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+/*************************************************************************/
+/* aabb.h */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* */
+/* 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. */
+/*************************************************************************/
+#ifndef AABB_H
+#define AABB_H
+
+#include "math_defs.h"
+#include "plane.h"
+#include "vector3.h"
+
+/**
+ * AABB / AABB (Axis Aligned Bounding Box)
+ * This is implemented by a point (position) and the box size
+ */
+
+class AABB {
+public:
+ Vector3 position;
+ Vector3 size;
+
+ real_t get_area() const; /// get area
+ _FORCE_INLINE_ bool has_no_area() const {
+
+ return (size.x <= 0 || size.y <= 0 || size.z <= 0);
+ }
+
+ _FORCE_INLINE_ bool has_no_surface() const {
+
+ return (size.x <= 0 && size.y <= 0 && size.z <= 0);
+ }
+
+ const Vector3 &get_position() const { return position; }
+ void set_position(const Vector3 &p_pos) { position = p_pos; }
+ const Vector3 &get_size() const { return size; }
+ void set_size(const Vector3 &p_size) { size = p_size; }
+
+ bool operator==(const AABB &p_rval) const;
+ bool operator!=(const AABB &p_rval) const;
+
+ _FORCE_INLINE_ bool intersects(const AABB &p_aabb) const; /// Both AABBs overlap
+ _FORCE_INLINE_ bool intersects_inclusive(const AABB &p_aabb) const; /// Both AABBs (or their faces) overlap
+ _FORCE_INLINE_ bool encloses(const AABB &p_aabb) const; /// p_aabb is completely inside this
+
+ AABB merge(const AABB &p_with) const;
+ void merge_with(const AABB &p_aabb); ///merge with another AABB
+ AABB intersection(const AABB &p_aabb) const; ///get box where two intersect, empty if no intersection occurs
+ bool intersects_segment(const Vector3 &p_from, const Vector3 &p_to, Vector3 *r_clip = NULL, Vector3 *r_normal = NULL) const;
+ bool intersects_ray(const Vector3 &p_from, const Vector3 &p_dir, Vector3 *r_clip = NULL, Vector3 *r_normal = NULL) const;
+ _FORCE_INLINE_ bool smits_intersect_ray(const Vector3 &p_from, const Vector3 &p_dir, real_t t0, real_t t1) const;
+
+ _FORCE_INLINE_ bool intersects_convex_shape(const Plane *p_planes, int p_plane_count) const;
+ bool intersects_plane(const Plane &p_plane) const;
+
+ _FORCE_INLINE_ bool has_point(const Vector3 &p_point) const;
+ _FORCE_INLINE_ Vector3 get_support(const Vector3 &p_normal) const;
+
+ Vector3 get_longest_axis() const;
+ int get_longest_axis_index() const;
+ _FORCE_INLINE_ real_t get_longest_axis_size() const;
+
+ Vector3 get_shortest_axis() const;
+ int get_shortest_axis_index() const;
+ _FORCE_INLINE_ real_t get_shortest_axis_size() const;
+
+ AABB grow(real_t p_by) const;
+ _FORCE_INLINE_ void grow_by(real_t p_amount);
+
+ void get_edge(int p_edge, Vector3 &r_from, Vector3 &r_to) const;
+ _FORCE_INLINE_ Vector3 get_endpoint(int p_point) const;
+
+ AABB expand(const Vector3 &p_vector) const;
+ _FORCE_INLINE_ void project_range_in_plane(const Plane &p_plane, real_t &r_min, real_t &r_max) const;
+ _FORCE_INLINE_ void expand_to(const Vector3 &p_vector); /** expand to contain a point if necessary */
+
+ operator String() const;
+
+ _FORCE_INLINE_ AABB() {}
+ inline AABB(const Vector3 &p_pos, const Vector3 &p_size)
+ : position(p_pos),
+ size(p_size) {
+ }
+};
+
+inline bool AABB::intersects(const AABB &p_aabb) const {
+
+ if (position.x >= (p_aabb.position.x + p_aabb.size.x))
+ return false;
+ if ((position.x + size.x) <= p_aabb.position.x)
+ return false;
+ if (position.y >= (p_aabb.position.y + p_aabb.size.y))
+ return false;
+ if ((position.y + size.y) <= p_aabb.position.y)
+ return false;
+ if (position.z >= (p_aabb.position.z + p_aabb.size.z))
+ return false;
+ if ((position.z + size.z) <= p_aabb.position.z)
+ return false;
+
+ return true;
+}
+
+inline bool AABB::intersects_inclusive(const AABB &p_aabb) const {
+
+ if (position.x > (p_aabb.position.x + p_aabb.size.x))
+ return false;
+ if ((position.x + size.x) < p_aabb.position.x)
+ return false;
+ if (position.y > (p_aabb.position.y + p_aabb.size.y))
+ return false;
+ if ((position.y + size.y) < p_aabb.position.y)
+ return false;
+ if (position.z > (p_aabb.position.z + p_aabb.size.z))
+ return false;
+ if ((position.z + size.z) < p_aabb.position.z)
+ return false;
+
+ return true;
+}
+
+inline bool AABB::encloses(const AABB &p_aabb) const {
+
+ Vector3 src_min = position;
+ Vector3 src_max = position + size;
+ Vector3 dst_min = p_aabb.position;
+ Vector3 dst_max = p_aabb.position + p_aabb.size;
+
+ return (
+ (src_min.x <= dst_min.x) &&
+ (src_max.x > dst_max.x) &&
+ (src_min.y <= dst_min.y) &&
+ (src_max.y > dst_max.y) &&
+ (src_min.z <= dst_min.z) &&
+ (src_max.z > dst_max.z));
+}
+
+Vector3 AABB::get_support(const Vector3 &p_normal) const {
+
+ Vector3 half_extents = size * 0.5;
+ Vector3 ofs = position + half_extents;
+
+ return Vector3(
+ (p_normal.x > 0) ? -half_extents.x : half_extents.x,
+ (p_normal.y > 0) ? -half_extents.y : half_extents.y,
+ (p_normal.z > 0) ? -half_extents.z : half_extents.z) +
+ ofs;
+}
+
+Vector3 AABB::get_endpoint(int p_point) const {
+
+ switch (p_point) {
+ case 0: return Vector3(position.x, position.y, position.z);
+ case 1: return Vector3(position.x, position.y, position.z + size.z);
+ case 2: return Vector3(position.x, position.y + size.y, position.z);
+ case 3: return Vector3(position.x, position.y + size.y, position.z + size.z);
+ case 4: return Vector3(position.x + size.x, position.y, position.z);
+ case 5: return Vector3(position.x + size.x, position.y, position.z + size.z);
+ case 6: return Vector3(position.x + size.x, position.y + size.y, position.z);
+ case 7: return Vector3(position.x + size.x, position.y + size.y, position.z + size.z);
+ };
+
+ ERR_FAIL_V(Vector3());
+}
+
+bool AABB::intersects_convex_shape(const Plane *p_planes, int p_plane_count) const {
+
+ Vector3 half_extents = size * 0.5;
+ Vector3 ofs = position + half_extents;
+
+ for (int i = 0; i < p_plane_count; i++) {
+ const Plane &p = p_planes[i];
+ Vector3 point(
+ (p.normal.x > 0) ? -half_extents.x : half_extents.x,
+ (p.normal.y > 0) ? -half_extents.y : half_extents.y,
+ (p.normal.z > 0) ? -half_extents.z : half_extents.z);
+ point += ofs;
+ if (p.is_point_over(point))
+ return false;
+ }
+
+ return true;
+}
+
+bool AABB::has_point(const Vector3 &p_point) const {
+
+ if (p_point.x < position.x)
+ return false;
+ if (p_point.y < position.y)
+ return false;
+ if (p_point.z < position.z)
+ return false;
+ if (p_point.x > position.x + size.x)
+ return false;
+ if (p_point.y > position.y + size.y)
+ return false;
+ if (p_point.z > position.z + size.z)
+ return false;
+
+ return true;
+}
+
+inline void AABB::expand_to(const Vector3 &p_vector) {
+
+ Vector3 begin = position;
+ Vector3 end = position + size;
+
+ if (p_vector.x < begin.x)
+ begin.x = p_vector.x;
+ if (p_vector.y < begin.y)
+ begin.y = p_vector.y;
+ if (p_vector.z < begin.z)
+ begin.z = p_vector.z;
+
+ if (p_vector.x > end.x)
+ end.x = p_vector.x;
+ if (p_vector.y > end.y)
+ end.y = p_vector.y;
+ if (p_vector.z > end.z)
+ end.z = p_vector.z;
+
+ position = begin;
+ size = end - begin;
+}
+
+void AABB::project_range_in_plane(const Plane &p_plane, real_t &r_min, real_t &r_max) const {
+
+ Vector3 half_extents(size.x * 0.5, size.y * 0.5, size.z * 0.5);
+ Vector3 center(position.x + half_extents.x, position.y + half_extents.y, position.z + half_extents.z);
+
+ real_t length = p_plane.normal.abs().dot(half_extents);
+ real_t distance = p_plane.distance_to(center);
+ r_min = distance - length;
+ r_max = distance + length;
+}
+
+inline real_t AABB::get_longest_axis_size() const {
+
+ real_t max_size = size.x;
+
+ if (size.y > max_size) {
+ max_size = size.y;
+ }
+
+ if (size.z > max_size) {
+ max_size = size.z;
+ }
+
+ return max_size;
+}
+
+inline real_t AABB::get_shortest_axis_size() const {
+
+ real_t max_size = size.x;
+
+ if (size.y < max_size) {
+ max_size = size.y;
+ }
+
+ if (size.z < max_size) {
+ max_size = size.z;
+ }
+
+ return max_size;
+}
+
+bool AABB::smits_intersect_ray(const Vector3 &p_from, const Vector3 &p_dir, real_t t0, real_t t1) const {
+
+ real_t divx = 1.0 / p_dir.x;
+ real_t divy = 1.0 / p_dir.y;
+ real_t divz = 1.0 / p_dir.z;
+
+ Vector3 upbound = position + size;
+ real_t tmin, tmax, tymin, tymax, tzmin, tzmax;
+ if (p_dir.x >= 0) {
+ tmin = (position.x - p_from.x) * divx;
+ tmax = (upbound.x - p_from.x) * divx;
+ } else {
+ tmin = (upbound.x - p_from.x) * divx;
+ tmax = (position.x - p_from.x) * divx;
+ }
+ if (p_dir.y >= 0) {
+ tymin = (position.y - p_from.y) * divy;
+ tymax = (upbound.y - p_from.y) * divy;
+ } else {
+ tymin = (upbound.y - p_from.y) * divy;
+ tymax = (position.y - p_from.y) * divy;
+ }
+ if ((tmin > tymax) || (tymin > tmax))
+ return false;
+ if (tymin > tmin)
+ tmin = tymin;
+ if (tymax < tmax)
+ tmax = tymax;
+ if (p_dir.z >= 0) {
+ tzmin = (position.z - p_from.z) * divz;
+ tzmax = (upbound.z - p_from.z) * divz;
+ } else {
+ tzmin = (upbound.z - p_from.z) * divz;
+ tzmax = (position.z - p_from.z) * divz;
+ }
+ if ((tmin > tzmax) || (tzmin > tmax))
+ return false;
+ if (tzmin > tmin)
+ tmin = tzmin;
+ if (tzmax < tmax)
+ tmax = tzmax;
+ return ((tmin < t1) && (tmax > t0));
+}
+
+void AABB::grow_by(real_t p_amount) {
+
+ position.x -= p_amount;
+ position.y -= p_amount;
+ position.z -= p_amount;
+ size.x += 2.0 * p_amount;
+ size.y += 2.0 * p_amount;
+ size.z += 2.0 * p_amount;
+}
+
+#endif // AABB_H