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Avoid cases of filenames Update years in terms and other legal(ish) documents Don't update years in license headers, since change is not meaningful Will add linter rule in seperate commit Happy recompiling everyone! Original Patch By: Nescio Comment By: Gallaecio Differential Revision: D2620 This was SVN commit r27786.
273 lines
6.8 KiB
C++
273 lines
6.8 KiB
C++
/* Copyright (C) 2021 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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/*
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* Axis-aligned bounding box
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*/
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#include "precompiled.h"
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#include "BoundingBoxAligned.h"
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#include "maths/BoundingBoxOriented.h"
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#include "maths/Brush.h"
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#include "maths/Frustum.h"
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#include "maths/Matrix3D.h"
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#include <limits>
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const CBoundingBoxAligned CBoundingBoxAligned::EMPTY = CBoundingBoxAligned(); // initializes to an empty bound
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///////////////////////////////////////////////////////////////////////////////
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// RayIntersect: intersect ray with this bound; return true
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// if ray hits (and store entry and exit times), or false
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// otherwise
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// note: incoming ray direction must be normalised
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bool CBoundingBoxAligned::RayIntersect(
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const CVector3D& origin, const CVector3D& dir, float& tmin, float& tmax) const
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{
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float t1, t2;
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float tnear, tfar;
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if (dir[0] == 0)
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{
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if (origin[0] < m_Data[0][0] || origin[0] > m_Data[1][0])
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return false;
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else
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{
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tnear = -std::numeric_limits<float>::max();
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tfar = std::numeric_limits<float>::max();
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}
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}
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else
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{
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t1 = (m_Data[0][0] - origin[0]) / dir[0];
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t2 = (m_Data[1][0] - origin[0]) / dir[0];
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if (dir[0] < 0)
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{
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tnear = t2;
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tfar = t1;
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}
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else
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{
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tnear = t1;
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tfar = t2;
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}
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if (tfar < 0)
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return false;
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}
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if (dir[1] == 0 && (origin[1] < m_Data[0][1] || origin[1] > m_Data[1][1]))
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return false;
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else
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{
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t1 = (m_Data[0][1] - origin[1]) / dir[1];
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t2 = (m_Data[1][1] - origin[1]) / dir[1];
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if (dir[1] < 0)
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{
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if (t2 > tnear)
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tnear = t2;
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if (t1 < tfar)
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tfar = t1;
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}
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else
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{
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if (t1 > tnear)
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tnear = t1;
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if (t2 < tfar)
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tfar = t2;
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}
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if (tnear > tfar || tfar < 0)
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return false;
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}
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if (dir[2] == 0 && (origin[2] < m_Data[0][2] || origin[2] > m_Data[1][2]))
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return false;
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else
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{
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t1 = (m_Data[0][2] - origin[2]) / dir[2];
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t2 = (m_Data[1][2] - origin[2]) / dir[2];
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if (dir[2] < 0)
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{
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if (t2 > tnear)
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tnear = t2;
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if (t1 < tfar)
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tfar = t1;
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}
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else
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{
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if (t1 > tnear)
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tnear = t1;
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if (t2 < tfar)
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tfar = t2;
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}
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if (tnear > tfar || tfar < 0)
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return false;
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}
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tmin = tnear;
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tmax = tfar;
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return true;
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}
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///////////////////////////////////////////////////////////////////////////////
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// SetEmpty: initialise this bound as empty
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void CBoundingBoxAligned::SetEmpty()
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{
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m_Data[0] = CVector3D::Max();
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m_Data[1] = CVector3D::Min();
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}
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///////////////////////////////////////////////////////////////////////////////
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// IsEmpty: tests whether this bound is empty
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bool CBoundingBoxAligned::IsEmpty() const
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{
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return m_Data[0] == CVector3D::Max() && m_Data[1] == CVector3D::Min();
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}
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///////////////////////////////////////////////////////////////////////////////
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// Transform: transform this bound by given matrix; return transformed bound
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// in 'result' parameter - slightly modified version of code in Graphic Gems
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// (can't remember which one it was, though)
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void CBoundingBoxAligned::Transform(const CMatrix3D& m, CBoundingBoxAligned& result) const
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{
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ENSURE(this != &result);
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for (int i = 0; i < 3; ++i)
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{
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// handle translation
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result[0][i] = result[1][i] = m(i, 3);
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// Now find the extreme points by considering the product of the
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// min and max with each component of matrix
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for (int j = 0; j < 3; ++j)
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{
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float a = m(i, j) * m_Data[0][j];
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float b = m(i, j) * m_Data[1][j];
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if (a >= b)
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std::swap(a, b);
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result[0][i] += a;
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result[1][i] += b;
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}
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}
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}
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void CBoundingBoxAligned::Transform(const CMatrix3D& transform, CBoundingBoxOriented& result) const
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{
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const CVector3D& pMin = m_Data[0];
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const CVector3D& pMax = m_Data[1];
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// the basis vectors of the OBB are the normalized versions of the transformed AABB basis vectors, which
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// are the columns of the identity matrix, so the unnormalized OBB basis vectors are the transformation
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// matrix columns:
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CVector3D u(transform._11, transform._21, transform._31);
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CVector3D v(transform._12, transform._22, transform._32);
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CVector3D w(transform._13, transform._23, transform._33);
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// the half-sizes are scaled by whatever factor the AABB unit vectors end up scaled by
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result.m_HalfSizes = CVector3D(
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(pMax.X - pMin.X) / 2.f * u.Length(),
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(pMax.Y - pMin.Y) / 2.f * v.Length(),
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(pMax.Z - pMin.Z) / 2.f * w.Length()
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);
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u.Normalize();
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v.Normalize();
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w.Normalize();
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result.m_Basis[0] = u;
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result.m_Basis[1] = v;
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result.m_Basis[2] = w;
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result.m_Center = transform.Transform((pMax + pMin) * 0.5f);
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}
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///////////////////////////////////////////////////////////////////////////////
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// Intersect with the given frustum in a conservative manner
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void CBoundingBoxAligned::IntersectFrustumConservative(const CFrustum& frustum)
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{
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// if this bound is empty, then the result must be empty (we should not attempt to intersect with
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// a brush, may cause crashes due to the numeric representation of empty bounds -- see
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// http://trac.wildfiregames.com/ticket/1027)
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if (IsEmpty())
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return;
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CBrush brush(*this);
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CBrush buf;
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brush.Intersect(frustum, buf);
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buf.Bounds(*this);
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}
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///////////////////////////////////////////////////////////////////////////////
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CFrustum CBoundingBoxAligned::ToFrustum() const
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{
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CFrustum frustum;
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frustum.SetNumPlanes(6);
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// get the LEFT plane
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frustum[0].m_Norm = CVector3D(1, 0, 0);
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frustum[0].m_Dist = -m_Data[0].X;
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// get the RIGHT plane
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frustum[1].m_Norm = CVector3D(-1, 0, 0);
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frustum[1].m_Dist = m_Data[1].X;
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// get the BOTTOM plane
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frustum[2].m_Norm = CVector3D(0, 1, 0);
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frustum[2].m_Dist = -m_Data[0].Y;
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// get the TOP plane
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frustum[3].m_Norm = CVector3D(0, -1, 0);
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frustum[3].m_Dist = m_Data[1].Y;
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// get the NEAR plane
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frustum[4].m_Norm = CVector3D(0, 0, 1);
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frustum[4].m_Dist = -m_Data[0].Z;
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// get the FAR plane
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frustum[5].m_Norm = CVector3D(0, 0, -1);
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frustum[5].m_Dist = m_Data[1].Z;
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return frustum;
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}
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///////////////////////////////////////////////////////////////////////////////
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void CBoundingBoxAligned::Expand(float amount)
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{
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m_Data[0] -= CVector3D(amount, amount, amount);
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m_Data[1] += CVector3D(amount, amount, amount);
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}
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bool CBoundingBoxAligned::IsPointInside(const CVector3D& point) const
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{
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return
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m_Data[0].X <= point.X && point.X <= m_Data[1].X &&
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m_Data[0].Y <= point.Y && point.Y <= m_Data[1].Y &&
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m_Data[0].Z <= point.Z && point.Z <= m_Data[1].Z;
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}
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