AllInside, XMVectorTrueInt() ) )
+ return CONTAINS;
+
+ // The box is not inside all planes or outside a plane, it may intersect.
+ return INTERSECTS;
+}
+
+
+//-----------------------------------------------------------------------------
+// Create oriented bounding box from axis-aligned bounding box
+//-----------------------------------------------------------------------------
+_Use_decl_annotations_
+inline void BoundingOrientedBox::CreateFromBoundingBox( BoundingOrientedBox& Out, const BoundingBox& box )
+{
+ Out.Center = box.Center;
+ Out.Extents = box.Extents;
+ Out.Orientation = XMFLOAT4( 0.f, 0.f, 0.f, 1.f );
+}
+
+
+//-----------------------------------------------------------------------------
+// Find the approximate minimum oriented bounding box containing a set of
+// points. Exact computation of minimum oriented bounding box is possible but
+// is slower and requires a more complex algorithm.
+// The algorithm works by computing the inertia tensor of the points and then
+// using the eigenvectors of the intertia tensor as the axes of the box.
+// Computing the intertia tensor of the convex hull of the points will usually
+// result in better bounding box but the computation is more complex.
+// Exact computation of the minimum oriented bounding box is possible but the
+// best know algorithm is O(N^3) and is significanly more complex to implement.
+//-----------------------------------------------------------------------------
+_Use_decl_annotations_
+inline void BoundingOrientedBox::CreateFromPoints( BoundingOrientedBox& Out, size_t Count, const XMFLOAT3* pPoints, size_t Stride )
+{
+ assert( Count > 0 );
+ assert( pPoints != 0 );
+
+ XMVECTOR CenterOfMass = XMVectorZero();
+
+ // Compute the center of mass and inertia tensor of the points.
+ for( size_t i = 0; i < Count; ++i )
+ {
+ XMVECTOR Point = XMLoadFloat3( reinterpret_cast<const XMFLOAT3*>( reinterpret_cast<const uint8_t*>(pPoints) + i * Stride ) );
+
+ CenterOfMass += Point;
+ }
+
+ CenterOfMass *= XMVectorReciprocal( XMVectorReplicate( float( Count ) ) );
+
+ // Compute the inertia tensor of the points around the center of mass.
+ // Using the center of mass is not strictly necessary, but will hopefully
+ // improve the stability of finding the eigenvectors.
+ XMVECTOR XX_YY_ZZ = XMVectorZero();
+ XMVECTOR XY_XZ_YZ = XMVectorZero();
+
+ for( size_t i = 0; i < Count; ++i )
+ {
+ XMVECTOR Point = XMLoadFloat3( reinterpret_cast<const XMFLOAT3*>( reinterpret_cast<const uint8_t*>(pPoints) + i * Stride ) ) - CenterOfMass;
+
+ XX_YY_ZZ += Point * Point;
+
+ XMVECTOR XXY = XMVectorSwizzle<XM_SWIZZLE_X, XM_SWIZZLE_X, XM_SWIZZLE_Y, XM_SWIZZLE_W>( Point );
+ XMVECTOR YZZ = XMVectorSwizzle<XM_SWIZZLE_Y, XM_SWIZZLE_Z, XM_SWIZZLE_Z, XM_SWIZZLE_W>( Point );
+
+ XY_XZ_YZ += XXY * YZZ;
+ }
+
+ XMVECTOR v1, v2, v3;
+
+ // Compute the eigenvectors of the inertia tensor.
+ DirectX::Internal::CalculateEigenVectorsFromCovarianceMatrix( XMVectorGetX( XX_YY_ZZ ), XMVectorGetY( XX_YY_ZZ ),
+ XMVectorGetZ( XX_YY_ZZ ),
+ XMVectorGetX( XY_XZ_YZ ), XMVectorGetY( XY_XZ_YZ ),
+ XMVectorGetZ( XY_XZ_YZ ),
+ &v1, &v2, &v3 );
+
+ // Put them in a matrix.
+ XMMATRIX R;
+
+ R.r[0] = XMVectorSetW( v1, 0.f );
+ R.r[1] = XMVectorSetW( v2, 0.f );
+ R.r[2] = XMVectorSetW( v3, 0.f );
+ R.r[3] = g_XMIdentityR3.v;
+
+ // Multiply by -1 to convert the matrix into a right handed coordinate
+ // system (Det ~= 1) in case the eigenvectors form a left handed
+ // coordinate system (Det ~= -1) because XMQuaternionRotationMatrix only
+ // works on right handed matrices.
+ XMVECTOR Det = XMMatrixDeterminant( R );
+
+ if( XMVector4Less( Det, XMVectorZero() ) )
+ {
+ R.r[0] *= g_XMNegativeOne.v;
+ R.r[1] *= g_XMNegativeOne.v;
+ R.r[2] *= g_XMNegativeOne.v;
+ }
+
+ // Get the rotation quaternion from the matrix.
+ XMVECTOR vOrientation = XMQuaternionRotationMatrix( R );
+
+ // Make sure it is normal (in case the vectors are slightly non-orthogonal).
+ vOrientation = XMQuaternionNormalize( vOrientation );
+
+ // Rebuild the rotation matrix from the quaternion.
+ R = XMMatrixRotationQuaternion( vOrientation );
+
+ // Build the rotation into the rotated space.
+ XMMATRIX InverseR = XMMatrixTranspose( R );
+
+ // Find the minimum OBB using the eigenvectors as the axes.
+ XMVECTOR vMin, vMax;
+
+ vMin = vMax = XMVector3TransformNormal( XMLoadFloat3( pPoints ), InverseR );
+
+ for( size_t i = 1; i < Count; ++i )
+ {
+ XMVECTOR Point = XMVector3TransformNormal( XMLoadFloat3( reinterpret_cast<const XMFLOAT3*>( reinterpret_cast<const uint8_t*>(pPoints) + i * Stride ) ),
+ InverseR );
+
+ vMin = XMVectorMin( vMin, Point );
+ vMax = XMVectorMax( vMax, Point );
+ }
+
+ // Rotate the center into world space.
+ XMVECTOR vCenter = ( vMin + vMax ) * 0.5f;
+ vCenter = XMVector3TransformNormal( vCenter, R );
+
+ // Store center, extents, and orientation.
+ XMStoreFloat3( &Out.Center, vCenter );
+ XMStoreFloat3( &Out.Extents, ( vMax - vMin ) * 0.5f );
+ XMStoreFloat4( &Out.Orientation, vOrientation );
+}
+
+
+/****************************************************************************
+ *
+ * BoundingFrustum
+ *
+ ****************************************************************************/
+
+//-----------------------------------------------------------------------------
+// Transform a frustum by an angle preserving transform.
+//-----------------------------------------------------------------------------
+_Use_decl_annotations_
+inline void BoundingFrustum::Transform( BoundingFrustum& Out, CXMMATRIX M ) const
+{
+ // Load the frustum.
+ XMVECTOR vOrigin = XMLoadFloat3( &Origin );
+ XMVECTOR vOrientation = XMLoadFloat4( &Orientation );
+
+ assert( DirectX::Internal::XMQuaternionIsUnit( vOrientation ) );
+
+ // Composite the frustum rotation and the transform rotation.
+ XMVECTOR Rotation = XMQuaternionRotationMatrix( M );
+ vOrientation = XMQuaternionMultiply( vOrientation, Rotation );
+
+ // Transform the center.
+ vOrigin = XMVector3Transform( vOrigin, M );
+
+ // Store the frustum.
+ XMStoreFloat3( &Out.Origin, vOrigin );
+ XMStoreFloat4( &Out.Orientation, vOrientation );
+
+ // Scale the near and far distances (the slopes remain the same).
+ XMVECTOR dX = XMVector3Dot( M.r[0], M.r[0] );
+ XMVECTOR dY = XMVector3Dot( M.r[1], M.r[1] );
+ XMVECTOR dZ = XMVector3Dot( M.r[2], M.r[2] );
+
+ XMVECTOR d = XMVectorMax( dX, XMVectorMax( dY, dZ ) );
+ float Scale = sqrtf( XMVectorGetX(d) );
+
+ Out.Near = Near * Scale;
+ Out.Far = Far * Scale;
+
+ // Copy the slopes.
+ Out.RightSlope = RightSlope;
+ Out.LeftSlope = LeftSlope;
+ Out.TopSlope = TopSlope;
+ Out.BottomSlope = BottomSlope;
+}
+
+_Use_decl_annotations_
+inline void BoundingFrustum::Transform( BoundingFrustum& Out, float Scale, FXMVECTOR Rotation, FXMVECTOR Translation ) const
+{
+ assert( DirectX::Internal::XMQuaternionIsUnit( Rotation ) );
+
+ // Load the frustum.
+ XMVECTOR vOrigin = XMLoadFloat3( &Origin );
+ XMVECTOR vOrientation = XMLoadFloat4( &Orientation );
+
+ assert( DirectX::Internal::XMQuaternionIsUnit( vOrientation ) );
+
+ // Composite the frustum rotation and the transform rotation.
+ vOrientation = XMQuaternionMultiply( vOrientation, Rotation );
+
+ // Transform the origin.
+ vOrigin = XMVector3Rotate( vOrigin * XMVectorReplicate( Scale ), Rotation ) + Translation;
+
+ // Store the frustum.
+ XMStoreFloat3( &Out.Origin, vOrigin );
+ XMStoreFloat4( &Out.Orientation, vOrientation );
+
+ // Scale the near and far distances (the slopes remain the same).
+ Out.Near = Near * Scale;
+ Out.Far = Far * Scale;
+
+ // Copy the slopes.
+ Out.RightSlope = RightSlope;
+ Out.LeftSlope = LeftSlope;
+ Out.TopSlope = TopSlope;
+ Out.BottomSlope = BottomSlope;
+}
+
+
+//-----------------------------------------------------------------------------
+// Get the corner points of the frustum
+//-----------------------------------------------------------------------------
+_Use_decl_annotations_
+inline void BoundingFrustum::GetCorners( XMFLOAT3* Corners ) const
+{
+ assert( Corners != 0 );
+
+ // Load origin and orientation of the frustum.
+ XMVECTOR vOrigin = XMLoadFloat3( &Origin );
+ XMVECTOR vOrientation = XMLoadFloat4( &Orientation );
+
+ assert( DirectX::Internal::XMQuaternionIsUnit( vOrientation ) );
+
+ // Build the corners of the frustum.
+ XMVECTOR vRightTop = XMVectorSet( RightSlope, TopSlope, 1.0f, 0.0f );
+ XMVECTOR vRightBottom = XMVectorSet( RightSlope, BottomSlope, 1.0f, 0.0f );
+ XMVECTOR vLeftTop = XMVectorSet( LeftSlope, TopSlope, 1.0f, 0.0f );
+ XMVECTOR vLeftBottom = XMVectorSet( LeftSlope, BottomSlope, 1.0f, 0.0f );
+ XMVECTOR vNear = XMVectorReplicatePtr( &Near );
+ XMVECTOR vFar = XMVectorReplicatePtr( &Far );
+
+ // Returns 8 corners position of bounding frustum.
+ // Near Far
+ // 0----1 4----5
+ // | | | |
+ // | | | |
+ // 3----2 7----6
+
+ XMVECTOR vCorners[CORNER_COUNT];
+ vCorners[0] = vLeftTop * vNear;
+ vCorners[1] = vRightTop * vNear;
+ vCorners[2] = vRightBottom * vNear;
+ vCorners[3] = vLeftBottom * vNear;
+ vCorners[4] = vLeftTop * vFar;
+ vCorners[5] = vRightTop * vFar;
+ vCorners[6] = vRightBottom * vFar;
+ vCorners[7] = vLeftBottom * vFar;
+
+ for( size_t i=0; i < CORNER_COUNT; ++i )
+ {
+ XMVECTOR C = XMVector3Rotate( vCorners[i], vOrientation ) + vOrigin;
+ XMStoreFloat3( &Corners[i], C );
+ }
+}
+
+
+//-----------------------------------------------------------------------------
+// Point in frustum test.
+//-----------------------------------------------------------------------------
+_Use_decl_annotations_
+inline ContainmentType BoundingFrustum::Contains( FXMVECTOR Point ) const
+{
+ // Build frustum planes.
+ XMVECTOR Planes[6];
+ Planes[0] = XMVectorSet( 0.0f, 0.0f, -1.0f, Near );
+ Planes[1] = XMVectorSet( 0.0f, 0.0f, 1.0f, -Far );
+ Planes[2] = XMVectorSet( 1.0f, 0.0f, -RightSlope, 0.0f );
+ Planes[3] = XMVectorSet( -1.0f, 0.0f, LeftSlope, 0.0f );
+ Planes[4] = XMVectorSet( 0.0f, 1.0f, -TopSlope, 0.0f );
+ Planes[5] = XMVectorSet( 0.0f, -1.0f, BottomSlope, 0.0f );
+
+ // Load origin and orientation.
+ XMVECTOR vOrigin = XMLoadFloat3( &Origin );
+ XMVECTOR vOrientation = XMLoadFloat4( &Orientation );
+
+ assert( DirectX::Internal::XMQuaternionIsUnit( vOrientation ) );
+
+ // Transform point into local space of frustum.
+ XMVECTOR TPoint = XMVector3InverseRotate( Point - vOrigin, vOrientation );
+
+ // Set w to one.
+ TPoint = XMVectorInsert<0, 0, 0, 0, 1>( TPoint, XMVectorSplatOne() );
+
+ XMVECTOR Zero = XMVectorZero();
+ XMVECTOR Outside = Zero;
+
+ // Test point against each plane of the frustum.
+ for( size_t i = 0; i < 6; ++i )
+ {
+ XMVECTOR Dot = XMVector4Dot( TPoint, Planes[i] );
+ Outside = XMVectorOrInt( Outside, XMVectorGreater( Dot, Zero ) );
+ }
+
+ return XMVector4NotEqualInt( Outside, XMVectorTrueInt() ) ? CONTAINS : DISJOINT;
+}
+
+
+//-----------------------------------------------------------------------------
+// Triangle vs frustum test.
+//-----------------------------------------------------------------------------
+_Use_decl_annotations_
+inline ContainmentType BoundingFrustum::Contains( FXMVECTOR V0, FXMVECTOR V1, FXMVECTOR V2 ) const
+{
+ // Load origin and orientation of the frustum.
+ XMVECTOR vOrigin = XMLoadFloat3( &Origin );
+ XMVECTOR vOrientation = XMLoadFloat4( &Orientation );
+
+ // Create 6 planes (do it inline to encourage use of registers)
+ XMVECTOR NearPlane = XMVectorSet( 0.0f, 0.0f, -1.0f, Near );
+ NearPlane = DirectX::Internal::XMPlaneTransform( NearPlane, vOrientation, vOrigin );
+ NearPlane = XMPlaneNormalize( NearPlane );
+
+ XMVECTOR FarPlane = XMVectorSet( 0.0f, 0.0f, 1.0f, -Far );
+ FarPlane = DirectX::Internal::XMPlaneTransform( FarPlane, vOrientation, vOrigin );
+ FarPlane = XMPlaneNormalize( FarPlane );
+
+ XMVECTOR RightPlane = XMVectorSet( 1.0f, 0.0f, -RightSlope, 0.0f );
+ RightPlane = DirectX::Internal::XMPlaneTransform( RightPlane, vOrientation, vOrigin );
+ RightPlane = XMPlaneNormalize( RightPlane );
+
+ XMVECTOR LeftPlane = XMVectorSet( -1.0f, 0.0f, LeftSlope, 0.0f );
+ LeftPlane = DirectX::Internal::XMPlaneTransform( LeftPlane, vOrientation, vOrigin );
+ LeftPlane = XMPlaneNormalize( LeftPlane );
+
+ XMVECTOR TopPlane = XMVectorSet( 0.0f, 1.0f, -TopSlope, 0.0f );
+ TopPlane = DirectX::Internal::XMPlaneTransform( TopPlane, vOrientation, vOrigin );
+ TopPlane = XMPlaneNormalize( TopPlane );
+
+ XMVECTOR BottomPlane = XMVectorSet( 0.0f, -1.0f, BottomSlope, 0.0f );
+ BottomPlane = DirectX::Internal::XMPlaneTransform( BottomPlane, vOrientation, vOrigin );
+ BottomPlane = XMPlaneNormalize( BottomPlane );
+
+ return TriangleTests::ContainedBy( V0, V1, V2, NearPlane, FarPlane, RightPlane, LeftPlane, TopPlane, BottomPlane );
+}
+
+
+//-----------------------------------------------------------------------------
+_Use_decl_annotations_
+inline ContainmentType BoundingFrustum::Contains( const BoundingSphere& sh ) const
+{
+ // Load origin and orientation of the frustum.
+ XMVECTOR vOrigin = XMLoadFloat3( &Origin );
+ XMVECTOR vOrientation = XMLoadFloat4( &Orientation );
+
+ // Create 6 planes (do it inline to encourage use of registers)
+ XMVECTOR NearPlane = XMVectorSet( 0.0f, 0.0f, -1.0f, Near );
+ NearPlane = DirectX::Internal::XMPlaneTransform( NearPlane, vOrientation, vOrigin );
+ NearPlane = XMPlaneNormalize( NearPlane );
+
+ XMVECTOR FarPlane = XMVectorSet( 0.0f, 0.0f, 1.0f, -Far );
+ FarPlane = DirectX::Internal::XMPlaneTransform( FarPlane, vOrientation, vOrigin );
+ FarPlane = XMPlaneNormalize( FarPlane );
+
+ XMVECTOR RightPlane = XMVectorSet( 1.0f, 0.0f, -RightSlope, 0.0f );
+ RightPlane = DirectX::Internal::XMPlaneTransform( RightPlane, vOrientation, vOrigin );
+ RightPlane = XMPlaneNormalize( RightPlane );
+
+ XMVECTOR LeftPlane = XMVectorSet( -1.0f, 0.0f, LeftSlope, 0.0f );
+ LeftPlane = DirectX::Internal::XMPlaneTransform( LeftPlane, vOrientation, vOrigin );
+ LeftPlane = XMPlaneNormalize( LeftPlane );
+
+ XMVECTOR TopPlane = XMVectorSet( 0.0f, 1.0f, -TopSlope, 0.0f );
+ TopPlane = DirectX::Internal::XMPlaneTransform( TopPlane, vOrientation, vOrigin );
+ TopPlane = XMPlaneNormalize( TopPlane );
+
+ XMVECTOR BottomPlane = XMVectorSet( 0.0f, -1.0f, BottomSlope, 0.0f );
+ BottomPlane = DirectX::Internal::XMPlaneTransform( BottomPlane, vOrientation, vOrigin );
+ BottomPlane = XMPlaneNormalize( BottomPlane );
+
+ return sh.ContainedBy( NearPlane, FarPlane, RightPlane, LeftPlane, TopPlane, BottomPlane );
+}
+
+
+//-----------------------------------------------------------------------------
+_Use_decl_annotations_
+inline ContainmentType BoundingFrustum::Contains( const BoundingBox& box ) const
+{
+ // Load origin and orientation of the frustum.
+ XMVECTOR vOrigin = XMLoadFloat3( &Origin );
+ XMVECTOR vOrientation = XMLoadFloat4( &Orientation );
+
+ // Create 6 planes (do it inline to encourage use of registers)
+ XMVECTOR NearPlane = XMVectorSet( 0.0f, 0.0f, -1.0f, Near );
+ NearPlane = DirectX::Internal::XMPlaneTransform( NearPlane, vOrientation, vOrigin );
+ NearPlane = XMPlaneNormalize( NearPlane );
+
+ XMVECTOR FarPlane = XMVectorSet( 0.0f, 0.0f, 1.0f, -Far );
+ FarPlane = DirectX::Internal::XMPlaneTransform( FarPlane, vOrientation, vOrigin );
+ FarPlane = XMPlaneNormalize( FarPlane );
+
+ XMVECTOR RightPlane = XMVectorSet( 1.0f, 0.0f, -RightSlope, 0.0f );
+ RightPlane = DirectX::Internal::XMPlaneTransform( RightPlane, vOrientation, vOrigin );
+ RightPlane = XMPlaneNormalize( RightPlane );
+
+ XMVECTOR LeftPlane = XMVectorSet( -1.0f, 0.0f, LeftSlope, 0.0f );
+ LeftPlane = DirectX::Internal::XMPlaneTransform( LeftPlane, vOrientation, vOrigin );
+ LeftPlane = XMPlaneNormalize( LeftPlane );
+
+ XMVECTOR TopPlane = XMVectorSet( 0.0f, 1.0f, -TopSlope, 0.0f );
+ TopPlane = DirectX::Internal::XMPlaneTransform( TopPlane, vOrientation, vOrigin );
+ TopPlane = XMPlaneNormalize( TopPlane );
+
+ XMVECTOR BottomPlane = XMVectorSet( 0.0f, -1.0f, BottomSlope, 0.0f );
+ BottomPlane = DirectX::Internal::XMPlaneTransform( BottomPlane, vOrientation, vOrigin );
+ BottomPlane = XMPlaneNormalize( BottomPlane );
+
+ return box.ContainedBy( NearPlane, FarPlane, RightPlane, LeftPlane, TopPlane, BottomPlane );
+}
+
+
+//-----------------------------------------------------------------------------
+_Use_decl_annotations_
+inline ContainmentType BoundingFrustum::Contains( const BoundingOrientedBox& box ) const
+{
+ // Load origin and orientation of the frustum.
+ XMVECTOR vOrigin = XMLoadFloat3( &Origin );
+ XMVECTOR vOrientation = XMLoadFloat4( &Orientation );
+
+ // Create 6 planes (do it inline to encourage use of registers)
+ XMVECTOR NearPlane = XMVectorSet( 0.0f, 0.0f, -1.0f, Near );
+ NearPlane = DirectX::Internal::XMPlaneTransform( NearPlane, vOrientation, vOrigin );
+ NearPlane = XMPlaneNormalize( NearPlane );
+
+ XMVECTOR FarPlane = XMVectorSet( 0.0f, 0.0f, 1.0f, -Far );
+ FarPlane = DirectX::Internal::XMPlaneTransform( FarPlane, vOrientation, vOrigin );
+ FarPlane = XMPlaneNormalize( FarPlane );
+
+ XMVECTOR RightPlane = XMVectorSet( 1.0f, 0.0f, -RightSlope, 0.0f );
+ RightPlane = DirectX::Internal::XMPlaneTransform( RightPlane, vOrientation, vOrigin );
+ RightPlane = XMPlaneNormalize( RightPlane );
+
+ XMVECTOR LeftPlane = XMVectorSet( -1.0f, 0.0f, LeftSlope, 0.0f );
+ LeftPlane = DirectX::Internal::XMPlaneTransform( LeftPlane, vOrientation, vOrigin );
+ LeftPlane = XMPlaneNormalize( LeftPlane );
+
+ XMVECTOR TopPlane = XMVectorSet( 0.0f, 1.0f, -TopSlope, 0.0f );
+ TopPlane = DirectX::Internal::XMPlaneTransform( TopPlane, vOrientation, vOrigin );
+ TopPlane = XMPlaneNormalize( TopPlane );
+
+ XMVECTOR BottomPlane = XMVectorSet( 0.0f, -1.0f, BottomSlope, 0.0f );
+ BottomPlane = DirectX::Internal::XMPlaneTransform( BottomPlane, vOrientation, vOrigin );
+ BottomPlane = XMPlaneNormalize( BottomPlane );
+
+ return box.ContainedBy( NearPlane, FarPlane, RightPlane, LeftPlane, TopPlane, BottomPlane );
+}
+
+
+//-----------------------------------------------------------------------------
+_Use_decl_annotations_
+inline ContainmentType BoundingFrustum::Contains( const BoundingFrustum& fr ) const
+{
+ // Load origin and orientation of the frustum.
+ XMVECTOR vOrigin = XMLoadFloat3( &Origin );
+ XMVECTOR vOrientation = XMLoadFloat4( &Orientation );
+
+ // Create 6 planes (do it inline to encourage use of registers)
+ XMVECTOR NearPlane = XMVectorSet( 0.0f, 0.0f, -1.0f, Near );
+ NearPlane = DirectX::Internal::XMPlaneTransform( NearPlane, vOrientation, vOrigin );
+ NearPlane = XMPlaneNormalize( NearPlane );
+
+ XMVECTOR FarPlane = XMVectorSet( 0.0f, 0.0f, 1.0f, -Far );
+ FarPlane = DirectX::Internal::XMPlaneTransform( FarPlane, vOrientation, vOrigin );
+ FarPlane = XMPlaneNormalize( FarPlane );
+
+ XMVECTOR RightPlane = XMVectorSet( 1.0f, 0.0f, -RightSlope, 0.0f );
+ RightPlane = DirectX::Internal::XMPlaneTransform( RightPlane, vOrientation, vOrigin );
+ RightPlane = XMPlaneNormalize( RightPlane );
+
+ XMVECTOR LeftPlane = XMVectorSet( -1.0f, 0.0f, LeftSlope, 0.0f );
+ LeftPlane = DirectX::Internal::XMPlaneTransform( LeftPlane, vOrientation, vOrigin );
+ LeftPlane = XMPlaneNormalize( LeftPlane );
+
+ XMVECTOR TopPlane = XMVectorSet( 0.0f, 1.0f, -TopSlope, 0.0f );
+ TopPlane = DirectX::Internal::XMPlaneTransform( TopPlane, vOrientation, vOrigin );
+ TopPlane = XMPlaneNormalize( TopPlane );
+
+ XMVECTOR BottomPlane = XMVectorSet( 0.0f, -1.0f, BottomSlope, 0.0f );
+ BottomPlane = DirectX::Internal::XMPlaneTransform( BottomPlane, vOrientation, vOrigin );
+ BottomPlane = XMPlaneNormalize( BottomPlane );
+
+ return fr.ContainedBy( NearPlane, FarPlane, RightPlane, LeftPlane, TopPlane, BottomPlane );
+}
+
+
+//-----------------------------------------------------------------------------
+// Exact sphere vs frustum test. The algorithm first checks the sphere against
+// the planes of the frustum, then if the plane checks were indeterminate finds
+// the nearest feature (plane, line, point) on the frustum to the center of the
+// sphere and compares the distance to the nearest feature to the radius of the
+// sphere
+//-----------------------------------------------------------------------------
+_Use_decl_annotations_
+inline bool BoundingFrustum::Intersects( const BoundingSphere& sh ) const
+{
+ XMVECTOR Zero = XMVectorZero();
+
+ // Build the frustum planes.
+ XMVECTOR Planes[6];
+ Planes[0] = XMVectorSet( 0.0f, 0.0f, -1.0f, Near );
+ Planes[1] = XMVectorSet( 0.0f, 0.0f, 1.0f, -Far );
+ Planes[2] = XMVectorSet( 1.0f, 0.0f, -RightSlope, 0.0f );
+ Planes[3] = XMVectorSet( -1.0f, 0.0f, LeftSlope, 0.0f );
+ Planes[4] = XMVectorSet( 0.0f, 1.0f, -TopSlope, 0.0f );
+ Planes[5] = XMVectorSet( 0.0f, -1.0f, BottomSlope, 0.0f );
+
+ // Normalize the planes so we can compare to the sphere radius.
+ Planes[2] = XMVector3Normalize( Planes[2] );
+ Planes[3] = XMVector3Normalize( Planes[3] );
+ Planes[4] = XMVector3Normalize( Planes[4] );
+ Planes[5] = XMVector3Normalize( Planes[5] );
+
+ // Load origin and orientation of the frustum.
+ XMVECTOR vOrigin = XMLoadFloat3( &Origin );
+ XMVECTOR vOrientation = XMLoadFloat4( &Orientation );
+
+ assert( DirectX::Internal::XMQuaternionIsUnit( vOrientation ) );
+
+ // Load the sphere.
+ XMVECTOR vCenter = XMLoadFloat3( &sh.Center );
+ XMVECTOR vRadius = XMVectorReplicatePtr( &sh.Radius );
+
+ // Transform the center of the sphere into the local space of frustum.
+ vCenter = XMVector3InverseRotate( vCenter - vOrigin, vOrientation );
+
+ // Set w of the center to one so we can dot4 with the plane.
+ vCenter = XMVectorInsert<0, 0, 0, 0, 1>( vCenter, XMVectorSplatOne() );
+
+ // Check against each plane of the frustum.
+ XMVECTOR Outside = XMVectorFalseInt();
+ XMVECTOR InsideAll = XMVectorTrueInt();
+ XMVECTOR CenterInsideAll = XMVectorTrueInt();
+
+ XMVECTOR Dist[6];
+
+ for( size_t i = 0; i < 6; ++i )
+ {
+ Dist[i] = XMVector4Dot( vCenter, Planes[i] );
+
+ // Outside the plane?
+ Outside = XMVectorOrInt( Outside, XMVectorGreater( Dist[i], vRadius ) );
+
+ // Fully inside the plane?
+ InsideAll = XMVectorAndInt( InsideAll, XMVectorLessOrEqual( Dist[i], -vRadius ) );
+
+ // Check if the center is inside the plane.
+ CenterInsideAll = XMVectorAndInt( CenterInsideAll, XMVectorLessOrEqual( Dist[i], Zero ) );
+ }
+
+ // If the sphere is outside any of the planes it is outside.
+ if ( XMVector4EqualInt( Outside, XMVectorTrueInt() ) )
+ return false;
+
+ // If the sphere is inside all planes it is fully inside.
+ if ( XMVector4EqualInt( InsideAll, XMVectorTrueInt() ) )
+ return true;
+
+ // If the center of the sphere is inside all planes and the sphere intersects
+ // one or more planes then it must intersect.
+ if ( XMVector4EqualInt( CenterInsideAll, XMVectorTrueInt() ) )
+ return true;
+
+ // The sphere may be outside the frustum or intersecting the frustum.
+ // Find the nearest feature (face, edge, or corner) on the frustum
+ // to the sphere.
+
+ // The faces adjacent to each face are:
+ static const size_t adjacent_faces[6][4] =
+ {
+ { 2, 3, 4, 5 }, // 0
+ { 2, 3, 4, 5 }, // 1
+ { 0, 1, 4, 5 }, // 2
+ { 0, 1, 4, 5 }, // 3
+ { 0, 1, 2, 3 }, // 4
+ { 0, 1, 2, 3 }
+ }; // 5
+
+ XMVECTOR Intersects = XMVectorFalseInt();
+
+ // Check to see if the nearest feature is one of the planes.
+ for( size_t i = 0; i < 6; ++i )
+ {
+ // Find the nearest point on the plane to the center of the sphere.
+ XMVECTOR Point = vCenter - (Planes[i] * Dist[i]);
+
+ // Set w of the point to one.
+ Point = XMVectorInsert<0, 0, 0, 0, 1>( Point, XMVectorSplatOne() );
+
+ // If the point is inside the face (inside the adjacent planes) then
+ // this plane is the nearest feature.
+ XMVECTOR InsideFace = XMVectorTrueInt();
+
+ for ( size_t j = 0; j < 4; j++ )
+ {
+ size_t plane_index = adjacent_faces[i][j];
+
+ InsideFace = XMVectorAndInt( InsideFace,
+ XMVectorLessOrEqual( XMVector4Dot( Point, Planes[plane_index] ), Zero ) );
+ }
+
+ // Since we have already checked distance from the plane we know that the
+ // sphere must intersect if this plane is the nearest feature.
+ Intersects = XMVectorOrInt( Intersects,
+ XMVectorAndInt( XMVectorGreater( Dist[i], Zero ), InsideFace ) );
+ }
+
+ if ( XMVector4EqualInt( Intersects, XMVectorTrueInt() ) )
+ return true;
+
+ // Build the corners of the frustum.
+ XMVECTOR vRightTop = XMVectorSet( RightSlope, TopSlope, 1.0f, 0.0f );
+ XMVECTOR vRightBottom = XMVectorSet( RightSlope, BottomSlope, 1.0f, 0.0f );
+ XMVECTOR vLeftTop = XMVectorSet( LeftSlope, TopSlope, 1.0f, 0.0f );
+ XMVECTOR vLeftBottom = XMVectorSet( LeftSlope, BottomSlope, 1.0f, 0.0f );
+ XMVECTOR vNear = XMVectorReplicatePtr( &Near );
+ XMVECTOR vFar = XMVectorReplicatePtr( &Far );
+
+ XMVECTOR Corners[CORNER_COUNT];
+ Corners[0] = vRightTop * vNear;
+ Corners[1] = vRightBottom * vNear;
+ Corners[2] = vLeftTop * vNear;
+ Corners[3] = vLeftBottom * vNear;
+ Corners[4] = vRightTop * vFar;
+ Corners[5] = vRightBottom * vFar;
+ Corners[6] = vLeftTop * vFar;
+ Corners[7] = vLeftBottom * vFar;
+
+ // The Edges are:
+ static const size_t edges[12][2] =
+ {
+ { 0, 1 }, { 2, 3 }, { 0, 2 }, { 1, 3 }, // Near plane
+ { 4, 5 }, { 6, 7 }, { 4, 6 }, { 5, 7 }, // Far plane
+ { 0, 4 }, { 1, 5 }, { 2, 6 }, { 3, 7 },
+ }; // Near to far
+
+ XMVECTOR RadiusSq = vRadius * vRadius;
+
+ // Check to see if the nearest feature is one of the edges (or corners).
+ for( size_t i = 0; i < 12; ++i )
+ {
+ size_t ei0 = edges[i][0];
+ size_t ei1 = edges[i][1];
+
+ // Find the nearest point on the edge to the center of the sphere.
+ // The corners of the frustum are included as the endpoints of the edges.
+ XMVECTOR Point = DirectX::Internal::PointOnLineSegmentNearestPoint( Corners[ei0], Corners[ei1], vCenter );
+
+ XMVECTOR Delta = vCenter - Point;
+
+ XMVECTOR DistSq = XMVector3Dot( Delta, Delta );
+
+ // If the distance to the center of the sphere to the point is less than
+ // the radius of the sphere then it must intersect.
+ Intersects = XMVectorOrInt( Intersects, XMVectorLessOrEqual( DistSq, RadiusSq ) );
+ }
+
+ if ( XMVector4EqualInt( Intersects, XMVectorTrueInt() ) )
+ return true;
+
+ // The sphere must be outside the frustum.
+ return false;
+}
+
+
+//-----------------------------------------------------------------------------
+// Exact axis aligned box vs frustum test. Constructs an oriented box and uses
+// the oriented box vs frustum test.
+//-----------------------------------------------------------------------------
+_Use_decl_annotations_
+inline bool BoundingFrustum::Intersects( const BoundingBox& box ) const
+{
+ // Make the axis aligned box oriented and do an OBB vs frustum test.
+ BoundingOrientedBox obox( box.Center, box.Extents, XMFLOAT4( 0.f, 0.f, 0.f, 1.f ) );
+ return Intersects( obox );
+}
+
+
+//-----------------------------------------------------------------------------
+// Exact oriented box vs frustum test.
+//-----------------------------------------------------------------------------
+_Use_decl_annotations_
+inline bool BoundingFrustum::Intersects( const BoundingOrientedBox& box ) const
+{
+ static const XMVECTORI32 SelectY =
+ {
+ XM_SELECT_0, XM_SELECT_1, XM_SELECT_0, XM_SELECT_0
+ };
+ static const XMVECTORI32 SelectZ =
+ {
+ XM_SELECT_0, XM_SELECT_0, XM_SELECT_1, XM_SELECT_0
+ };
+
+ XMVECTOR Zero = XMVectorZero();
+
+ // Build the frustum planes.
+ XMVECTOR Planes[6];
+ Planes[0] = XMVectorSet( 0.0f, 0.0f, -1.0f, Near );
+ Planes[1] = XMVectorSet( 0.0f, 0.0f, 1.0f, -Far );
+ Planes[2] = XMVectorSet( 1.0f, 0.0f, -RightSlope, 0.0f );
+ Planes[3] = XMVectorSet( -1.0f, 0.0f, LeftSlope, 0.0f );
+ Planes[4] = XMVectorSet( 0.0f, 1.0f, -TopSlope, 0.0f );
+ Planes[5] = XMVectorSet( 0.0f, -1.0f, BottomSlope, 0.0f );
+
+ // Load origin and orientation of the frustum.
+ XMVECTOR vOrigin = XMLoadFloat3( &Origin );
+ XMVECTOR FrustumOrientation = XMLoadFloat4( &Orientation );
+
+ assert( DirectX::Internal::XMQuaternionIsUnit( FrustumOrientation ) );
+
+ // Load the box.
+ XMVECTOR Center = XMLoadFloat3( &box.Center );
+ XMVECTOR Extents = XMLoadFloat3( &box.Extents );
+ XMVECTOR BoxOrientation = XMLoadFloat4( &box.Orientation );
+
+ assert( DirectX::Internal::XMQuaternionIsUnit( BoxOrientation ) );
+
+ // Transform the oriented box into the space of the frustum in order to
+ // minimize the number of transforms we have to do.
+ Center = XMVector3InverseRotate( Center - vOrigin, FrustumOrientation );
+ BoxOrientation = XMQuaternionMultiply( BoxOrientation, XMQuaternionConjugate( FrustumOrientation ) );
+
+ // Set w of the center to one so we can dot4 with the plane.
+ Center = XMVectorInsert<0, 0, 0, 0, 1>( Center, XMVectorSplatOne() );
+
+ // Build the 3x3 rotation matrix that defines the box axes.
+ XMMATRIX R = XMMatrixRotationQuaternion( BoxOrientation );
+
+ // Check against each plane of the frustum.
+ XMVECTOR Outside = XMVectorFalseInt();
+ XMVECTOR InsideAll = XMVectorTrueInt();
+ XMVECTOR CenterInsideAll = XMVectorTrueInt();
+
+ for( size_t i = 0; i < 6; ++i )
+ {
+ // Compute the distance to the center of the box.
+ XMVECTOR Dist = XMVector4Dot( Center, Planes[i] );
+
+ // Project the axes of the box onto the normal of the plane. Half the
+ // length of the projection (sometime called the "radius") is equal to
+ // h(u) * abs(n dot b(u))) + h(v) * abs(n dot b(v)) + h(w) * abs(n dot b(w))
+ // where h(i) are extents of the box, n is the plane normal, and b(i) are the
+ // axes of the box.
+ XMVECTOR Radius = XMVector3Dot( Planes[i], R.r[0] );
+ Radius = XMVectorSelect( Radius, XMVector3Dot( Planes[i], R.r[1] ), SelectY );
+ Radius = XMVectorSelect( Radius, XMVector3Dot( Planes[i], R.r[2] ), SelectZ );
+ Radius = XMVector3Dot( Extents, XMVectorAbs( Radius ) );
+
+ // Outside the plane?
+ Outside = XMVectorOrInt( Outside, XMVectorGreater( Dist, Radius ) );
+
+ // Fully inside the plane?
+ InsideAll = XMVectorAndInt( InsideAll, XMVectorLessOrEqual( Dist, -Radius ) );
+
+ // Check if the center is inside the plane.
+ CenterInsideAll = XMVectorAndInt( CenterInsideAll, XMVectorLessOrEqual( Dist, Zero ) );
+ }
+
+ // If the box is outside any of the planes it is outside.
+ if ( XMVector4EqualInt( Outside, XMVectorTrueInt() ) )
+ return false;
+
+ // If the box is inside all planes it is fully inside.
+ if ( XMVector4EqualInt( InsideAll, XMVectorTrueInt() ) )
+ return true;
+
+ // If the center of the box is inside all planes and the box intersects
+ // one or more planes then it must intersect.
+ if ( XMVector4EqualInt( CenterInsideAll, XMVectorTrueInt() ) )
+ return true;
+
+ // Build the corners of the frustum.
+ XMVECTOR vRightTop = XMVectorSet( RightSlope, TopSlope, 1.0f, 0.0f );
+ XMVECTOR vRightBottom = XMVectorSet( RightSlope, BottomSlope, 1.0f, 0.0f );
+ XMVECTOR vLeftTop = XMVectorSet( LeftSlope, TopSlope, 1.0f, 0.0f );
+ XMVECTOR vLeftBottom = XMVectorSet( LeftSlope, BottomSlope, 1.0f, 0.0f );
+ XMVECTOR vNear = XMVectorReplicatePtr( &Near );
+ XMVECTOR vFar = XMVectorReplicatePtr( &Far );
+
+ XMVECTOR Corners[CORNER_COUNT];
+ Corners[0] = vRightTop * vNear;
+ Corners[1] = vRightBottom * vNear;
+ Corners[2] = vLeftTop * vNear;
+ Corners[3] = vLeftBottom * vNear;
+ Corners[4] = vRightTop * vFar;
+ Corners[5] = vRightBottom * vFar;
+ Corners[6] = vLeftTop * vFar;
+ Corners[7] = vLeftBottom * vFar;
+
+ // Test against box axes (3)
+ {
+ // Find the min/max values of the projection of the frustum onto each axis.
+ XMVECTOR FrustumMin, FrustumMax;
+
+ FrustumMin = XMVector3Dot( Corners[0], R.r[0] );
+ FrustumMin = XMVectorSelect( FrustumMin, XMVector3Dot( Corners[0], R.r[1] ), SelectY );
+ FrustumMin = XMVectorSelect( FrustumMin, XMVector3Dot( Corners[0], R.r[2] ), SelectZ );
+ FrustumMax = FrustumMin;
+
+ for( size_t i = 1; i < BoundingOrientedBox::CORNER_COUNT; ++i )
+ {
+ XMVECTOR Temp = XMVector3Dot( Corners[i], R.r[0] );
+ Temp = XMVectorSelect( Temp, XMVector3Dot( Corners[i], R.r[1] ), SelectY );
+ Temp = XMVectorSelect( Temp, XMVector3Dot( Corners[i], R.r[2] ), SelectZ );
+
+ FrustumMin = XMVectorMin( FrustumMin, Temp );
+ FrustumMax = XMVectorMax( FrustumMax, Temp );
+ }
+
+ // Project the center of the box onto the axes.
+ XMVECTOR BoxDist = XMVector3Dot( Center, R.r[0] );
+ BoxDist = XMVectorSelect( BoxDist, XMVector3Dot( Center, R.r[1] ), SelectY );
+ BoxDist = XMVectorSelect( BoxDist, XMVector3Dot( Center, R.r[2] ), SelectZ );
+
+ // The projection of the box onto the axis is just its Center and Extents.
+ // if (min > box_max || max < box_min) reject;
+ XMVECTOR Result = XMVectorOrInt( XMVectorGreater( FrustumMin, BoxDist + Extents ),
+ XMVectorLess( FrustumMax, BoxDist - Extents ) );
+
+ if( DirectX::Internal::XMVector3AnyTrue( Result ) )
+ return false;
+ }
+
+ // Test against edge/edge axes (3*6).
+ XMVECTOR FrustumEdgeAxis[6];
+
+ FrustumEdgeAxis[0] = vRightTop;
+ FrustumEdgeAxis[1] = vRightBottom;
+ FrustumEdgeAxis[2] = vLeftTop;
+ FrustumEdgeAxis[3] = vLeftBottom;
+ FrustumEdgeAxis[4] = vRightTop - vLeftTop;
+ FrustumEdgeAxis[5] = vLeftBottom - vLeftTop;
+
+ for( size_t i = 0; i < 3; ++i )
+ {
+ for( size_t j = 0; j < 6; j++ )
+ {
+ // Compute the axis we are going to test.
+ XMVECTOR Axis = XMVector3Cross( R.r[i], FrustumEdgeAxis[j] );
+
+ // Find the min/max values of the projection of the frustum onto the axis.
+ XMVECTOR FrustumMin, FrustumMax;
+
+ FrustumMin = FrustumMax = XMVector3Dot( Axis, Corners[0] );
+
+ for( size_t k = 1; k < CORNER_COUNT; k++ )
+ {
+ XMVECTOR Temp = XMVector3Dot( Axis, Corners[k] );
+ FrustumMin = XMVectorMin( FrustumMin, Temp );
+ FrustumMax = XMVectorMax( FrustumMax, Temp );
+ }
+
+ // Project the center of the box onto the axis.
+ XMVECTOR Dist = XMVector3Dot( Center, Axis );
+
+ // Project the axes of the box onto the axis to find the "radius" of the box.
+ XMVECTOR Radius = XMVector3Dot( Axis, R.r[0] );
+ Radius = XMVectorSelect( Radius, XMVector3Dot( Axis, R.r[1] ), SelectY );
+ Radius = XMVectorSelect( Radius, XMVector3Dot( Axis, R.r[2] ), SelectZ );
+ Radius = XMVector3Dot( Extents, XMVectorAbs( Radius ) );
+
+ // if (center > max + radius || center < min - radius) reject;
+ Outside = XMVectorOrInt( Outside, XMVectorGreater( Dist, FrustumMax + Radius ) );
+ Outside = XMVectorOrInt( Outside, XMVectorLess( Dist, FrustumMin - Radius ) );
+ }
+ }
+
+ if ( XMVector4EqualInt( Outside, XMVectorTrueInt() ) )
+ return false;
+
+ // If we did not find a separating plane then the box must intersect the frustum.
+ return true;
+}
+
+
+//-----------------------------------------------------------------------------
+// Exact frustum vs frustum test.
+//-----------------------------------------------------------------------------
+_Use_decl_annotations_
+inline bool BoundingFrustum::Intersects( const BoundingFrustum& fr ) const
+{
+ // Load origin and orientation of frustum B.
+ XMVECTOR OriginB = XMLoadFloat3( &Origin );
+ XMVECTOR OrientationB = XMLoadFloat4( &Orientation );
+
+ assert( DirectX::Internal::XMQuaternionIsUnit( OrientationB ) );
+
+ // Build the planes of frustum B.
+ XMVECTOR AxisB[6];
+ AxisB[0] = XMVectorSet( 0.0f, 0.0f, -1.0f, 0.0f );
+ AxisB[1] = XMVectorSet( 0.0f, 0.0f, 1.0f, 0.0f );
+ AxisB[2] = XMVectorSet( 1.0f, 0.0f, -RightSlope, 0.0f );
+ AxisB[3] = XMVectorSet( -1.0f, 0.0f, LeftSlope, 0.0f );
+ AxisB[4] = XMVectorSet( 0.0f, 1.0f, -TopSlope, 0.0f );
+ AxisB[5] = XMVectorSet( 0.0f, -1.0f, BottomSlope, 0.0f );
+
+ XMVECTOR PlaneDistB[6];
+ PlaneDistB[0] = -XMVectorReplicatePtr( &Near );
+ PlaneDistB[1] = XMVectorReplicatePtr( &Far );
+ PlaneDistB[2] = XMVectorZero();
+ PlaneDistB[3] = XMVectorZero();
+ PlaneDistB[4] = XMVectorZero();
+ PlaneDistB[5] = XMVectorZero();
+
+ // Load origin and orientation of frustum A.
+ XMVECTOR OriginA = XMLoadFloat3( &fr.Origin );
+ XMVECTOR OrientationA = XMLoadFloat4( &fr.Orientation );
+
+ assert( DirectX::Internal::XMQuaternionIsUnit( OrientationA ) );
+
+ // Transform frustum A into the space of the frustum B in order to
+ // minimize the number of transforms we have to do.
+ OriginA = XMVector3InverseRotate( OriginA - OriginB, OrientationB );
+ OrientationA = XMQuaternionMultiply( OrientationA, XMQuaternionConjugate( OrientationB ) );
+
+ // Build the corners of frustum A (in the local space of B).
+ XMVECTOR RightTopA = XMVectorSet( fr.RightSlope, fr.TopSlope, 1.0f, 0.0f );
+ XMVECTOR RightBottomA = XMVectorSet( fr.RightSlope, fr.BottomSlope, 1.0f, 0.0f );
+ XMVECTOR LeftTopA = XMVectorSet(fr.LeftSlope,fr.TopSlope, 1.0f, 0.0f );
+ XMVECTOR LeftBottomA = XMVectorSet( fr.LeftSlope, fr.BottomSlope, 1.0f, 0.0f );
+ XMVECTOR NearA = XMVectorReplicatePtr( &fr.Near );
+ XMVECTOR FarA = XMVectorReplicatePtr( &fr.Far );
+
+ RightTopA = XMVector3Rotate( RightTopA, OrientationA );
+ RightBottomA = XMVector3Rotate( RightBottomA, OrientationA );
+ LeftTopA = XMVector3Rotate( LeftTopA, OrientationA );
+ LeftBottomA = XMVector3Rotate( LeftBottomA, OrientationA );
+
+ XMVECTOR CornersA[CORNER_COUNT];
+ CornersA[0] = OriginA + RightTopA * NearA;
+ CornersA[1] = OriginA + RightBottomA * NearA;
+ CornersA[2] = OriginA + LeftTopA * NearA;
+ CornersA[3] = OriginA + LeftBottomA * NearA;
+ CornersA[4] = OriginA + RightTopA * FarA;
+ CornersA[5] = OriginA + RightBottomA * FarA;
+ CornersA[6] = OriginA + LeftTopA * FarA;
+ CornersA[7] = OriginA + LeftBottomA * FarA;
+
+ // Check frustum A against each plane of frustum B.
+ XMVECTOR Outside = XMVectorFalseInt();
+ XMVECTOR InsideAll = XMVectorTrueInt();
+
+ for( size_t i = 0; i < 6; ++i )
+ {
+ // Find the min/max projection of the frustum onto the plane normal.
+ XMVECTOR Min, Max;
+
+ Min = Max = XMVector3Dot( AxisB[i], CornersA[0] );
+
+ for( size_t j = 1; j < CORNER_COUNT; j++ )
+ {
+ XMVECTOR Temp = XMVector3Dot( AxisB[i], CornersA[j] );
+ Min = XMVectorMin( Min, Temp );
+ Max = XMVectorMax( Max, Temp );
+ }
+
+ // Outside the plane?
+ Outside = XMVectorOrInt( Outside, XMVectorGreater( Min, PlaneDistB[i] ) );
+
+ // Fully inside the plane?
+ InsideAll = XMVectorAndInt( InsideAll, XMVectorLessOrEqual( Max, PlaneDistB[i] ) );
+ }
+
+ // If the frustum A is outside any of the planes of frustum B it is outside.
+ if ( XMVector4EqualInt( Outside, XMVectorTrueInt() ) )
+ return false;
+
+ // If frustum A is inside all planes of frustum B it is fully inside.
+ if ( XMVector4EqualInt( InsideAll, XMVectorTrueInt() ) )
+ return true;
+
+ // Build the corners of frustum B.
+ XMVECTOR RightTopB = XMVectorSet( RightSlope, TopSlope, 1.0f, 0.0f );
+ XMVECTOR RightBottomB = XMVectorSet( RightSlope, BottomSlope, 1.0f, 0.0f );
+ XMVECTOR LeftTopB = XMVectorSet( LeftSlope, TopSlope, 1.0f, 0.0f );
+ XMVECTOR LeftBottomB = XMVectorSet( LeftSlope, BottomSlope, 1.0f, 0.0f );
+ XMVECTOR NearB = XMVectorReplicatePtr( &Near );
+ XMVECTOR FarB = XMVectorReplicatePtr( &Far );
+
+ XMVECTOR CornersB[BoundingFrustum::CORNER_COUNT];
+ CornersB[0] = RightTopB * NearB;
+ CornersB[1] = RightBottomB * NearB;
+ CornersB[2] = LeftTopB * NearB;
+ CornersB[3] = LeftBottomB * NearB;
+ CornersB[4] = RightTopB * FarB;
+ CornersB[5] = RightBottomB * FarB;
+ CornersB[6] = LeftTopB * FarB;
+ CornersB[7] = LeftBottomB * FarB;
+
+ // Build the planes of frustum A (in the local space of B).
+ XMVECTOR AxisA[6];
+ XMVECTOR PlaneDistA[6];
+
+ AxisA[0] = XMVectorSet( 0.0f, 0.0f, -1.0f, 0.0f );
+ AxisA[1] = XMVectorSet( 0.0f, 0.0f, 1.0f, 0.0f );
+ AxisA[2] = XMVectorSet( 1.0f, 0.0f, -fr.RightSlope, 0.0f );
+ AxisA[3] = XMVectorSet( -1.0f, 0.0f, fr.LeftSlope, 0.0f );
+ AxisA[4] = XMVectorSet( 0.0f, 1.0f, -fr.TopSlope, 0.0f );
+ AxisA[5] = XMVectorSet( 0.0f, -1.0f, fr.BottomSlope, 0.0f );
+
+ AxisA[0] = XMVector3Rotate( AxisA[0], OrientationA );
+ AxisA[1] = -AxisA[0];
+ AxisA[2] = XMVector3Rotate( AxisA[2], OrientationA );
+ AxisA[3] = XMVector3Rotate( AxisA[3], OrientationA );
+ AxisA[4] = XMVector3Rotate( AxisA[4], OrientationA );
+ AxisA[5] = XMVector3Rotate( AxisA[5], OrientationA );
+
+ PlaneDistA[0] = XMVector3Dot( AxisA[0], CornersA[0] ); // Re-use corner on near plane.
+ PlaneDistA[1] = XMVector3Dot( AxisA[1], CornersA[4] ); // Re-use corner on far plane.
+ PlaneDistA[2] = XMVector3Dot( AxisA[2], OriginA );
+ PlaneDistA[3] = XMVector3Dot( AxisA[3], OriginA );
+ PlaneDistA[4] = XMVector3Dot( AxisA[4], OriginA );
+ PlaneDistA[5] = XMVector3Dot( AxisA[5], OriginA );
+
+ // Check each axis of frustum A for a seperating plane (5).
+ for( size_t i = 0; i < 6; ++i )
+ {
+ // Find the minimum projection of the frustum onto the plane normal.
+ XMVECTOR Min;
+
+ Min = XMVector3Dot( AxisA[i], CornersB[0] );
+
+ for( size_t j = 1; j < CORNER_COUNT; j++ )
+ {
+ XMVECTOR Temp = XMVector3Dot( AxisA[i], CornersB[j] );
+ Min = XMVectorMin( Min, Temp );
+ }
+
+ // Outside the plane?
+ Outside = XMVectorOrInt( Outside, XMVectorGreater( Min, PlaneDistA[i] ) );
+ }
+
+ // If the frustum B is outside any of the planes of frustum A it is outside.
+ if ( XMVector4EqualInt( Outside, XMVectorTrueInt() ) )
+ return false;
+
+ // Check edge/edge axes (6 * 6).
+ XMVECTOR FrustumEdgeAxisA[6];
+ FrustumEdgeAxisA[0] = RightTopA;
+ FrustumEdgeAxisA[1] = RightBottomA;
+ FrustumEdgeAxisA[2] = LeftTopA;
+ FrustumEdgeAxisA[3] = LeftBottomA;
+ FrustumEdgeAxisA[4] = RightTopA - LeftTopA;
+ FrustumEdgeAxisA[5] = LeftBottomA - LeftTopA;
+
+ XMVECTOR FrustumEdgeAxisB[6];
+ FrustumEdgeAxisB[0] = RightTopB;
+ FrustumEdgeAxisB[1] = RightBottomB;
+ FrustumEdgeAxisB[2] = LeftTopB;
+ FrustumEdgeAxisB[3] = LeftBottomB;
+ FrustumEdgeAxisB[4] = RightTopB - LeftTopB;
+ FrustumEdgeAxisB[5] = LeftBottomB - LeftTopB;
+
+ for( size_t i = 0; i < 6; ++i )
+ {
+ for( size_t j = 0; j < 6; j++ )
+ {
+ // Compute the axis we are going to test.
+ XMVECTOR Axis = XMVector3Cross( FrustumEdgeAxisA[i], FrustumEdgeAxisB[j] );
+
+ // Find the min/max values of the projection of both frustums onto the axis.
+ XMVECTOR MinA, MaxA;
+ XMVECTOR MinB, MaxB;
+
+ MinA = MaxA = XMVector3Dot( Axis, CornersA[0] );
+ MinB = MaxB = XMVector3Dot( Axis, CornersB[0] );
+
+ for( size_t k = 1; k < CORNER_COUNT; k++ )
+ {
+ XMVECTOR TempA = XMVector3Dot( Axis, CornersA[k] );
+ MinA = XMVectorMin( MinA, TempA );
+ MaxA = XMVectorMax( MaxA, TempA );
+
+ XMVECTOR TempB = XMVector3Dot( Axis, CornersB[k] );
+ MinB = XMVectorMin( MinB, TempB );
+ MaxB = XMVectorMax( MaxB, TempB );
+ }
+
+ // if (MinA > MaxB || MinB > MaxA) reject
+ Outside = XMVectorOrInt( Outside, XMVectorGreater( MinA, MaxB ) );
+ Outside = XMVectorOrInt( Outside, XMVectorGreater( MinB, MaxA ) );
+ }
+ }
+
+ // If there is a seperating plane, then the frustums do not intersect.
+ if ( XMVector4EqualInt( Outside, XMVectorTrueInt() ) )
+ return false;
+
+ // If we did not find a separating plane then the frustums intersect.
+ return true;
+}
+
+
+//-----------------------------------------------------------------------------
+// Triangle vs frustum test.
+//-----------------------------------------------------------------------------
+_Use_decl_annotations_
+inline bool BoundingFrustum::Intersects( FXMVECTOR V0, FXMVECTOR V1, FXMVECTOR V2 ) const
+{
+ // Build the frustum planes (NOTE: D is negated from the usual).
+ XMVECTOR Planes[6];
+ Planes[0] = XMVectorSet( 0.0f, 0.0f, -1.0f, -Near );
+ Planes[1] = XMVectorSet( 0.0f, 0.0f, 1.0f, Far );
+ Planes[2] = XMVectorSet( 1.0f, 0.0f, -RightSlope, 0.0f );
+ Planes[3] = XMVectorSet( -1.0f, 0.0f, LeftSlope, 0.0f );
+ Planes[4] = XMVectorSet( 0.0f, 1.0f, -TopSlope, 0.0f );
+ Planes[5] = XMVectorSet( 0.0f, -1.0f, BottomSlope, 0.0f );
+
+ // Load origin and orientation of the frustum.
+ XMVECTOR vOrigin = XMLoadFloat3( &Origin );
+ XMVECTOR vOrientation = XMLoadFloat4( &Orientation );
+
+ assert( DirectX::Internal::XMQuaternionIsUnit( vOrientation ) );
+
+ // Transform triangle into the local space of frustum.
+ XMVECTOR TV0 = XMVector3InverseRotate( V0 - vOrigin, vOrientation );
+ XMVECTOR TV1 = XMVector3InverseRotate( V1 - vOrigin, vOrientation );
+ XMVECTOR TV2 = XMVector3InverseRotate( V2 - vOrigin, vOrientation );
+
+ // Test each vertex of the triangle against the frustum planes.
+ XMVECTOR Outside = XMVectorFalseInt();
+ XMVECTOR InsideAll = XMVectorTrueInt();
+
+ for( size_t i = 0; i < 6; ++i )
+ {
+ XMVECTOR Dist0 = XMVector3Dot( TV0, Planes[i] );
+ XMVECTOR Dist1 = XMVector3Dot( TV1, Planes[i] );
+ XMVECTOR Dist2 = XMVector3Dot( TV2, Planes[i] );
+
+ XMVECTOR MinDist = XMVectorMin( Dist0, Dist1 );
+ MinDist = XMVectorMin( MinDist, Dist2 );
+ XMVECTOR MaxDist = XMVectorMax( Dist0, Dist1 );
+ MaxDist = XMVectorMax( MaxDist, Dist2 );
+
+ XMVECTOR PlaneDist = XMVectorSplatW( Planes[i] );
+
+ // Outside the plane?
+ Outside = XMVectorOrInt( Outside, XMVectorGreater( MinDist, PlaneDist ) );
+
+ // Fully inside the plane?
+ InsideAll = XMVectorAndInt( InsideAll, XMVectorLessOrEqual( MaxDist, PlaneDist ) );
+ }
+
+ // If the triangle is outside any of the planes it is outside.
+ if ( XMVector4EqualInt( Outside, XMVectorTrueInt() ) )
+ return false;
+
+ // If the triangle is inside all planes it is fully inside.
+ if ( XMVector4EqualInt( InsideAll, XMVectorTrueInt() ) )
+ return true;
+
+ // Build the corners of the frustum.
+ XMVECTOR vRightTop = XMVectorSet( RightSlope, TopSlope, 1.0f, 0.0f );
+ XMVECTOR vRightBottom = XMVectorSet( RightSlope, BottomSlope, 1.0f, 0.0f );
+ XMVECTOR vLeftTop = XMVectorSet( LeftSlope, TopSlope, 1.0f, 0.0f );
+ XMVECTOR vLeftBottom = XMVectorSet( LeftSlope, BottomSlope, 1.0f, 0.0f );
+ XMVECTOR vNear = XMVectorReplicatePtr( &Near );
+ XMVECTOR vFar = XMVectorReplicatePtr( &Far );
+
+ XMVECTOR Corners[CORNER_COUNT];
+ Corners[0] = vRightTop * vNear;
+ Corners[1] = vRightBottom * vNear;
+ Corners[2] = vLeftTop * vNear;
+ Corners[3] = vLeftBottom * vNear;
+ Corners[4] = vRightTop * vFar;
+ Corners[5] = vRightBottom * vFar;
+ Corners[6] = vLeftTop * vFar;
+ Corners[7] = vLeftBottom * vFar;
+
+ // Test the plane of the triangle.
+ XMVECTOR Normal = XMVector3Cross( V1 - V0, V2 - V0 );
+ XMVECTOR Dist = XMVector3Dot( Normal, V0 );
+
+ XMVECTOR MinDist, MaxDist;
+ MinDist = MaxDist = XMVector3Dot( Corners[0], Normal );
+ for( size_t i = 1; i < CORNER_COUNT; ++i )
+ {
+ XMVECTOR Temp = XMVector3Dot( Corners[i], Normal );
+ MinDist = XMVectorMin( MinDist, Temp );
+ MaxDist = XMVectorMax( MaxDist, Temp );
+ }
+
+ Outside = XMVectorOrInt( XMVectorGreater( MinDist, Dist ), XMVectorLess( MaxDist, Dist ) );
+ if ( XMVector4EqualInt( Outside, XMVectorTrueInt() ) )
+ return false;
+
+ // Check the edge/edge axes (3*6).
+ XMVECTOR TriangleEdgeAxis[3];
+ TriangleEdgeAxis[0] = V1 - V0;
+ TriangleEdgeAxis[1] = V2 - V1;
+ TriangleEdgeAxis[2] = V0 - V2;
+
+ XMVECTOR FrustumEdgeAxis[6];
+ FrustumEdgeAxis[0] = vRightTop;
+ FrustumEdgeAxis[1] = vRightBottom;
+ FrustumEdgeAxis[2] = vLeftTop;
+ FrustumEdgeAxis[3] = vLeftBottom;
+ FrustumEdgeAxis[4] = vRightTop - vLeftTop;
+ FrustumEdgeAxis[5] = vLeftBottom - vLeftTop;
+
+ for( size_t i = 0; i < 3; ++i )
+ {
+ for( size_t j = 0; j < 6; j++ )
+ {
+ // Compute the axis we are going to test.
+ XMVECTOR Axis = XMVector3Cross( TriangleEdgeAxis[i], FrustumEdgeAxis[j] );
+
+ // Find the min/max of the projection of the triangle onto the axis.
+ XMVECTOR MinA, MaxA;
+
+ XMVECTOR Dist0 = XMVector3Dot( V0, Axis );
+ XMVECTOR Dist1 = XMVector3Dot( V1, Axis );
+ XMVECTOR Dist2 = XMVector3Dot( V2, Axis );
+
+ MinA = XMVectorMin( Dist0, Dist1 );
+ MinA = XMVectorMin( MinA, Dist2 );
+ MaxA = XMVectorMax( Dist0, Dist1 );
+ MaxA = XMVectorMax( MaxA, Dist2 );
+
+ // Find the min/max of the projection of the frustum onto the axis.
+ XMVECTOR MinB, MaxB;
+
+ MinB = MaxB = XMVector3Dot( Axis, Corners[0] );
+
+ for( size_t k = 1; k < CORNER_COUNT; k++ )
+ {
+ XMVECTOR Temp = XMVector3Dot( Axis, Corners[k] );
+ MinB = XMVectorMin( MinB, Temp );
+ MaxB = XMVectorMax( MaxB, Temp );
+ }
+
+ // if (MinA > MaxB || MinB > MaxA) reject;
+ Outside = XMVectorOrInt( Outside, XMVectorGreater( MinA, MaxB ) );
+ Outside = XMVectorOrInt( Outside, XMVectorGreater( MinB, MaxA ) );
+ }
+ }
+
+ if ( XMVector4EqualInt( Outside, XMVectorTrueInt() ) )
+ return false;
+
+ // If we did not find a separating plane then the triangle must intersect the frustum.
+ return true;
+}
+
+
+//-----------------------------------------------------------------------------
+_Use_decl_annotations_
+inline PlaneIntersectionType BoundingFrustum::Intersects( FXMVECTOR Plane ) const
+{
+ assert( DirectX::Internal::XMPlaneIsUnit( Plane ) );
+
+ // Load origin and orientation of the frustum.
+ XMVECTOR vOrigin = XMLoadFloat3( &Origin );
+ XMVECTOR vOrientation = XMLoadFloat4( &Orientation );
+
+ assert( DirectX::Internal::XMQuaternionIsUnit( vOrientation ) );
+
+ // Set w of the origin to one so we can dot4 with a plane.
+ vOrigin = XMVectorInsert<0, 0, 0, 0, 1>( vOrigin, XMVectorSplatOne() );
+
+ // Build the corners of the frustum (in world space).
+ XMVECTOR RightTop = XMVectorSet( RightSlope, TopSlope, 1.0f, 0.0f );
+ XMVECTOR RightBottom = XMVectorSet( RightSlope, BottomSlope, 1.0f, 0.0f );
+ XMVECTOR LeftTop = XMVectorSet( LeftSlope, TopSlope, 1.0f, 0.0f );
+ XMVECTOR LeftBottom = XMVectorSet( LeftSlope, BottomSlope, 1.0f, 0.0f );
+ XMVECTOR vNear = XMVectorReplicatePtr( &Near );
+ XMVECTOR vFar = XMVectorReplicatePtr( &Far );
+
+ RightTop = XMVector3Rotate( RightTop, vOrientation );
+ RightBottom = XMVector3Rotate( RightBottom, vOrientation );
+ LeftTop = XMVector3Rotate( LeftTop, vOrientation );
+ LeftBottom = XMVector3Rotate( LeftBottom, vOrientation );
+
+ XMVECTOR Corners0 = vOrigin + RightTop * vNear;
+ XMVECTOR Corners1 = vOrigin + RightBottom * vNear;
+ XMVECTOR Corners2 = vOrigin + LeftTop * vNear;
+ XMVECTOR Corners3 = vOrigin + LeftBottom * vNear;
+ XMVECTOR Corners4 = vOrigin + RightTop * vFar;
+ XMVECTOR Corners5 = vOrigin + RightBottom * vFar;
+ XMVECTOR Corners6 = vOrigin + LeftTop * vFar;
+ XMVECTOR Corners7 = vOrigin + LeftBottom * vFar;
+
+ XMVECTOR Outside, Inside;
+ DirectX::Internal::FastIntersectFrustumPlane( Corners0, Corners1, Corners2, Corners3,
+ Corners4, Corners5, Corners6, Corners7,
+ Plane, Outside, Inside );
+
+ // If the frustum is outside any plane it is outside.
+ if ( XMVector4EqualInt( Outside, XMVectorTrueInt() ) )
+ return FRONT;
+
+ // If the frustum is inside all planes it is inside.
+ if ( XMVector4EqualInt( Inside, XMVectorTrueInt() ) )
+ return BACK;
+
+ // The frustum is not inside all planes or outside a plane it intersects.
+ return INTERSECTING;
+}
+
+
+//-----------------------------------------------------------------------------
+// Ray vs. frustum test
+//-----------------------------------------------------------------------------
+_Use_decl_annotations_
+inline bool BoundingFrustum::Intersects( FXMVECTOR rayOrigin, FXMVECTOR Direction, float& Dist ) const
+{
+ // If ray starts inside the frustum, return a distance of 0 for the hit
+ if ( Contains(rayOrigin) == CONTAINS )
+ {
+ Dist = 0.0f;
+ return true;
+ }
+
+ // Build the frustum planes.
+ XMVECTOR Planes[6];
+ Planes[0] = XMVectorSet( 0.0f, 0.0f, -1.0f, Near );
+ Planes[1] = XMVectorSet( 0.0f, 0.0f, 1.0f, -Far );
+ Planes[2] = XMVectorSet( 1.0f, 0.0f, -RightSlope, 0.0f );
+ Planes[3] = XMVectorSet( -1.0f, 0.0f, LeftSlope, 0.0f );
+ Planes[4] = XMVectorSet( 0.0f, 1.0f, -TopSlope, 0.0f );
+ Planes[5] = XMVectorSet( 0.0f, -1.0f, BottomSlope, 0.0f );
+
+ // Load origin and orientation of the frustum.
+ XMVECTOR frOrigin = XMLoadFloat3( &Origin );
+ XMVECTOR frOrientation = XMLoadFloat4( &Orientation );
+
+ // This algorithm based on "Fast Ray-Convex Polyhedron Intersectin," in James Arvo, ed., Graphics Gems II pp. 247-250
+ float tnear = -FLT_MAX;
+ float tfar = FLT_MAX;
+
+ for( size_t i=0; i < 6; ++i )
+ {
+ XMVECTOR Plane = DirectX::Internal::XMPlaneTransform( Planes[i], frOrientation, frOrigin );
+ Plane = XMPlaneNormalize( Plane );
+
+ XMVECTOR AxisDotOrigin = XMPlaneDotCoord( Plane, rayOrigin );
+ XMVECTOR AxisDotDirection = XMVector3Dot( Plane, Direction );
+
+ if ( XMVector3LessOrEqual( XMVectorAbs( AxisDotDirection ), g_RayEpsilon ) )
+ {
+ // Ray is parallel to plane - check if ray origin is inside plane's
+ if ( XMVector3Greater( AxisDotOrigin, g_XMZero ) )
+ {
+ // Ray origin is outside half-space.
+ Dist = 0.f;
+ return false;
+ }
+ }
+ else
+ {
+ // Ray not parallel - get distance to plane.
+ float vd = XMVectorGetX( AxisDotDirection );
+ float vn = XMVectorGetX( AxisDotOrigin );
+ float t = -vn / vd;
+ if (vd < 0.0f)
+ {
+ // Front face - T is a near point.
+ if (t > tfar)
+ {
+ Dist = 0.f;
+ return false;
+ }
+ if (t > tnear)
+ {
+ // Hit near face.
+ tnear = t;
+ }
+ }
+ else
+ {
+ // back face - T is far point.
+ if (t < tnear)
+ {
+ Dist = 0.f;
+ return false;
+ }
+ if (t < tfar)
+ {
+ // Hit far face.
+ tfar = t;
+ }
+ }
+ }
+ }
+
+ // Survived all tests.
+ // Note: if ray originates on polyhedron, may want to change 0.0f to some
+ // epsilon to avoid intersecting the originating face.
+ float distance = ( tnear >= 0.0f ) ? tnear : tfar;
+ if (distance >= 0.0f)
+ {
+ Dist = distance;
+ return true;
+ }
+
+ Dist = 0.f;
+ return false;
+}
+
+
+//-----------------------------------------------------------------------------
+// Test a frustum vs 6 planes (typically forming another frustum).
+//-----------------------------------------------------------------------------
+_Use_decl_annotations_
+inline ContainmentType BoundingFrustum::ContainedBy( FXMVECTOR Plane0, FXMVECTOR Plane1, FXMVECTOR Plane2,
+ GXMVECTOR Plane3, CXMVECTOR Plane4, CXMVECTOR Plane5 ) const
+{
+ // Load origin and orientation of the frustum.
+ XMVECTOR vOrigin = XMLoadFloat3( &Origin );
+ XMVECTOR vOrientation = XMLoadFloat4( &Orientation );
+
+ assert( DirectX::Internal::XMQuaternionIsUnit( vOrientation ) );
+
+ // Set w of the origin to one so we can dot4 with a plane.
+ vOrigin = XMVectorInsert<0, 0, 0, 0, 1>( vOrigin, XMVectorSplatOne() );
+
+ // Build the corners of the frustum (in world space).
+ XMVECTOR RightTop = XMVectorSet( RightSlope, TopSlope, 1.0f, 0.0f );
+ XMVECTOR RightBottom = XMVectorSet( RightSlope, BottomSlope, 1.0f, 0.0f );
+ XMVECTOR LeftTop = XMVectorSet( LeftSlope, TopSlope, 1.0f, 0.0f );
+ XMVECTOR LeftBottom = XMVectorSet( LeftSlope, BottomSlope, 1.0f, 0.0f );
+ XMVECTOR vNear = XMVectorReplicatePtr( &Near );
+ XMVECTOR vFar = XMVectorReplicatePtr( &Far );
+
+ RightTop = XMVector3Rotate( RightTop, vOrientation );
+ RightBottom = XMVector3Rotate( RightBottom, vOrientation );
+ LeftTop = XMVector3Rotate( LeftTop, vOrientation );
+ LeftBottom = XMVector3Rotate( LeftBottom, vOrientation );
+
+ XMVECTOR Corners0 = vOrigin + RightTop * vNear;
+ XMVECTOR Corners1 = vOrigin + RightBottom * vNear;
+ XMVECTOR Corners2 = vOrigin + LeftTop * vNear;
+ XMVECTOR Corners3 = vOrigin + LeftBottom * vNear;
+ XMVECTOR Corners4 = vOrigin + RightTop * vFar;
+ XMVECTOR Corners5 = vOrigin + RightBottom * vFar;
+ XMVECTOR Corners6 = vOrigin + LeftTop * vFar;
+ XMVECTOR Corners7 = vOrigin + LeftBottom * vFar;
+
+ XMVECTOR Outside, Inside;
+
+ // Test against each plane.
+ DirectX::Internal::FastIntersectFrustumPlane( Corners0, Corners1, Corners2, Corners3,
+ Corners4, Corners5, Corners6, Corners7,
+ Plane0, Outside, Inside );
+
+ XMVECTOR AnyOutside = Outside;
+ XMVECTOR AllInside = Inside;
+
+ DirectX::Internal::FastIntersectFrustumPlane( Corners0, Corners1, Corners2, Corners3,
+ Corners4, Corners5, Corners6, Corners7,
+ Plane1, Outside, Inside );
+
+ AnyOutside = XMVectorOrInt( AnyOutside, Outside );
+ AllInside = XMVectorAndInt( AllInside, Inside );
+
+ DirectX::Internal::FastIntersectFrustumPlane( Corners0, Corners1, Corners2, Corners3,
+ Corners4, Corners5, Corners6, Corners7,
+ Plane2, Outside, Inside );
+
+ AnyOutside = XMVectorOrInt( AnyOutside, Outside );
+ AllInside = XMVectorAndInt( AllInside, Inside );
+
+ DirectX::Internal::FastIntersectFrustumPlane( Corners0, Corners1, Corners2, Corners3,
+ Corners4, Corners5, Corners6, Corners7,
+ Plane3, Outside, Inside );
+
+ AnyOutside = XMVectorOrInt( AnyOutside, Outside );
+ AllInside = XMVectorAndInt( AllInside, Inside );
+
+ DirectX::Internal::FastIntersectFrustumPlane( Corners0, Corners1, Corners2, Corners3,
+ Corners4, Corners5, Corners6, Corners7,
+ Plane4, Outside, Inside );
+
+ AnyOutside = XMVectorOrInt( AnyOutside, Outside );
+ AllInside = XMVectorAndInt( AllInside, Inside );
+
+ DirectX::Internal::FastIntersectFrustumPlane( Corners0, Corners1, Corners2, Corners3,
+ Corners4, Corners5, Corners6, Corners7,
+ Plane5, Outside, Inside );
+
+ AnyOutside = XMVectorOrInt( AnyOutside, Outside );
+ AllInside = XMVectorAndInt( AllInside, Inside );
+
+ // If the frustum is outside any plane it is outside.
+ if ( XMVector4EqualInt( AnyOutside, XMVectorTrueInt() ) )
+ return DISJOINT;
+
+ // If the frustum is inside all planes it is inside.
+ if ( XMVector4EqualInt( AllInside, XMVectorTrueInt() ) )
+ return CONTAINS;
+
+ // The frustum is not inside all planes or outside a plane, it may intersect.
+ return INTERSECTS;
+}
+
+
+//-----------------------------------------------------------------------------
+// Build the 6 frustum planes from a frustum.
+//
+// The intended use for these routines is for fast culling to a view frustum.
+// When the volume being tested against a view frustum is small relative to the
+// view frustum it is usually either inside all six planes of the frustum
+// (CONTAINS) or outside one of the planes of the frustum (DISJOINT). If neither
+// of these cases is true then it may or may not be intersecting the frustum
+// (INTERSECTS)
+//-----------------------------------------------------------------------------
+_Use_decl_annotations_
+inline void BoundingFrustum::GetPlanes( XMVECTOR* NearPlane, XMVECTOR* FarPlane, XMVECTOR* RightPlane,
+ XMVECTOR* LeftPlane, XMVECTOR* TopPlane, XMVECTOR* BottomPlane ) const
+{
+ // Load origin and orientation of the frustum.
+ XMVECTOR vOrigin = XMLoadFloat3( &Origin );
+ XMVECTOR vOrientation = XMLoadFloat4( &Orientation );
+
+ if (NearPlane)
+ {
+ XMVECTOR vNearPlane = XMVectorSet( 0.0f, 0.0f, -1.0f, Near );
+ vNearPlane = DirectX::Internal::XMPlaneTransform( vNearPlane, vOrientation, vOrigin );
+ *NearPlane = XMPlaneNormalize( vNearPlane );
+ }
+
+ if (FarPlane)
+ {
+ XMVECTOR vFarPlane = XMVectorSet( 0.0f, 0.0f, 1.0f, -Far );
+ vFarPlane = DirectX::Internal::XMPlaneTransform( vFarPlane, vOrientation, vOrigin );
+ *FarPlane = XMPlaneNormalize( vFarPlane );
+ }
+
+ if (RightPlane)
+ {
+ XMVECTOR vRightPlane = XMVectorSet( 1.0f, 0.0f, -RightSlope, 0.0f );
+ vRightPlane = DirectX::Internal::XMPlaneTransform( vRightPlane, vOrientation, vOrigin );
+ *RightPlane = XMPlaneNormalize( vRightPlane );
+ }
+
+ if (LeftPlane)
+ {
+ XMVECTOR vLeftPlane = XMVectorSet( -1.0f, 0.0f, LeftSlope, 0.0f );
+ vLeftPlane = DirectX::Internal::XMPlaneTransform( vLeftPlane, vOrientation, vOrigin );
+ *LeftPlane = XMPlaneNormalize( vLeftPlane );
+ }
+
+ if (TopPlane)
+ {
+ XMVECTOR vTopPlane = XMVectorSet( 0.0f, 1.0f, -TopSlope, 0.0f );
+ vTopPlane = DirectX::Internal::XMPlaneTransform( vTopPlane, vOrientation, vOrigin );
+ *TopPlane = XMPlaneNormalize( vTopPlane );
+ }
+
+ if (BottomPlane)
+ {
+ XMVECTOR vBottomPlane = XMVectorSet( 0.0f, -1.0f, BottomSlope, 0.0f );
+ vBottomPlane = DirectX::Internal::XMPlaneTransform( vBottomPlane, vOrientation, vOrigin );
+ *BottomPlane = XMPlaneNormalize( vBottomPlane );
+ }
+}
+
+
+//-----------------------------------------------------------------------------
+// Build a frustum from a persepective projection matrix. The matrix may only
+// contain a projection; any rotation, translation or scale will cause the
+// constructed frustum to be incorrect.
+//-----------------------------------------------------------------------------
+_Use_decl_annotations_
+inline void BoundingFrustum::CreateFromMatrix( BoundingFrustum& Out, CXMMATRIX Projection )
+{
+ // Corners of the projection frustum in homogenous space.
+ static XMVECTORF32 HomogenousPoints[6] =
+ {
+ { 1.0f, 0.0f, 1.0f, 1.0f }, // right (at far plane)
+ { -1.0f, 0.0f, 1.0f, 1.0f }, // left
+ { 0.0f, 1.0f, 1.0f, 1.0f }, // top
+ { 0.0f, -1.0f, 1.0f, 1.0f }, // bottom
+
+ { 0.0f, 0.0f, 0.0f, 1.0f }, // near
+ { 0.0f, 0.0f, 1.0f, 1.0f } // far
+ };
+
+ XMVECTOR Determinant;
+ XMMATRIX matInverse = XMMatrixInverse( &Determinant, Projection );
+
+ // Compute the frustum corners in world space.
+ XMVECTOR Points[6];
+
+ for( size_t i = 0; i < 6; ++i )
+ {
+ // Transform point.
+ Points[i] = XMVector4Transform( HomogenousPoints[i], matInverse );
+ }
+
+ Out.Origin = XMFLOAT3( 0.0f, 0.0f, 0.0f );
+ Out.Orientation = XMFLOAT4( 0.0f, 0.0f, 0.0f, 1.0f );
+
+ // Compute the slopes.
+ Points[0] = Points[0] * XMVectorReciprocal( XMVectorSplatZ( Points[0] ) );
+ Points[1] = Points[1] * XMVectorReciprocal( XMVectorSplatZ( Points[1] ) );
+ Points[2] = Points[2] * XMVectorReciprocal( XMVectorSplatZ( Points[2] ) );
+ Points[3] = Points[3] * XMVectorReciprocal( XMVectorSplatZ( Points[3] ) );
+
+ Out.RightSlope = XMVectorGetX( Points[0] );
+ Out.LeftSlope = XMVectorGetX( Points[1] );
+ Out.TopSlope = XMVectorGetY( Points[2] );
+ Out.BottomSlope = XMVectorGetY( Points[3] );
+
+ // Compute near and far.
+ Points[4] = Points[4] * XMVectorReciprocal( XMVectorSplatW( Points[4] ) );
+ Points[5] = Points[5] * XMVectorReciprocal( XMVectorSplatW( Points[5] ) );
+
+ Out.Near = XMVectorGetZ( Points[4] );
+ Out.Far = XMVectorGetZ( Points[5] );
+}
+
+
+/****************************************************************************
+ *
+ * TriangleTests
+ *
+ ****************************************************************************/
+
+namespace TriangleTests
+{
+
+//-----------------------------------------------------------------------------
+// Compute the intersection of a ray (Origin, Direction) with a triangle
+// (V0, V1, V2). Return true if there is an intersection and also set *pDist
+// to the distance along the ray to the intersection.
+//
+// The algorithm is based on Moller, Tomas and Trumbore, "Fast, Minimum Storage
+// Ray-Triangle Intersection", Journal of Graphics Tools, vol. 2, no. 1,
+// pp 21-28, 1997.
+//-----------------------------------------------------------------------------
+_Use_decl_annotations_
+inline bool Intersects( FXMVECTOR Origin, FXMVECTOR Direction, FXMVECTOR V0, GXMVECTOR V1, CXMVECTOR V2, float& Dist )
+{
+ assert( DirectX::Internal::XMVector3IsUnit( Direction ) );
+
+ XMVECTOR Zero = XMVectorZero();
+
+ XMVECTOR e1 = V1 - V0;
+ XMVECTOR e2 = V2 - V0;
+
+ // p = Direction ^ e2;
+ XMVECTOR p = XMVector3Cross( Direction, e2 );
+
+ // det = e1 * p;
+ XMVECTOR det = XMVector3Dot( e1, p );
+
+ XMVECTOR u, v, t;
+
+ if( XMVector3GreaterOrEqual( det, g_RayEpsilon ) )
+ {
+ // Determinate is positive (front side of the triangle).
+ XMVECTOR s = Origin - V0;
+
+ // u = s * p;
+ u = XMVector3Dot( s, p );
+
+ XMVECTOR NoIntersection = XMVectorLess( u, Zero );
+ NoIntersection = XMVectorOrInt( NoIntersection, XMVectorGreater( u, det ) );
+
+ // q = s ^ e1;
+ XMVECTOR q = XMVector3Cross( s, e1 );
+
+ // v = Direction * q;
+ v = XMVector3Dot( Direction, q );
+
+ NoIntersection = XMVectorOrInt( NoIntersection, XMVectorLess( v, Zero ) );
+ NoIntersection = XMVectorOrInt( NoIntersection, XMVectorGreater( u + v, det ) );
+
+ // t = e2 * q;
+ t = XMVector3Dot( e2, q );
+
+ NoIntersection = XMVectorOrInt( NoIntersection, XMVectorLess( t, Zero ) );
+
+ if( XMVector4EqualInt( NoIntersection, XMVectorTrueInt() ) )
+ {
+ Dist = 0.f;
+ return false;
+ }
+ }
+ else if( XMVector3LessOrEqual( det, g_RayNegEpsilon ) )
+ {
+ // Determinate is negative (back side of the triangle).
+ XMVECTOR s = Origin - V0;
+
+ // u = s * p;
+ u = XMVector3Dot( s, p );
+
+ XMVECTOR NoIntersection = XMVectorGreater( u, Zero );
+ NoIntersection = XMVectorOrInt( NoIntersection, XMVectorLess( u, det ) );
+
+ // q = s ^ e1;
+ XMVECTOR q = XMVector3Cross( s, e1 );
+
+ // v = Direction * q;
+ v = XMVector3Dot( Direction, q );
+
+ NoIntersection = XMVectorOrInt( NoIntersection, XMVectorGreater( v, Zero ) );
+ NoIntersection = XMVectorOrInt( NoIntersection, XMVectorLess( u + v, det ) );
+
+ // t = e2 * q;
+ t = XMVector3Dot( e2, q );
+
+ NoIntersection = XMVectorOrInt( NoIntersection, XMVectorGreater( t, Zero ) );
+
+ if ( XMVector4EqualInt( NoIntersection, XMVectorTrueInt() ) )
+ {
+ Dist = 0.f;
+ return false;
+ }
+ }
+ else
+ {
+ // Parallel ray.
+ Dist = 0.f;
+ return false;
+ }
+
+ t = XMVectorDivide ( t, det );
+
+ // (u / det) and (v / dev) are the barycentric cooridinates of the intersection.
+
+ // Store the x-component to *pDist
+ XMStoreFloat( &Dist, t );
+
+ return true;
+}
+
+
+//-----------------------------------------------------------------------------
+// Test if two triangles intersect.
+//
+// The final test of algorithm is based on Shen, Heng, and Tang, "A Fast
+// Triangle-Triangle Overlap Test Using Signed Distances", Journal of Graphics
+// Tools, vol. 8, no. 1, pp 17-23, 2003 and Guigue and Devillers, "Fast and
+// Robust Triangle-Triangle Overlap Test Using Orientation Predicates", Journal
+// of Graphics Tools, vol. 8, no. 1, pp 25-32, 2003.
+//
+// The final test could be considered an edge-edge separating plane test with
+// the 9 possible cases narrowed down to the only two pairs of edges that can
+// actaully result in a seperation.
+//-----------------------------------------------------------------------------
+_Use_decl_annotations_
+inline bool Intersects( FXMVECTOR A0, FXMVECTOR A1, FXMVECTOR A2, GXMVECTOR B0, CXMVECTOR B1, CXMVECTOR B2 )
+{
+ static const XMVECTORI32 SelectY =
+ {
+ XM_SELECT_0, XM_SELECT_1, XM_SELECT_0, XM_SELECT_0
+ };
+ static const XMVECTORI32 SelectZ =
+ {
+ XM_SELECT_0, XM_SELECT_0, XM_SELECT_1, XM_SELECT_0
+ };
+ static const XMVECTORI32 Select0111 =
+ {
+ XM_SELECT_0, XM_SELECT_1, XM_SELECT_1, XM_SELECT_1
+ };
+ static const XMVECTORI32 Select1011 =
+ {
+ XM_SELECT_1, XM_SELECT_0, XM_SELECT_1, XM_SELECT_1
+ };
+ static const XMVECTORI32 Select1101 =
+ {
+ XM_SELECT_1, XM_SELECT_1, XM_SELECT_0, XM_SELECT_1
+ };
+
+ XMVECTOR Zero = XMVectorZero();
+
+ // Compute the normal of triangle A.
+ XMVECTOR N1 = XMVector3Cross( A1 - A0, A2 - A0 );
+
+ // Assert that the triangle is not degenerate.
+ assert( !XMVector3Equal( N1, Zero ) );
+
+ // Test points of B against the plane of A.
+ XMVECTOR BDist = XMVector3Dot( N1, B0 - A0 );
+ BDist = XMVectorSelect( BDist, XMVector3Dot( N1, B1 - A0 ), SelectY );
+ BDist = XMVectorSelect( BDist, XMVector3Dot( N1, B2 - A0 ), SelectZ );
+
+ // Ensure robustness with co-planar triangles by zeroing small distances.
+ uint32_t BDistIsZeroCR;
+ XMVECTOR BDistIsZero = XMVectorGreaterR( &BDistIsZeroCR, g_RayEpsilon, XMVectorAbs( BDist ) );
+ BDist = XMVectorSelect( BDist, Zero, BDistIsZero );
+
+ uint32_t BDistIsLessCR;
+ XMVECTOR BDistIsLess = XMVectorGreaterR( &BDistIsLessCR, Zero, BDist );
+
+ uint32_t BDistIsGreaterCR;
+ XMVECTOR BDistIsGreater = XMVectorGreaterR( &BDistIsGreaterCR, BDist, Zero );
+
+ // If all the points are on the same side we don't intersect.
+ if( XMComparisonAllTrue( BDistIsLessCR ) || XMComparisonAllTrue( BDistIsGreaterCR ) )
+ return false;
+
+ // Compute the normal of triangle B.
+ XMVECTOR N2 = XMVector3Cross( B1 - B0, B2 - B0 );
+
+ // Assert that the triangle is not degenerate.
+ assert( !XMVector3Equal( N2, Zero ) );
+
+ // Test points of A against the plane of B.
+ XMVECTOR ADist = XMVector3Dot( N2, A0 - B0 );
+ ADist = XMVectorSelect( ADist, XMVector3Dot( N2, A1 - B0 ), SelectY );
+ ADist = XMVectorSelect( ADist, XMVector3Dot( N2, A2 - B0 ), SelectZ );
+
+ // Ensure robustness with co-planar triangles by zeroing small distances.
+ uint32_t ADistIsZeroCR;
+ XMVECTOR ADistIsZero = XMVectorGreaterR( &ADistIsZeroCR, g_RayEpsilon, XMVectorAbs( BDist ) );
+ ADist = XMVectorSelect( ADist, Zero, ADistIsZero );
+
+ uint32_t ADistIsLessCR;
+ XMVECTOR ADistIsLess = XMVectorGreaterR( &ADistIsLessCR, Zero, ADist );
+
+ uint32_t ADistIsGreaterCR;
+ XMVECTOR ADistIsGreater = XMVectorGreaterR( &ADistIsGreaterCR, ADist, Zero );
+
+ // If all the points are on the same side we don't intersect.
+ if( XMComparisonAllTrue( ADistIsLessCR ) || XMComparisonAllTrue( ADistIsGreaterCR ) )
+ return false;
+
+ // Special case for co-planar triangles.
+ if( XMComparisonAllTrue( ADistIsZeroCR ) || XMComparisonAllTrue( BDistIsZeroCR ) )
+ {
+ XMVECTOR Axis, Dist, MinDist;
+
+ // Compute an axis perpindicular to the edge (points out).
+ Axis = XMVector3Cross( N1, A1 - A0 );
+ Dist = XMVector3Dot( Axis, A0 );
+
+ // Test points of B against the axis.
+ MinDist = XMVector3Dot( B0, Axis );
+ MinDist = XMVectorMin( MinDist, XMVector3Dot( B1, Axis ) );
+ MinDist = XMVectorMin( MinDist, XMVector3Dot( B2, Axis ) );
+ if( XMVector4GreaterOrEqual( MinDist, Dist ) )
+ return false;
+
+ // Edge (A1, A2)
+ Axis = XMVector3Cross( N1, A2 - A1 );
+ Dist = XMVector3Dot( Axis, A1 );
+
+ MinDist = XMVector3Dot( B0, Axis );
+ MinDist = XMVectorMin( MinDist, XMVector3Dot( B1, Axis ) );
+ MinDist = XMVectorMin( MinDist, XMVector3Dot( B2, Axis ) );
+ if( XMVector4GreaterOrEqual( MinDist, Dist ) )
+ return false;
+
+ // Edge (A2, A0)
+ Axis = XMVector3Cross( N1, A0 - A2 );
+ Dist = XMVector3Dot( Axis, A2 );
+
+ MinDist = XMVector3Dot( B0, Axis );
+ MinDist = XMVectorMin( MinDist, XMVector3Dot( B1, Axis ) );
+ MinDist = XMVectorMin( MinDist, XMVector3Dot( B2, Axis ) );
+ if( XMVector4GreaterOrEqual( MinDist, Dist ) )
+ return false;
+
+ // Edge (B0, B1)
+ Axis = XMVector3Cross( N2, B1 - B0 );
+ Dist = XMVector3Dot( Axis, B0 );
+
+ MinDist = XMVector3Dot( A0, Axis );
+ MinDist = XMVectorMin( MinDist, XMVector3Dot( A1, Axis ) );
+ MinDist = XMVectorMin( MinDist, XMVector3Dot( A2, Axis ) );
+ if( XMVector4GreaterOrEqual( MinDist, Dist ) )
+ return false;
+
+ // Edge (B1, B2)
+ Axis = XMVector3Cross( N2, B2 - B1 );
+ Dist = XMVector3Dot( Axis, B1 );
+
+ MinDist = XMVector3Dot( A0, Axis );
+ MinDist = XMVectorMin( MinDist, XMVector3Dot( A1, Axis ) );
+ MinDist = XMVectorMin( MinDist, XMVector3Dot( A2, Axis ) );
+ if( XMVector4GreaterOrEqual( MinDist, Dist ) )
+ return false;
+
+ // Edge (B2,B0)
+ Axis = XMVector3Cross( N2, B0 - B2 );
+ Dist = XMVector3Dot( Axis, B2 );
+
+ MinDist = XMVector3Dot( A0, Axis );
+ MinDist = XMVectorMin( MinDist, XMVector3Dot( A1, Axis ) );
+ MinDist = XMVectorMin( MinDist, XMVector3Dot( A2, Axis ) );
+ if( XMVector4GreaterOrEqual( MinDist, Dist ) )
+ return false;
+
+ return true;
+ }
+
+ //
+ // Find the single vertex of A and B (ie the vertex on the opposite side
+ // of the plane from the other two) and reorder the edges so we can compute
+ // the signed edge/edge distances.
+ //
+ // if ( (V0 >= 0 && V1 < 0 && V2 < 0) ||
+ // (V0 > 0 && V1 <= 0 && V2 <= 0) ||
+ // (V0 <= 0 && V1 > 0 && V2 > 0) ||
+ // (V0 < 0 && V1 >= 0 && V2 >= 0) ) then V0 is singular;
+ //
+ // If our singular vertex is not on the positive side of the plane we reverse
+ // the triangle winding so that the overlap comparisons will compare the
+ // correct edges with the correct signs.
+ //
+ XMVECTOR ADistIsLessEqual = XMVectorOrInt( ADistIsLess, ADistIsZero );
+ XMVECTOR ADistIsGreaterEqual = XMVectorOrInt( ADistIsGreater, ADistIsZero );
+
+ XMVECTOR AA0, AA1, AA2;
+ bool bPositiveA;
+
+ if( DirectX::Internal::XMVector3AllTrue( XMVectorSelect( ADistIsGreaterEqual, ADistIsLess, Select0111 ) ) ||
+ DirectX::Internal::XMVector3AllTrue( XMVectorSelect( ADistIsGreater, ADistIsLessEqual, Select0111 ) ) )
+ {
+ // A0 is singular, crossing from positive to negative.
+ AA0 = A0; AA1 = A1; AA2 = A2;
+ bPositiveA = true;
+ }
+ else if( DirectX::Internal::XMVector3AllTrue( XMVectorSelect( ADistIsLessEqual, ADistIsGreater, Select0111 ) ) ||
+ DirectX::Internal::XMVector3AllTrue( XMVectorSelect( ADistIsLess, ADistIsGreaterEqual, Select0111 ) ) )
+ {
+ // A0 is singular, crossing from negative to positive.
+ AA0 = A0; AA1 = A2; AA2 = A1;
+ bPositiveA = false;
+ }
+ else if( DirectX::Internal::XMVector3AllTrue( XMVectorSelect( ADistIsGreaterEqual, ADistIsLess, Select1011 ) ) ||
+ DirectX::Internal::XMVector3AllTrue( XMVectorSelect( ADistIsGreater, ADistIsLessEqual, Select1011 ) ) )
+ {
+ // A1 is singular, crossing from positive to negative.
+ AA0 = A1; AA1 = A2; AA2 = A0;
+ bPositiveA = true;
+ }
+ else if( DirectX::Internal::XMVector3AllTrue( XMVectorSelect( ADistIsLessEqual, ADistIsGreater, Select1011 ) ) ||
+ DirectX::Internal::XMVector3AllTrue( XMVectorSelect( ADistIsLess, ADistIsGreaterEqual, Select1011 ) ) )
+ {
+ // A1 is singular, crossing from negative to positive.
+ AA0 = A1; AA1 = A0; AA2 = A2;
+ bPositiveA = false;
+ }
+ else if( DirectX::Internal::XMVector3AllTrue( XMVectorSelect( ADistIsGreaterEqual, ADistIsLess, Select1101 ) ) ||
+ DirectX::Internal::XMVector3AllTrue( XMVectorSelect( ADistIsGreater, ADistIsLessEqual, Select1101 ) ) )
+ {
+ // A2 is singular, crossing from positive to negative.
+ AA0 = A2; AA1 = A0; AA2 = A1;
+ bPositiveA = true;
+ }
+ else if( DirectX::Internal::XMVector3AllTrue( XMVectorSelect( ADistIsLessEqual, ADistIsGreater, Select1101 ) ) ||
+ DirectX::Internal::XMVector3AllTrue( XMVectorSelect( ADistIsLess, ADistIsGreaterEqual, Select1101 ) ) )
+ {
+ // A2 is singular, crossing from negative to positive.
+ AA0 = A2; AA1 = A1; AA2 = A0;
+ bPositiveA = false;
+ }
+ else
+ {
+ assert( false );
+ return false;
+ }
+
+ XMVECTOR BDistIsLessEqual = XMVectorOrInt( BDistIsLess, BDistIsZero );
+ XMVECTOR BDistIsGreaterEqual = XMVectorOrInt( BDistIsGreater, BDistIsZero );
+
+ XMVECTOR BB0, BB1, BB2;
+ bool bPositiveB;
+
+ if( DirectX::Internal::XMVector3AllTrue( XMVectorSelect( BDistIsGreaterEqual, BDistIsLess, Select0111 ) ) ||
+ DirectX::Internal::XMVector3AllTrue( XMVectorSelect( BDistIsGreater, BDistIsLessEqual, Select0111 ) ) )
+ {
+ // B0 is singular, crossing from positive to negative.
+ BB0 = B0; BB1 = B1; BB2 = B2;
+ bPositiveB = true;
+ }
+ else if( DirectX::Internal::XMVector3AllTrue( XMVectorSelect( BDistIsLessEqual, BDistIsGreater, Select0111 ) ) ||
+ DirectX::Internal::XMVector3AllTrue( XMVectorSelect( BDistIsLess, BDistIsGreaterEqual, Select0111 ) ) )
+ {
+ // B0 is singular, crossing from negative to positive.
+ BB0 = B0; BB1 = B2; BB2 = B1;
+ bPositiveB = false;
+ }
+ else if( DirectX::Internal::XMVector3AllTrue( XMVectorSelect( BDistIsGreaterEqual, BDistIsLess, Select1011 ) ) ||
+ DirectX::Internal::XMVector3AllTrue( XMVectorSelect( BDistIsGreater, BDistIsLessEqual, Select1011 ) ) )
+ {
+ // B1 is singular, crossing from positive to negative.
+ BB0 = B1; BB1 = B2; BB2 = B0;
+ bPositiveB = true;
+ }
+ else if( DirectX::Internal::XMVector3AllTrue( XMVectorSelect( BDistIsLessEqual, BDistIsGreater, Select1011 ) ) ||
+ DirectX::Internal::XMVector3AllTrue( XMVectorSelect( BDistIsLess, BDistIsGreaterEqual, Select1011 ) ) )
+ {
+ // B1 is singular, crossing from negative to positive.
+ BB0 = B1; BB1 = B0; BB2 = B2;
+ bPositiveB = false;
+ }
+ else if( DirectX::Internal::XMVector3AllTrue( XMVectorSelect( BDistIsGreaterEqual, BDistIsLess, Select1101 ) ) ||
+ DirectX::Internal::XMVector3AllTrue( XMVectorSelect( BDistIsGreater, BDistIsLessEqual, Select1101 ) ) )
+ {
+ // B2 is singular, crossing from positive to negative.
+ BB0 = B2; BB1 = B0; BB2 = B1;
+ bPositiveB = true;
+ }
+ else if( DirectX::Internal::XMVector3AllTrue( XMVectorSelect( BDistIsLessEqual, BDistIsGreater, Select1101 ) ) ||
+ DirectX::Internal::XMVector3AllTrue( XMVectorSelect( BDistIsLess, BDistIsGreaterEqual, Select1101 ) ) )
+ {
+ // B2 is singular, crossing from negative to positive.
+ BB0 = B2; BB1 = B1; BB2 = B0;
+ bPositiveB = false;
+ }
+ else
+ {
+ assert( false );
+ return false;
+ }
+
+ XMVECTOR Delta0, Delta1;
+
+ // Reverse the direction of the test depending on whether the singular vertices are
+ // the same sign or different signs.
+ if( bPositiveA ^ bPositiveB )
+ {
+ Delta0 = ( BB0 - AA0 );
+ Delta1 = ( AA0 - BB0 );
+ }
+ else
+ {
+ Delta0 = ( AA0 - BB0 );
+ Delta1 = ( BB0 - AA0 );
+ }
+
+ // Check if the triangles overlap on the line of intersection between the
+ // planes of the two triangles by finding the signed line distances.
+ XMVECTOR Dist0 = XMVector3Dot( Delta0, XMVector3Cross( ( BB2 - BB0 ), ( AA2 - AA0 ) ) );
+ if( XMVector4Greater( Dist0, Zero ) )
+ return false;
+
+ XMVECTOR Dist1 = XMVector3Dot( Delta1, XMVector3Cross( ( BB1 - BB0 ), ( AA1 - AA0 ) ) );
+ if( XMVector4Greater( Dist1, Zero ) )
+ return false;
+
+ return true;
+}
+
+
+//-----------------------------------------------------------------------------
+// Ray-triangle test
+//-----------------------------------------------------------------------------
+_Use_decl_annotations_
+inline PlaneIntersectionType Intersects( FXMVECTOR V0, FXMVECTOR V1, FXMVECTOR V2, GXMVECTOR Plane )
+{
+ XMVECTOR One = XMVectorSplatOne();
+
+ assert( DirectX::Internal::XMPlaneIsUnit( Plane ) );
+
+ // Set w of the points to one so we can dot4 with a plane.
+ XMVECTOR TV0 = XMVectorInsert<0, 0, 0, 0, 1>(V0, One);
+ XMVECTOR TV1 = XMVectorInsert<0, 0, 0, 0, 1>(V1, One);
+ XMVECTOR TV2 = XMVectorInsert<0, 0, 0, 0, 1>(V2, One);
+
+ XMVECTOR Outside, Inside;
+ DirectX::Internal::FastIntersectTrianglePlane( TV0, TV1, TV2, Plane, Outside, Inside );
+
+ // If the triangle is outside any plane it is outside.
+ if ( XMVector4EqualInt( Outside, XMVectorTrueInt() ) )
+ return FRONT;
+
+ // If the triangle is inside all planes it is inside.
+ if ( XMVector4EqualInt( Inside, XMVectorTrueInt() ) )
+ return BACK;
+
+ // The triangle is not inside all planes or outside a plane it intersects.
+ return INTERSECTING;
+}
+
+
+//-----------------------------------------------------------------------------
+// Test a triangle vs 6 planes (typically forming a frustum).
+//-----------------------------------------------------------------------------
+_Use_decl_annotations_
+inline ContainmentType ContainedBy( FXMVECTOR V0, FXMVECTOR V1, FXMVECTOR V2,
+ GXMVECTOR Plane0, CXMVECTOR Plane1, CXMVECTOR Plane2,
+ CXMVECTOR Plane3, CXMVECTOR Plane4, CXMVECTOR Plane5 )
+{
+ XMVECTOR One = XMVectorSplatOne();
+
+ // Set w of the points to one so we can dot4 with a plane.
+ XMVECTOR TV0 = XMVectorInsert<0, 0, 0, 0, 1>(V0, One);
+ XMVECTOR TV1 = XMVectorInsert<0, 0, 0, 0, 1>(V1, One);
+ XMVECTOR TV2 = XMVectorInsert<0, 0, 0, 0, 1>(V2, One);
+
+ XMVECTOR Outside, Inside;
+
+ // Test against each plane.
+ DirectX::Internal::FastIntersectTrianglePlane( TV0, TV1, TV2, Plane0, Outside, Inside );
+
+ XMVECTOR AnyOutside = Outside;
+ XMVECTOR AllInside = Inside;
+
+ DirectX::Internal::FastIntersectTrianglePlane( TV0, TV1, TV2, Plane1, Outside, Inside );
+ AnyOutside = XMVectorOrInt( AnyOutside, Outside );
+ AllInside = XMVectorAndInt( AllInside, Inside );
+
+ DirectX::Internal::FastIntersectTrianglePlane( TV0, TV1, TV2, Plane2, Outside, Inside );
+ AnyOutside = XMVectorOrInt( AnyOutside, Outside );
+ AllInside = XMVectorAndInt( AllInside, Inside );
+
+ DirectX::Internal::FastIntersectTrianglePlane( TV0, TV1, TV2, Plane3, Outside, Inside );
+ AnyOutside = XMVectorOrInt( AnyOutside, Outside );
+ AllInside = XMVectorAndInt( AllInside, Inside );
+
+ DirectX::Internal::FastIntersectTrianglePlane( TV0, TV1, TV2, Plane4, Outside, Inside );
+ AnyOutside = XMVectorOrInt( AnyOutside, Outside );
+ AllInside = XMVectorAndInt( AllInside, Inside );
+
+ DirectX::Internal::FastIntersectTrianglePlane( TV0, TV1, TV2, Plane5, Outside, Inside );
+ AnyOutside = XMVectorOrInt( AnyOutside, Outside );
+ AllInside = XMVectorAndInt( AllInside, Inside );
+
+ // If the triangle is outside any plane it is outside.
+ if ( XMVector4EqualInt( AnyOutside, XMVectorTrueInt() ) )
+ return DISJOINT;
+
+ // If the triangle is inside all planes it is inside.
+ if ( XMVector4EqualInt( AllInside, XMVectorTrueInt() ) )
+ return CONTAINS;
+
+ // The triangle is not inside all planes or outside a plane, it may intersect.
+ return INTERSECTS;
+}
+
+}; // namespace TriangleTests
+