/*************************************************************************/ /* rect3.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 Rect3 { 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 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 &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; 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 necessary */ operator String() const; _FORCE_INLINE_ Rect3() {} inline Rect3(const Vector3 &p_pos, const Vector3 &p_size) : position(p_pos), size(p_size) { } }; inline bool Rect3::intersects(const Rect3 &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 Rect3::intersects_inclusive(const Rect3 &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 Rect3::encloses(const Rect3 &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 Rect3::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 Rect3::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 Rect3::intersects_convex_shape(const Plane *p_planes, int p_plane_count) const { #if 1 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; #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(position.x, position.y, position.z), Vector3(position.x, position.y, position.z + size.z), Vector3(position.x, position.y + size.y, position.z), Vector3(position.x, position.y + size.y, position.z + size.z), Vector3(position.x + size.x, position.y, position.z), Vector3(position.x + size.x, position.y, position.z + size.z), Vector3(position.x + size.x, position.y + size.y, position.z), Vector3(position.x + size.x, position.y + size.y, position.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 < 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 Rect3::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 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(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 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 &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 Rect3::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