return true;
}
+
+bool Intersection(
+ const AABB &a_box,
+ const glm::mat4 &a_m,
+ const AABB &b_box,
+ const glm::mat4 &b_m
+) noexcept {
+ glm::vec3 a_corners[8] = {
+ glm::vec3(a_m * glm::vec4(a_box.min.x, a_box.min.y, a_box.min.z, 1)),
+ glm::vec3(a_m * glm::vec4(a_box.min.x, a_box.min.y, a_box.max.z, 1)),
+ glm::vec3(a_m * glm::vec4(a_box.min.x, a_box.max.y, a_box.min.z, 1)),
+ glm::vec3(a_m * glm::vec4(a_box.min.x, a_box.max.y, a_box.max.z, 1)),
+ glm::vec3(a_m * glm::vec4(a_box.max.x, a_box.min.y, a_box.min.z, 1)),
+ glm::vec3(a_m * glm::vec4(a_box.max.x, a_box.min.y, a_box.max.z, 1)),
+ glm::vec3(a_m * glm::vec4(a_box.max.x, a_box.max.y, a_box.min.z, 1)),
+ glm::vec3(a_m * glm::vec4(a_box.max.x, a_box.max.y, a_box.max.z, 1)),
+ };
+
+ glm::vec3 b_corners[8] = {
+ glm::vec3(b_m * glm::vec4(b_box.min.x, b_box.min.y, b_box.min.z, 1)),
+ glm::vec3(b_m * glm::vec4(b_box.min.x, b_box.min.y, b_box.max.z, 1)),
+ glm::vec3(b_m * glm::vec4(b_box.min.x, b_box.max.y, b_box.min.z, 1)),
+ glm::vec3(b_m * glm::vec4(b_box.min.x, b_box.max.y, b_box.max.z, 1)),
+ glm::vec3(b_m * glm::vec4(b_box.max.x, b_box.min.y, b_box.min.z, 1)),
+ glm::vec3(b_m * glm::vec4(b_box.max.x, b_box.min.y, b_box.max.z, 1)),
+ glm::vec3(b_m * glm::vec4(b_box.max.x, b_box.max.y, b_box.min.z, 1)),
+ glm::vec3(b_m * glm::vec4(b_box.max.x, b_box.max.y, b_box.max.z, 1)),
+ };
+
+ glm::vec3 axes[6] = {
+ glm::vec3(a_m * glm::vec4(1, 0, 0, 0)),
+ glm::vec3(a_m * glm::vec4(0, 1, 0, 0)),
+ glm::vec3(a_m * glm::vec4(0, 0, 1, 0)),
+ glm::vec3(b_m * glm::vec4(1, 0, 0, 0)),
+ glm::vec3(b_m * glm::vec4(0, 1, 0, 0)),
+ glm::vec3(b_m * glm::vec4(0, 0, 1, 0)),
+ };
+
+ for (const glm::vec3 &axis : axes) {
+ float a_min = std::numeric_limits<float>::infinity();
+ float a_max = -std::numeric_limits<float>::infinity();
+ for (const glm::vec3 &corner : a_corners) {
+ float val = glm::dot(corner, axis);
+ a_min = std::min(a_min, val);
+ a_max = std::max(a_max, val);
+ }
+
+ float b_min = std::numeric_limits<float>::infinity();
+ float b_max = -std::numeric_limits<float>::infinity();
+ for (const glm::vec3 &corner : b_corners) {
+ float val = glm::dot(corner, axis);
+ b_min = std::min(b_min, val);
+ b_max = std::max(b_max, val);
+ }
+
+ if (a_max < b_min || b_max < a_min) return false;
+ }
+
+ // TODO: find intersection point and normals
+ // normal could be deduced from the axis with the lowest min?
+
+ return true;
+}
+
+
bool CullTest(const AABB &box, const glm::mat4 &MVP) noexcept {
// transform corners into clip space
glm::vec4 corners[8] = {
#include <limits>
#include <glm/gtx/io.hpp>
+#include <glm/gtx/transform.hpp>
CPPUNIT_TEST_SUITE_REGISTRATION(blank::test::GeometryTest);
}
-void GeometryTest::testRayAABBIntersection() {
+void GeometryTest::testRayBoxIntersection() {
Ray ray{ { 0, 0, 0 }, { 1, 0, 0 } }; // at origin, pointing right
AABB box{ { -1, -1, -1 }, { 1, 1, 1 } }; // 2x2x2 cube centered around origin
glm::mat4 M(1); // no transformation
);
}
+void GeometryTest::testBoxBoxIntersection() {
+ AABB box{ { -1, -1, -1 }, { 1, 1, 1 } }; // 2x2x2 cube centered around origin
+ glm::mat4 Ma(1); // identity
+ glm::mat4 Mb(1); // identity
+ // they're identical, so should probably intersect ^^
+
+ CPPUNIT_ASSERT_MESSAGE(
+ "identical OBBs don't intersect",
+ Intersection(box, Ma, box, Mb)
+ );
+
+ Ma = glm::translate(glm::vec3(-2, 0, 0)); // 2 to the left
+ Mb = glm::translate(glm::vec3(2, 0, 0)); // 2 to the right
+ CPPUNIT_ASSERT_MESSAGE(
+ "distant OBBs intersect (2 apart, no rotation)",
+ !Intersection(box, Ma, box, Mb)
+ );
+
+ Ma = glm::rotate(PI_0p25, glm::vec3(0, 0, 1)); // rotated 45° around Z
+ Mb = glm::translate(glm::vec3(2.4, 0, 0)); // 2.4 to the right
+ // they should barely touch. intersect by about 0.01 if my head works
+ CPPUNIT_ASSERT_MESSAGE(
+ "OBBs don't intersect (one rotated by 45°)",
+ Intersection(box, Ma, box, Mb)
+ );
+
+ Mb = glm::translate(glm::vec3(3, 0, 0)); // 3 to the right
+ CPPUNIT_ASSERT_MESSAGE(
+ "OBBs intersect (one rotated by 45°)",
+ !Intersection(box, Ma, box, Mb)
+ );
+}
+
}
}