Core/Misc: update g3dlite lib (#2904)

* Core/Misc: update g3dlite lib

* update

Co-authored-by: Francesco Borzì <borzifrancesco@gmail.com>
This commit is contained in:
Viste
2020-07-30 13:35:45 +03:00
committed by GitHub
parent 91bbbf08eb
commit fcaf91b8b2
183 changed files with 13258 additions and 8022 deletions

View File

@@ -1,10 +1,13 @@
/**
@file AABox.cpp
\file G3D.lib/source/AABox.cpp
@maintainer Morgan McGuire, http://graphics.cs.williams.edu
\maintainer Morgan McGuire, http://graphics.cs.williams.edu
@created 2004-01-10
@edited 2006-01-11
\created 2004-01-10
\edited 2013-06-11
Copyright 2000-2013, Morgan McGuire.
All rights reserved.
*/
#include "G3D/platform.h"
@@ -14,10 +17,53 @@
#include "G3D/Sphere.h"
#include "G3D/BinaryInput.h"
#include "G3D/BinaryOutput.h"
#include "G3D/Any.h"
namespace G3D {
AABox::AABox(const Any& a) {
if (a.name() == "AABox::empty") {
*this = AABox::empty();
} else if (a.name() == "AABox::inf") {
*this = AABox::inf();
} else {
a.verifyName("AABox");
a.verifyType(Any::ARRAY);
if (a.size() == 1) {
*this = AABox(Point3(a[0]));
} else if (a.size() == 2) {
set(Point3(a[0]), Point3(a[1]));
} else {
a.verify(false, "AABox must recieve exactly 1 or two arguments.");
}
}
}
Any AABox::toAny() const {
if (isEmpty()) {
return Any(Any::ARRAY, "AABox::empty");
} else if (! isFinite()) {
return Any(Any::ARRAY, "AABox::inf");
} else {
Any a(Any::ARRAY, "AABox");
if (lo == hi) {
a.append(lo);
} else {
a.append(lo, hi);
}
return a;
}
}
const AABox& AABox::empty() {
static const AABox b;
return b;
}
const AABox& AABox::maxFinite() {
static const AABox b = AABox(Vector3::minFinite(),
Vector3::maxFinite());
@@ -56,6 +102,13 @@ void AABox::deserialize(class BinaryInput& b) {
}
void AABox::merge(const Box& b) {
AABox aab;
b.getBounds(aab);
merge(aab);
}
void AABox::split(const Vector3::Axis& axis, float location, AABox& low, AABox& high) const {
// Low, medium, and high along the chosen axis
float L = G3D::min(location, lo[axis]);
@@ -139,11 +192,11 @@ bool AABox::intersects(const AABox& other) const {
int AABox::dummy = 0;
bool AABox::culledBy(
const Array<Plane>& plane,
int& cullingPlane,
const uint32 _inMask,
uint32& childMask) const {
bool AABox::culledBy
(const Array<Plane>& plane,
int& cullingPlane,
const uint32 _inMask,
uint32& childMask) const {
uint32 inMask = _inMask;
assert(plane.size() < 31);
@@ -159,13 +212,13 @@ bool AABox::culledBy(
(abs(hi.z) < G3D::finf());
// See if there is one plane for which all of the
// vertices are in the negative half space.
// vertices are in the negative half space.
for (int p = 0; p < plane.size(); ++p) {
// Only test planes that are not masked
if ((inMask & 1) != 0) {
Vector3 corner;
// Only test planes that are not masked
if ((inMask & 1) != 0) {
Vector3 corner;
int numContained = 0;
int v = 0;
@@ -173,12 +226,12 @@ bool AABox::culledBy(
// We can early-out only if we have found one point on each
// side of the plane (i.e. if we are straddling). That
// occurs when (numContained < v) && (numContained > 0)
for (v = 0; (v < 8) && ((numContained == v) || (numContained == 0)); ++v) {
for (v = 0; (v < 8) && ((numContained == v) || (numContained == 0)); ++v) {
// Unrolling these 3 if's into a switch decreases performance
// by about 2x
corner.x = (v & 1) ? hi.x : lo.x;
corner.y = (v & 2) ? hi.y : lo.y;
corner.z = (v & 4) ? hi.z : lo.z;
corner.x = (v & 1) ? hi.x : lo.x;
corner.y = (v & 2) ? hi.y : lo.y;
corner.z = (v & 4) ? hi.z : lo.z;
if (finite) { // this branch is highly predictable
if (plane[p].halfSpaceContainsFinite(corner)) {
@@ -189,43 +242,43 @@ bool AABox::culledBy(
++numContained;
}
}
}
}
if (numContained == 0) {
// Plane p culled the box
cullingPlane = p;
if (numContained == 0) {
// Plane p culled the box
cullingPlane = p;
// The caller should not recurse into the children,
// since the parent is culled. If they do recurse,
// make them only test against this one plane, which
// will immediately cull the volume.
childMask = 1 << p;
return true;
return true;
} else if (numContained < v) {
// The bounding volume straddled the plane; we have
// to keep testing against this plane
childMask |= (1 << p);
}
}
}
// Move on to the next bit.
inMask = inMask >> 1;
inMask = inMask >> 1;
}
// None of the planes could cull this box
cullingPlane = -1;
cullingPlane = -1;
return false;
}
bool AABox::culledBy(
const Array<Plane>& plane,
int& cullingPlane,
const uint32 _inMask) const {
int& cullingPlane,
const uint32 _inMask) const {
uint32 inMask = _inMask;
assert(plane.size() < 31);
uint32 inMask = _inMask;
assert(plane.size() < 31);
const bool finite =
(abs(lo.x) < G3D::finf()) &&
@@ -236,58 +289,60 @@ bool AABox::culledBy(
(abs(hi.z) < G3D::finf());
// See if there is one plane for which all of the
// vertices are in the negative half space.
// vertices are in the negative half space.
for (int p = 0; p < plane.size(); ++p) {
// Only test planes that are not masked
if ((inMask & 1) != 0) {
bool culled = true;
Vector3 corner;
// Only test planes that are not masked
if ((inMask & 1) != 0) {
bool culled = true;
Vector3 corner;
int v;
// Assume this plane culls all points. See if there is a point
// not culled by the plane... early out when at least one point
// Assume this plane culls all points. See if there is a point
// not culled by the plane... early out when at least one point
// is in the positive half space.
for (v = 0; (v < 8) && culled; ++v) {
for (v = 0; (v < 8) && culled; ++v) {
// Unrolling these 3 if's into a switch decreases performance
// by about 2x
corner.x = (v & 1) ? hi.x : lo.x;
corner.y = (v & 2) ? hi.y : lo.y;
corner.z = (v & 4) ? hi.z : lo.z;
corner.x = (v & 1) ? hi.x : lo.x;
corner.y = (v & 2) ? hi.y : lo.y;
corner.z = (v & 4) ? hi.z : lo.z;
if (finite) { // this branch is highly predictable
culled = ! plane[p].halfSpaceContainsFinite(corner);
} else {
culled = ! plane[p].halfSpaceContains(corner);
}
}
if (culled) {
// Plane p culled the box
cullingPlane = p;
return true;
}
}
if (culled) {
// Plane p culled the box
cullingPlane = p;
return true;
}
}
// Move on to the next bit.
inMask = inMask >> 1;
inMask = inMask >> 1;
}
// None of the planes could cull this box
cullingPlane = -1;
cullingPlane = -1;
return false;
}
void AABox::getBounds(Sphere& s) const {
s.center = center();
s.radius = extent().length() / 2;
}
bool AABox::intersects(const class Sphere& sphere) const {
bool AABox::intersects(const Sphere& sphere) const {
double d = 0;
//find the square of the distance