New function for BLI_kdopbvh: BLI_bvhtree_find_nearest_projected.
This patch does not make any difference for a user's POV. But it is a step for adding the occlusion test for snapping functions. This new function finds the node(aabb) whose projection is closest to a screen coordinate. Reviewers: campbellbarton Reviewed By: campbellbarton Tags: #bf_blender_2.8 Differential Revision: https://developer.blender.org/D3180
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@@ -619,6 +619,38 @@ float dist_squared_ray_to_seg_v3(
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return len_squared_v3(t) - SQUARE(*r_depth);
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}
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/* Returns the coordinates of the nearest vertex and
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* the farthest vertex from a plane (or normal). */
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void aabb_get_near_far_from_plane(
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const float plane_no[3], const float bbmin[3], const float bbmax[3],
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float bb_near[3], float bb_afar[3])
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{
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if (plane_no[0] < 0.0f) {
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bb_near[0] = bbmax[0];
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bb_afar[0] = bbmin[0];
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}
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else {
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bb_near[0] = bbmin[0];
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bb_afar[0] = bbmax[0];
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}
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if (plane_no[1] < 0.0f) {
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bb_near[1] = bbmax[1];
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bb_afar[1] = bbmin[1];
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}
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else {
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bb_near[1] = bbmin[1];
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bb_afar[1] = bbmax[1];
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}
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if (plane_no[2] < 0.0f) {
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bb_near[2] = bbmax[2];
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bb_afar[2] = bbmin[2];
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}
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else {
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bb_near[2] = bbmin[2];
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bb_afar[2] = bbmax[2];
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}
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}
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/* -------------------------------------------------------------------- */
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/** \name dist_squared_to_ray_to_aabb and helpers
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* \{ */
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@@ -634,7 +666,6 @@ void dist_squared_ray_to_aabb_v3_precalc(
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neasrest_precalc->ray_inv_dir[i] =
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(neasrest_precalc->ray_direction[i] != 0.0f) ?
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(1.0f / neasrest_precalc->ray_direction[i]) : FLT_MAX;
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neasrest_precalc->sign[i] = (neasrest_precalc->ray_inv_dir[i] < 0.0f);
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}
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}
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@@ -648,30 +679,8 @@ float dist_squared_ray_to_aabb_v3(
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{
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// bool r_axis_closest[3];
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float local_bvmin[3], local_bvmax[3];
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if (data->sign[0]) {
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local_bvmin[0] = bb_max[0];
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local_bvmax[0] = bb_min[0];
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}
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else {
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local_bvmin[0] = bb_min[0];
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local_bvmax[0] = bb_max[0];
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}
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if (data->sign[1]) {
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local_bvmin[1] = bb_max[1];
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local_bvmax[1] = bb_min[1];
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}
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else {
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local_bvmin[1] = bb_min[1];
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local_bvmax[1] = bb_max[1];
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}
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if (data->sign[2]) {
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local_bvmin[2] = bb_max[2];
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local_bvmax[2] = bb_min[2];
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}
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else {
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local_bvmin[2] = bb_min[2];
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local_bvmax[2] = bb_max[2];
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}
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aabb_get_near_far_from_plane(
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data->ray_direction, bb_min, bb_max, local_bvmin, local_bvmax);
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const float tmin[3] = {
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(local_bvmin[0] - data->ray_origin[0]) * data->ray_inv_dir[0],
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@@ -693,38 +702,38 @@ float dist_squared_ray_to_aabb_v3(
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rtmax = tmax[0];
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va[0] = vb[0] = local_bvmax[0];
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main_axis = 3;
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// r_axis_closest[0] = data->sign[0];
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// r_axis_closest[0] = neasrest_precalc->ray_direction[0] < 0.0f;
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}
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else if ((tmax[1] <= tmax[0]) && (tmax[1] <= tmax[2])) {
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rtmax = tmax[1];
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va[1] = vb[1] = local_bvmax[1];
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main_axis = 2;
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// r_axis_closest[1] = data->sign[1];
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// r_axis_closest[1] = neasrest_precalc->ray_direction[1] < 0.0f;
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}
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else {
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rtmax = tmax[2];
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va[2] = vb[2] = local_bvmax[2];
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main_axis = 1;
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// r_axis_closest[2] = data->sign[2];
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// r_axis_closest[2] = neasrest_precalc->ray_direction[2] < 0.0f;
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}
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if ((tmin[0] >= tmin[1]) && (tmin[0] >= tmin[2])) {
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rtmin = tmin[0];
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va[0] = vb[0] = local_bvmin[0];
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main_axis -= 3;
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// r_axis_closest[0] = !data->sign[0];
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// r_axis_closest[0] = neasrest_precalc->ray_direction[0] >= 0.0f;
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}
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else if ((tmin[1] >= tmin[0]) && (tmin[1] >= tmin[2])) {
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rtmin = tmin[1];
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va[1] = vb[1] = local_bvmin[1];
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main_axis -= 1;
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// r_axis_closest[1] = !data->sign[1];
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// r_axis_closest[1] = neasrest_precalc->ray_direction[1] >= 0.0f;
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}
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else {
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rtmin = tmin[2];
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va[2] = vb[2] = local_bvmin[2];
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main_axis -= 2;
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// r_axis_closest[2] = !data->sign[2];
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// r_axis_closest[2] = neasrest_precalc->ray_direction[2] >= 0.0f;
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}
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if (main_axis < 0) {
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main_axis += 3;
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@@ -739,14 +748,14 @@ float dist_squared_ray_to_aabb_v3(
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return 0.0f;
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}
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if (data->sign[main_axis]) {
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va[main_axis] = local_bvmax[main_axis];
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vb[main_axis] = local_bvmin[main_axis];
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}
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else {
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if (data->ray_direction[main_axis] >= 0.0f) {
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va[main_axis] = local_bvmin[main_axis];
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vb[main_axis] = local_bvmax[main_axis];
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}
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else {
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va[main_axis] = local_bvmax[main_axis];
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vb[main_axis] = local_bvmin[main_axis];
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}
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return dist_squared_ray_to_seg_v3(
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data->ray_origin, data->ray_direction, va, vb,
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@@ -839,35 +848,8 @@ float dist_squared_to_projected_aabb(
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bool r_axis_closest[3])
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{
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float local_bvmin[3], local_bvmax[3];
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bool sign[3] = {
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data->ray_inv_dir[0] >= 0.0f,
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data->ray_inv_dir[1] >= 0.0f,
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data->ray_inv_dir[2] >= 0.0f,
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};
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if (sign[0]) {
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local_bvmin[0] = bbmin[0];
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local_bvmax[0] = bbmax[0];
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}
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else {
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local_bvmin[0] = bbmax[0];
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local_bvmax[0] = bbmin[0];
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}
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if (sign[1]) {
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local_bvmin[1] = bbmin[1];
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local_bvmax[1] = bbmax[1];
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}
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else {
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local_bvmin[1] = bbmax[1];
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local_bvmax[1] = bbmin[1];
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}
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if (sign[2]) {
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local_bvmin[2] = bbmin[2];
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local_bvmax[2] = bbmax[2];
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}
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else {
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local_bvmin[2] = bbmax[2];
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local_bvmax[2] = bbmin[2];
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}
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aabb_get_near_far_from_plane(
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data->ray_direction, bbmin, bbmax, local_bvmin, local_bvmax);
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const float tmin[3] = {
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(local_bvmin[0] - data->ray_origin[0]) * data->ray_inv_dir[0],
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@@ -889,38 +871,38 @@ float dist_squared_to_projected_aabb(
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rtmax = tmax[0];
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va[0] = vb[0] = local_bvmax[0];
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main_axis = 3;
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r_axis_closest[0] = !sign[0];
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r_axis_closest[0] = data->ray_direction[0] < 0.0f;
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}
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else if ((tmax[1] <= tmax[0]) && (tmax[1] <= tmax[2])) {
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rtmax = tmax[1];
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va[1] = vb[1] = local_bvmax[1];
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main_axis = 2;
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r_axis_closest[1] = !sign[1];
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r_axis_closest[1] = data->ray_direction[1] < 0.0f;
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}
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else {
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rtmax = tmax[2];
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va[2] = vb[2] = local_bvmax[2];
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main_axis = 1;
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r_axis_closest[2] = !sign[2];
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r_axis_closest[2] = data->ray_direction[2] < 0.0f;
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}
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if ((tmin[0] >= tmin[1]) && (tmin[0] >= tmin[2])) {
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rtmin = tmin[0];
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va[0] = vb[0] = local_bvmin[0];
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main_axis -= 3;
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r_axis_closest[0] = sign[0];
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r_axis_closest[0] = data->ray_direction[0] >= 0.0f;
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}
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else if ((tmin[1] >= tmin[0]) && (tmin[1] >= tmin[2])) {
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rtmin = tmin[1];
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va[1] = vb[1] = local_bvmin[1];
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main_axis -= 1;
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r_axis_closest[1] = sign[1];
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r_axis_closest[1] = data->ray_direction[1] >= 0.0f;
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}
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else {
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rtmin = tmin[2];
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va[2] = vb[2] = local_bvmin[2];
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main_axis -= 2;
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r_axis_closest[2] = sign[2];
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r_axis_closest[2] = data->ray_direction[2] >= 0.0f;
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}
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if (main_axis < 0) {
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main_axis += 3;
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@@ -931,7 +913,7 @@ float dist_squared_to_projected_aabb(
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return 0;
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}
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if (sign[main_axis]) {
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if (data->ray_direction[main_axis] >= 0.0f) {
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va[main_axis] = local_bvmin[main_axis];
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vb[main_axis] = local_bvmax[main_axis];
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}
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@@ -2278,6 +2260,38 @@ static bool getLowestRoot(const float a, const float b, const float c, const flo
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return false;
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}
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/**
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* Checks status of an AABB in relation to a list of planes.
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*
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* \returns intersection type:
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* - ISECT_AABB_PLANE_BEHIND_ONE (0): AABB is completely behind at least 1 plane;
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* - ISECT_AABB_PLANE_CROSS_ANY (1): AABB intersects at least 1 plane;
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* - ISECT_AABB_PLANE_IN_FRONT_ALL (2): AABB is completely in front of all planes;
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*/
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int isect_aabb_planes_v3(
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const float (*planes)[4], const int totplane,
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const float bbmin[3], const float bbmax[3])
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{
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int ret = ISECT_AABB_PLANE_IN_FRONT_ALL;
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float bb_near[3], bb_far[3];
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for (int i = 0; i < totplane; i++) {
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aabb_get_near_far_from_plane(planes[i], bbmin, bbmax, bb_near, bb_far);
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if (plane_point_side_v3(planes[i], bb_far) < 0.0f) {
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return ISECT_AABB_PLANE_BEHIND_ANY;
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}
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else if ((ret != ISECT_AABB_PLANE_CROSS_ANY) &&
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(plane_point_side_v3(planes[i], bb_near) < 0.0f))
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{
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ret = ISECT_AABB_PLANE_CROSS_ANY;
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}
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}
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return ret;
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}
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bool isect_sweeping_sphere_tri_v3(const float p1[3], const float p2[3], const float radius,
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const float v0[3], const float v1[3], const float v2[3],
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float *r_lambda, float ipoint[3])
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