0ad/source/maths/BoundingBoxAligned.cpp
bb 157c6af18e Make the space in 0 A.D. non-breaking throughout the codebase.
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.
2023-07-27 20:54:46 +00:00

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