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Diffstat (limited to 'core/math/rect3.h')
-rw-r--r-- | core/math/rect3.h | 397 |
1 files changed, 397 insertions, 0 deletions
diff --git a/core/math/rect3.h b/core/math/rect3.h new file mode 100644 index 0000000000..902592b02c --- /dev/null +++ b/core/math/rect3.h @@ -0,0 +1,397 @@ +/*************************************************************************/ +/* rect3.h */ +/*************************************************************************/ +/* 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. */ +/*************************************************************************/ +#ifndef AABB_H +#define AABB_H + + + +#include "vector3.h" +#include "plane.h" +#include "math_defs.h" + +/** + * AABB / AABB (Axis Aligned Bounding Box) + * This is implemented by a point (pos) and the box size + */ + + + +class Rect3 { +public: + Vector3 pos; + Vector3 size; + + real_t get_area() const; /// get area + _FORCE_INLINE_ bool has_no_area() const { + + return (size.x<=CMP_EPSILON || size.y<=CMP_EPSILON || size.z<=CMP_EPSILON); + } + + _FORCE_INLINE_ bool has_no_surface() const { + + return (size.x<=CMP_EPSILON && size.y<=CMP_EPSILON && size.z<=CMP_EPSILON); + } + + const Vector3& get_pos() const { return pos; } + void set_pos(const Vector3& p_pos) { pos=p_pos; } + const Vector3& get_size() const { return size; } + void set_size(const Vector3& p_size) { size=p_size; } + + + bool operator==(const Rect3& p_rval) const; + bool operator!=(const Rect3& p_rval) const; + + _FORCE_INLINE_ bool intersects(const Rect3& p_aabb) const; /// Both AABBs overlap + _FORCE_INLINE_ bool intersects_inclusive(const Rect3& p_aabb) const; /// Both AABBs (or their faces) overlap + _FORCE_INLINE_ bool encloses(const Rect3 & p_aabb) const; /// p_aabb is completely inside this + + Rect3 merge(const Rect3& p_with) const; + void merge_with(const Rect3& p_aabb); ///merge with another AABB + Rect3 intersection(const Rect3& 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 &from,const Vector3& p_dir, real_t t0, real_t t1) const; + + _FORCE_INLINE_ bool intersects_convex_shape(const Plane *p_plane, 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; + + Rect3 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; + + Rect3 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 necesary */ + + operator String() const; + + _FORCE_INLINE_ Rect3() {} + inline Rect3(const Vector3 &p_pos,const Vector3& p_size) { pos=p_pos; size=p_size; } + + +}; + +inline bool Rect3::intersects(const Rect3& p_aabb) const { + + if ( pos.x >= (p_aabb.pos.x + p_aabb.size.x) ) + return false; + if ( (pos.x+size.x) <= p_aabb.pos.x ) + return false; + if ( pos.y >= (p_aabb.pos.y + p_aabb.size.y) ) + return false; + if ( (pos.y+size.y) <= p_aabb.pos.y ) + return false; + if ( pos.z >= (p_aabb.pos.z + p_aabb.size.z) ) + return false; + if ( (pos.z+size.z) <= p_aabb.pos.z ) + return false; + + return true; +} + +inline bool Rect3::intersects_inclusive(const Rect3& p_aabb) const { + + if ( pos.x > (p_aabb.pos.x + p_aabb.size.x) ) + return false; + if ( (pos.x+size.x) < p_aabb.pos.x ) + return false; + if ( pos.y > (p_aabb.pos.y + p_aabb.size.y) ) + return false; + if ( (pos.y+size.y) < p_aabb.pos.y ) + return false; + if ( pos.z > (p_aabb.pos.z + p_aabb.size.z) ) + return false; + if ( (pos.z+size.z) < p_aabb.pos.z ) + return false; + + return true; +} + +inline bool Rect3::encloses(const Rect3 & 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; + + 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 Rect3::get_support(const Vector3& p_normal) const { + + Vector3 half_extents = size * 0.5; + Vector3 ofs = pos + 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 Rect3::get_endpoint(int p_point) const { + + switch(p_point) { + case 0: return Vector3( pos.x , pos.y , pos.z ); + case 1: return Vector3( pos.x , pos.y , pos.z+size.z ); + case 2: return Vector3( pos.x , pos.y+size.y , pos.z ); + case 3: return Vector3( pos.x , pos.y+size.y , pos.z+size.z ); + case 4: return Vector3( pos.x+size.x , pos.y , pos.z ); + case 5: return Vector3( pos.x+size.x , pos.y , pos.z+size.z ); + case 6: return Vector3( pos.x+size.x , pos.y+size.y , pos.z ); + case 7: return Vector3( pos.x+size.x , pos.y+size.y , pos.z+size.z ); + }; + + ERR_FAIL_V(Vector3()); +} + +bool Rect3::intersects_convex_shape(const Plane *p_planes, int p_plane_count) const { + +#if 1 + + Vector3 half_extents = size * 0.5; + Vector3 ofs = pos + 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; +#else + //cache all points to check against! +// #warning should be easy to optimize, just use the same as when taking the support and use only that point + 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 ), + }; + + for (int i=0;i<p_plane_count;i++) { //for each plane + + const Plane & plane=p_planes[i]; + bool all_points_over=true; + //test if it has all points over! + + for (int j=0;j<8;j++) { + + + if (!plane.is_point_over( points[j] )) { + + all_points_over=false; + break; + } + + } + + if (all_points_over) { + + return false; + } + } + return true; +#endif +} + +bool Rect3::has_point(const Vector3& p_point) const { + + if (p_point.x<pos.x) + return false; + if (p_point.y<pos.y) + return false; + if (p_point.z<pos.z) + return false; + if (p_point.x>pos.x+size.x) + return false; + if (p_point.y>pos.y+size.y) + return false; + if (p_point.z>pos.z+size.z) + return false; + + return true; +} + + +inline void Rect3::expand_to(const Vector3& p_vector) { + + Vector3 begin=pos; + Vector3 end=pos+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; + + pos=begin; + size=end-begin; +} + +void Rect3::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( pos.x + half_extents.x, pos.y + half_extents.y, pos.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 Rect3::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 Rect3::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 Rect3::smits_intersect_ray(const Vector3 &from,const Vector3& dir, real_t t0, real_t t1) const { + + real_t divx=1.0/dir.x; + real_t divy=1.0/dir.y; + real_t divz=1.0/dir.z; + + Vector3 upbound=pos+size; + real_t tmin, tmax, tymin, tymax, tzmin, tzmax; + if (dir.x >= 0) { + tmin = (pos.x - from.x) * divx; + tmax = (upbound.x - from.x) * divx; + } + else { + tmin = (upbound.x - from.x) * divx; + tmax = (pos.x - from.x) * divx; + } + if (dir.y >= 0) { + tymin = (pos.y - from.y) * divy; + tymax = (upbound.y - from.y) * divy; + } + else { + tymin = (upbound.y - from.y) * divy; + tymax = (pos.y - from.y) * divy; + } + if ( (tmin > tymax) || (tymin > tmax) ) + return false; + if (tymin > tmin) + tmin = tymin; + if (tymax < tmax) + tmax = tymax; + if (dir.z >= 0) { + tzmin = (pos.z - from.z) * divz; + tzmax = (upbound.z - from.z) * divz; + } + else { + tzmin = (upbound.z - from.z) * divz; + tzmax = (pos.z - 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 Rect3::grow_by(real_t p_amount) { + + pos.x-=p_amount; + pos.y-=p_amount; + pos.z-=p_amount; + size.x+=2.0*p_amount; + size.y+=2.0*p_amount; + size.z+=2.0*p_amount; +} + + +#endif // AABB_H |