godot/core/math/aabb.cpp
Rémi Verschelde d8223ffa75 Welcome in 2017, dear changelog reader!
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!

(cherry picked from commit c7bc44d5ad)
2017-01-12 19:15:30 +01:00

419 lines
9.3 KiB
C++

/*************************************************************************/
/* aabb.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#include "aabb.h"
#include "print_string.h"
float AABB::get_area() const {
return size.x*size.y*size.z;
}
bool AABB::operator==(const AABB& p_rval) const {
return ((pos==p_rval.pos) && (size==p_rval.size));
}
bool AABB::operator!=(const AABB& p_rval) const {
return ((pos!=p_rval.pos) || (size!=p_rval.size));
}
void AABB::merge_with(const AABB& p_aabb) {
Vector3 beg_1,beg_2;
Vector3 end_1,end_2;
Vector3 min,max;
beg_1=pos;
beg_2=p_aabb.pos;
end_1=Vector3(size.x,size.y,size.z)+beg_1;
end_2=Vector3(p_aabb.size.x,p_aabb.size.y,p_aabb.size.z)+beg_2;
min.x=(beg_1.x<beg_2.x)?beg_1.x:beg_2.x;
min.y=(beg_1.y<beg_2.y)?beg_1.y:beg_2.y;
min.z=(beg_1.z<beg_2.z)?beg_1.z:beg_2.z;
max.x=(end_1.x>end_2.x)?end_1.x:end_2.x;
max.y=(end_1.y>end_2.y)?end_1.y:end_2.y;
max.z=(end_1.z>end_2.z)?end_1.z:end_2.z;
pos=min;
size=max-min;
}
AABB AABB::intersection(const AABB& p_aabb) const {
Vector3 src_min=pos;
Vector3 src_max=pos+size;
Vector3 dst_min=p_aabb.pos;
Vector3 dst_max=p_aabb.pos+p_aabb.size;
Vector3 min,max;
if (src_min.x > dst_max.x || src_max.x < dst_min.x )
return AABB();
else {
min.x= ( src_min.x > dst_min.x ) ? src_min.x :dst_min.x;
max.x= ( src_max.x < dst_max.x ) ? src_max.x :dst_max.x;
}
if (src_min.y > dst_max.y || src_max.y < dst_min.y )
return AABB();
else {
min.y= ( src_min.y > dst_min.y ) ? src_min.y :dst_min.y;
max.y= ( src_max.y < dst_max.y ) ? src_max.y :dst_max.y;
}
if (src_min.z > dst_max.z || src_max.z < dst_min.z )
return AABB();
else {
min.z= ( src_min.z > dst_min.z ) ? src_min.z :dst_min.z;
max.z= ( src_max.z < dst_max.z ) ? src_max.z :dst_max.z;
}
return AABB( min, max-min );
}
bool AABB::intersects_ray(const Vector3& p_from, const Vector3& p_dir,Vector3* r_clip,Vector3* r_normal) const {
Vector3 c1, c2;
Vector3 end = pos+size;
float near=-1e20;
float far=1e20;
int axis=0;
for (int i=0;i<3;i++){
if (p_dir[i] == 0){
if ((p_from[i] < pos[i]) || (p_from[i] > end[i])) {
return false;
}
} else { // ray not parallel to planes in this direction
c1[i] = (pos[i] - p_from[i]) / p_dir[i];
c2[i] = (end[i] - p_from[i]) / p_dir[i];
if(c1[i] > c2[i]){
SWAP(c1,c2);
}
if (c1[i] > near){
near = c1[i];
axis=i;
}
if (c2[i] < far){
far = c2[i];
}
if( (near > far) || (far < 0) ){
return false;
}
}
}
if (r_clip)
*r_clip=c1;
if (r_normal) {
*r_normal=Vector3();
(*r_normal)[axis]=p_dir[axis]?-1:1;
}
return true;
}
bool AABB::intersects_segment(const Vector3& p_from, const Vector3& p_to,Vector3* r_clip,Vector3* r_normal) const {
real_t min=0,max=1;
int axis=0;
float sign=0;
for(int i=0;i<3;i++) {
real_t seg_from=p_from[i];
real_t seg_to=p_to[i];
real_t box_begin=pos[i];
real_t box_end=box_begin+size[i];
real_t cmin,cmax;
float csign;
if (seg_from < seg_to) {
if (seg_from > box_end || seg_to < box_begin)
return false;
real_t length=seg_to-seg_from;
cmin = (seg_from < box_begin)?((box_begin - seg_from)/length):0;
cmax = (seg_to > box_end)?((box_end - seg_from)/length):1;
csign=-1.0;
} else {
if (seg_to > box_end || seg_from < box_begin)
return false;
real_t length=seg_to-seg_from;
cmin = (seg_from > box_end)?(box_end - seg_from)/length:0;
cmax = (seg_to < box_begin)?(box_begin - seg_from)/length:1;
csign=1.0;
}
if (cmin > min) {
min = cmin;
axis=i;
sign=csign;
}
if (cmax < max)
max = cmax;
if (max < min)
return false;
}
Vector3 rel=p_to-p_from;
if (r_normal) {
Vector3 normal;
normal[axis]=sign;
*r_normal=normal;
}
if (r_clip)
*r_clip=p_from+rel*min;
return true;
}
bool AABB::intersects_plane(const Plane &p_plane) const {
Vector3 points[8] = {
Vector3( pos.x , pos.y , pos.z ),
Vector3( pos.x , pos.y , pos.z+size.z ),
Vector3( pos.x , pos.y+size.y , pos.z ),
Vector3( pos.x , pos.y+size.y , pos.z+size.z ),
Vector3( pos.x+size.x , pos.y , pos.z ),
Vector3( pos.x+size.x , pos.y , pos.z+size.z ),
Vector3( pos.x+size.x , pos.y+size.y , pos.z ),
Vector3( pos.x+size.x , pos.y+size.y , pos.z+size.z ),
};
bool over=false;
bool under=false;
for (int i=0;i<8;i++) {
if (p_plane.distance_to(points[i])>0)
over=true;
else
under=true;
}
return under && over;
}
Vector3 AABB::get_longest_axis() const {
Vector3 axis(1,0,0);
real_t max_size=size.x;
if (size.y > max_size ) {
axis=Vector3(0,1,0);
max_size=size.y;
}
if (size.z > max_size ) {
axis=Vector3(0,0,1);
max_size=size.z;
}
return axis;
}
int AABB::get_longest_axis_index() const {
int axis=0;
real_t max_size=size.x;
if (size.y > max_size ) {
axis=1;
max_size=size.y;
}
if (size.z > max_size ) {
axis=2;
max_size=size.z;
}
return axis;
}
Vector3 AABB::get_shortest_axis() const {
Vector3 axis(1,0,0);
real_t max_size=size.x;
if (size.y < max_size ) {
axis=Vector3(0,1,0);
max_size=size.y;
}
if (size.z < max_size ) {
axis=Vector3(0,0,1);
max_size=size.z;
}
return axis;
}
int AABB::get_shortest_axis_index() const {
int axis=0;
real_t max_size=size.x;
if (size.y < max_size ) {
axis=1;
max_size=size.y;
}
if (size.z < max_size ) {
axis=2;
max_size=size.z;
}
return axis;
}
AABB AABB::merge(const AABB& p_with) const {
AABB aabb=*this;
aabb.merge_with(p_with);
return aabb;
}
AABB AABB::expand(const Vector3& p_vector) const {
AABB aabb=*this;
aabb.expand_to(p_vector);
return aabb;
}
AABB AABB::grow(real_t p_by) const {
AABB aabb=*this;
aabb.grow_by(p_by);
return aabb;
}
void AABB::get_edge(int p_edge,Vector3& r_from,Vector3& r_to) const {
ERR_FAIL_INDEX(p_edge,12);
switch(p_edge) {
case 0:{
r_from=Vector3( pos.x+size.x , pos.y , pos.z );
r_to=Vector3( pos.x , pos.y , pos.z );
} break;
case 1:{
r_from=Vector3( pos.x+size.x , pos.y , pos.z+size.z );
r_to=Vector3( pos.x+size.x , pos.y , pos.z );
} break;
case 2:{
r_from=Vector3( pos.x , pos.y , pos.z+size.z );
r_to=Vector3( pos.x+size.x , pos.y , pos.z+size.z );
} break;
case 3:{
r_from=Vector3( pos.x , pos.y , pos.z );
r_to=Vector3( pos.x , pos.y , pos.z+size.z );
} break;
case 4:{
r_from=Vector3( pos.x , pos.y+size.y , pos.z );
r_to=Vector3( pos.x+size.x , pos.y+size.y , pos.z );
} break;
case 5:{
r_from=Vector3( pos.x+size.x , pos.y+size.y , pos.z );
r_to=Vector3( pos.x+size.x , pos.y+size.y , pos.z+size.z );
} break;
case 6:{
r_from=Vector3( pos.x+size.x , pos.y+size.y , pos.z+size.z );
r_to=Vector3( pos.x , pos.y+size.y , pos.z+size.z );
} break;
case 7:{
r_from=Vector3( pos.x , pos.y+size.y , pos.z+size.z );
r_to=Vector3( pos.x , pos.y+size.y , pos.z );
} break;
case 8:{
r_from=Vector3( pos.x , pos.y , pos.z+size.z );
r_to=Vector3( pos.x , pos.y+size.y , pos.z+size.z );
} break;
case 9:{
r_from=Vector3( pos.x , pos.y , pos.z );
r_to=Vector3( pos.x , pos.y+size.y , pos.z );
} break;
case 10:{
r_from=Vector3( pos.x+size.x , pos.y , pos.z );
r_to=Vector3( pos.x+size.x , pos.y+size.y , pos.z );
} break;
case 11:{
r_from=Vector3( pos.x+size.x , pos.y , pos.z+size.z );
r_to=Vector3( pos.x+size.x , pos.y+size.y , pos.z+size.z );
} break;
}
}
AABB::operator String() const {
return String()+pos +" - "+ size;
}