// // The graphics engine GLScene // unit GLS.GeometryBB; (* Calculations and manipulations on Bounding Boxes *) interface {$I Stage.Defines.inc} uses System.SysUtils, Stage.VectorGeometry, Stage.VectorTypes, GLS.VectorLists; type // Structure for storing Bounding Boxes PHmgBoundingBox = ^THmgBoundingBox; THmgBoundingBox = record BBox: array [0 .. 7] of TGLVector; end; // Structure for storing Axis Aligned Bounding Boxes TAABB = record Min, Max: TAffineVector; end; PAABB = ^TAABB; // Structure for storing BoundingSpheres. Similar to TAABB TBSphere = record // Center of Bounding Sphere Center: TAffineVector; // Radius of Bounding Sphere Radius: Single; end; TGClipRect = record Left, Top: Single; Right, Bottom: Single; end; (* Result type for space intersection tests, like AABBContainsAABB or BSphereContainsAABB *) TSpaceContains = (ScNoOverlap, ScContainsFully, ScContainsPartially); // Structure for storing the corners of an AABB, used with ExtractAABBCorners TAABBCorners = array [0 .. 7] of TAffineVector; const NullBoundingBox: THmgBoundingBox = (BBox:((X: 0; Y: 0; Z: 0; W: 1), (X: 0; Y: 0; Z: 0; W: 1), (X: 0; Y: 0; Z: 0; W: 1), (X: 0; Y: 0; Z: 0; W: 1), (X: 0; Y: 0; Z: 0; W: 1), (X: 0; Y: 0; Z: 0; W: 1), (X: 0; Y: 0; Z: 0; W: 1), (X: 0; Y: 0; Z: 0; W: 1))); // ------------------------------------------------------------------------------ // Bounding Box functions // ------------------------------------------------------------------------------ function BoundingBoxesAreEqual(const ABoundingBox1, ABoundingBox2: THmgBoundingBox): Boolean; overload; function BoundingBoxesAreEqual(const ABoundingBox1, ABoundingBox2: PHmgBoundingBox): Boolean; overload; (* Adds a BB into another BB. The original BB (c1) is extended if necessary to contain c2. *) function AddBB(var C1: THmgBoundingBox; const C2: THmgBoundingBox): THmgBoundingBox; procedure AddAABB(var Aabb: TAABB; const Aabb1: TAABB); procedure SetBB(var C: THmgBoundingBox; const V: TGLVector); procedure SetAABB(var Bb: TAABB; const V: TGLVector); inline; procedure BBTransform(var C: THmgBoundingBox; const M: TGLMatrix); procedure AABBTransform(var Bb: TAABB; const M: TGLMatrix); procedure AABBScale(var Bb: TAABB; const V: TAffineVector); function BBMinX(const C: THmgBoundingBox): Single; function BBMaxX(const C: THmgBoundingBox): Single; function BBMinY(const C: THmgBoundingBox): Single; function BBMaxY(const C: THmgBoundingBox): Single; function BBMinZ(const C: THmgBoundingBox): Single; function BBMaxZ(const C: THmgBoundingBox): Single; // Resize the AABB if necessary to include p. procedure AABBInclude(var Bb: TAABB; const P: TAffineVector); // Make an AABB that is formed by sweeping a sphere (or AABB) from Start to Dest procedure AABBFromSweep(var SweepAABB: TAABB; const Start, Dest: TGLVector; const Radius: Single); (* Returns the intersection AABB of two AABBs. If the AABBs don't intersect, will return a degenerated AABB (plane, line or point). *) function AABBIntersection(const Aabb1, Aabb2: TAABB): TAABB; // Extract AABB information from a BB. function BBToAABB(const ABB: THmgBoundingBox): TAABB; // Converts an AABB to its canonical BB. function AABBToBB(const AnAABB: TAABB): THmgBoundingBox; overload; // Transforms an AABB to a BB. function AABBToBB(const AnAABB: TAABB; const M: TGLMatrix): THmgBoundingBox; overload; // Adds delta to min and max of the AABB. procedure OffsetAABB(var Aabb: TAABB; const Delta: TAffineVector); overload; procedure OffsetAABB(var Aabb: TAABB; const Delta: TGLVector); overload; // Adds delta to min and max of the BB. procedure OffsetBB(var Bb: THmgBoundingBox; const Delta: TAffineVector); overload; procedure OffsetBB(var Bb: THmgBoundingBox; const Delta: TGLVector); overload; // The same as above but uses AddPoint() instead of AddVector(). procedure OffsetBBPoint(var Bb: THmgBoundingBox; const Delta: TGLVector); overload; (* Determines if two AxisAlignedBoundingBoxes intersect. The matrices are the ones that convert one point to the other's AABB system *) function IntersectAABBs(const Aabb1, Aabb2: TAABB; const M1To2, M2To1: TGLMatrix): Boolean; overload; // Checks whether two Bounding boxes aligned with the world axes collide in the XY plane. function IntersectAABBsAbsoluteXY(const Aabb1, Aabb2: TAABB): Boolean; // Checks whether two Bounding boxes aligned with the world axes collide in the XZ plane. function IntersectAABBsAbsoluteXZ(const Aabb1, Aabb2: TAABB): Boolean; // Checks whether two Bounding boxes aligned with the world axes collide. function IntersectAABBsAbsolute(const Aabb1, Aabb2: TAABB): Boolean; (* Checks whether one Bounding box aligned with the world axes fits within another Bounding box *) function AABBFitsInAABBAbsolute(const Aabb1, Aabb2: TAABB): Boolean; // Checks if a point "p" is inside an AABB function PointInAABB(const P: TAffineVector; const Aabb: TAABB): Boolean; overload; function PointInAABB(const P: TGLVector; const Aabb: TAABB): Boolean; overload; // Checks if a plane (given by the normal+d) intersects the AABB function PlaneIntersectAABB(const Normal: TAffineVector; D: Single; const Aabb: TAABB): Boolean; // Compute the intersection between a plane and the AABB function PlaneAABBIntersection(const plane : THmgPlane; const AABB : TAABB) : TGLAffineVectorList; (* Original source code by Tomas Akenine-Möller Based on the paper "Fast 3D Triangle-Box Overlap Testing" http://www.cs.lth.se/home/Tomas_Akenine_Moller/pubs/tribox.pdf http://jgt.akpeters.com/papers/AkenineMoller01/ (code) Use separating axis theorem to test overlap between triangle and box need to test for overlap in these directions: 1) the (x,y,z)-directions (actually, since we use the AABB of the triangle we do not even need to test these) 2) normal of the triangle 3) crossproduct(edge from tri, {x,y,z}-directin) this gives 3x3=9 more tests Checks if a triangle (given by vertices v1, v2 and v3) intersects an AABB *) function TriangleIntersectAABB(const Aabb: TAABB; const V1, V2, V3: TAffineVector): Boolean; // Extract the corners from an AABB procedure ExtractAABBCorners(const AABB: TAABB; var AABBCorners: TAABBCorners); // Convert an AABB to a BSphere procedure AABBToBSphere(const AABB: TAABB; var BSphere: TBSphere); // Convert a BSphere to an AABB procedure BSphereToAABB(const BSphere: TBSphere; var AABB: TAABB); overload; function BSphereToAABB(const Center: TAffineVector; Radius: Single): TAABB; overload; function BSphereToAABB(const Center: TGLVector; Radius: Single): TAABB; overload; // Determines to which extent one AABB contains another AABB function AABBContainsAABB(const MainAABB, TestAABB: TAABB): TSpaceContains; // Determines to which extent a BSphere contains an AABB function BSphereContainsAABB(const MainBSphere: TBSphere; const TestAABB: TAABB): TSpaceContains; // Determines to which extent one BSphere contains another BSphere function BSphereContainsBSphere(const MainBSphere, TestBSphere: TBSphere): TSpaceContains; // Determines to which extent an AABB contains a BSpher function AABBContainsBSphere(const MainAABB: TAABB; const TestBSphere: TBSphere): TSpaceContains; // Determines to which extent a plane contains a BSphere function PlaneContainsBSphere(const Location, Normal: TAffineVector; const TestBSphere: TBSphere): TSpaceContains; // Determines to which extent a frustum contains a BSphere function FrustumContainsBSphere(const Frustum: TFrustum; const TestBSphere: TBSphere): TSpaceContains; // Determines to which extent a frustum contains an AABB function FrustumContainsAABB(const Frustum: TFrustum; const TestAABB: TAABB): TSpaceContains; // Clips a position to an AABB function ClipToAABB(const V: TAffineVector; const AABB: TAABB): TAffineVector; // Determines if one BSphere intersects another BSphere function BSphereIntersectsBSphere(const MainBSphere, TestBSphere: TBSphere): Boolean; // Extend the clip rect to include given coordinate. procedure IncludeInClipRect(var ClipRect: TGClipRect; X, Y: Single); // Projects an AABB and determines the extent of its projection as a clip rect. function AABBToClipRect(const Aabb: TAABB; const ModelViewProjection: TGLMatrix; ViewportSizeX, ViewportSizeY: Integer): TGClipRect; // Finds the intersection between a ray and an axis aligned bounding box. function RayCastAABBIntersect(const RayOrigin, RayDirection: TGLVector; const Aabb: TAABB; out TNear, TFar: Single): Boolean; overload; function RayCastAABBIntersect(const RayOrigin, RayDirection: TGLVector; const Aabb: TAABB; IntersectPoint: PGLVector = nil): Boolean; overload; type TPlanIndices = array [0 .. 3] of Integer; TPlanBB = array [0 .. 5] of TPlanIndices; TDirPlan = array [0 .. 5] of Integer; const CBBFront: TPlanIndices = (0, 1, 2, 3); CBBBack: TPlanIndices = (4, 5, 6, 7); CBBLeft: TPlanIndices = (0, 4, 7, 3); CBBRight: TPlanIndices = (1, 5, 6, 2); CBBTop: TPlanIndices = (0, 1, 5, 4); CBBBottom: TPlanIndices = (2, 3, 7, 6); CBBPlans: TPlanBB = ((0, 1, 2, 3), (4, 5, 6, 7), (0, 4, 7, 3), (1, 5, 6, 2), (0, 1, 5, 4), (2, 3, 7, 6)); CDirPlan: TDirPlan = (0, 0, 1, 1, 2, 2); implementation // ------------------------------------------------------------- // ------------------------------------------------------------------------------ // ----------------- BB functions ------------------------------------------- // ------------------------------------------------------------------------------ procedure SetPlanBB(var BB: THmgBoundingBox; const NumPlan: Integer; const Valeur: Double); var I: Integer; begin for I := 0 to 3 do begin BB.BBox[CBBPlans[NumPlan][I]].V[CDirPlan[NumPlan]] := Valeur; BB.BBox[CBBPlans[NumPlan][I]].W := 1; end; end; function BoundingBoxesAreEqual(const ABoundingBox1, ABoundingBox2 : THmgBoundingBox): Boolean; begin Result := CompareMem(@ABoundingBox1, @ABoundingBox2, SizeOf(THmgBoundingBox)); end; function BoundingBoxesAreEqual(const ABoundingBox1, ABoundingBox2 : PHmgBoundingBox): Boolean; begin Result := CompareMem(ABoundingBox1, ABoundingBox2, SizeOf(THmgBoundingBox)); end; function AddBB(var C1: THmgBoundingBox; const C2: THmgBoundingBox): THmgBoundingBox; var I, J: Integer; begin for I := 0 to 7 do begin for J := 0 to 3 do if C1.BBox[CBBFront[J]].X < C2.BBox[I].X then SetPlanBB(C1, 0, C2.BBox[I].X); for J := 0 to 3 do if C1.BBox[CBBBack[J]].X > C2.BBox[I].X then SetPlanBB(C1, 1, C2.BBox[I].X); for J := 0 to 3 do if C1.BBox[CBBLeft[J]].Y < C2.BBox[I].Y then SetPlanBB(C1, 2, C2.BBox[I].Y); for J := 0 to 3 do if C1.BBox[CBBRight[J]].Y > C2.BBox[I].Y then SetPlanBB(C1, 3, C2.BBox[I].Y); for J := 0 to 3 do if C1.BBox[CBBTop[J]].Z < C2.BBox[I].Z then SetPlanBB(C1, 4, C2.BBox[I].Z); for J := 0 to 3 do if C1.BBox[CBBBottom[J]].Z > C2.BBox[I].Z then SetPlanBB(C1, 5, C2.BBox[I].Z); end; Result := C1; end; procedure AddAABB(var Aabb: TAABB; const Aabb1: TAABB); begin if Aabb1.Min.X < Aabb.Min.X then Aabb.Min.X := Aabb1.Min.X; if Aabb1.Min.Y < Aabb.Min.Y then Aabb.Min.Y := Aabb1.Min.Y; if Aabb1.Min.Z < Aabb.Min.Z then Aabb.Min.Z := Aabb1.Min.Z; if Aabb1.Max.X > Aabb.Max.X then Aabb.Max.X := Aabb1.Max.X; if Aabb1.Max.Y > Aabb.Max.Y then Aabb.Max.Y := Aabb1.Max.Y; if Aabb1.Max.Z > Aabb.Max.Z then Aabb.Max.Z := Aabb1.Max.Z; end; procedure SetBB(var C: THmgBoundingBox; const V: TGLVector); begin SetPlanBB(C, 0, V.X); SetPlanBB(C, 1, -V.X); SetPlanBB(C, 2, V.Y); SetPlanBB(C, 3, -V.Y); SetPlanBB(C, 4, V.Z); SetPlanBB(C, 5, -V.Z); end; procedure SetAABB(var Bb: TAABB; const V: TGLVector); begin Bb.Max.X := Abs(V.X); Bb.Max.Y := Abs(V.Y); Bb.Max.Z := Abs(V.Z); Bb.Min.X := -Bb.Max.X; Bb.Min.Y := -Bb.Max.Y; Bb.Min.Z := -Bb.Max.Z; end; procedure BBTransform(var C: THmgBoundingBox; const M: TGLMatrix); var I: Integer; begin for I := 0 to 7 do C.BBox[I] := VectorTransform(C.BBox[I], M); end; procedure AABBTransform(var Bb: TAABB; const M: TGLMatrix); var OldMin, OldMax: TAffineVector; begin OldMin := Bb.Min; OldMax := Bb.Max; Bb.Min := VectorTransform(OldMin, M); Bb.Max := Bb.Min; AABBInclude(Bb, VectorTransform(AffineVectorMake(OldMin.X, OldMin.Y, OldMax.Z), M)); AABBInclude(Bb, VectorTransform(AffineVectorMake(OldMin.X, OldMax.Y, OldMin.Z), M)); AABBInclude(Bb, VectorTransform(AffineVectorMake(OldMin.X, OldMax.Y, OldMax.Z), M)); AABBInclude(Bb, VectorTransform(AffineVectorMake(OldMax.X, OldMin.Y, OldMin.Z), M)); AABBInclude(Bb, VectorTransform(AffineVectorMake(OldMax.X, OldMin.Y, OldMax.Z), M)); AABBInclude(Bb, VectorTransform(AffineVectorMake(OldMax.X, OldMax.Y, OldMin.Z), M)); AABBInclude(Bb, VectorTransform(OldMax, M)); end; procedure AABBScale(var Bb: TAABB; const V: TAffineVector); begin ScaleVector(Bb.Min, V); ScaleVector(Bb.Max, V); end; function BBMinX(const C: THmgBoundingBox): Single; var I: Integer; begin Result := C.BBox[0].X; for I := 1 to 7 do Result := MinFloat(Result, C.BBox[I].X); end; function BBMaxX(const C: THmgBoundingBox): Single; var I: Integer; begin Result := C.BBox[0].X; for I := 1 to 7 do Result := MaxFloat(Result, C.BBox[I].X); end; function BBMinY(const C: THmgBoundingBox): Single; var I: Integer; begin Result := C.BBox[0].Y; for I := 1 to 7 do Result := MinFloat(Result, C.BBox[I].Y); end; function BBMaxY(const C: THmgBoundingBox): Single; var I: Integer; begin Result := C.BBox[0].Y; for I := 1 to 7 do Result := MaxFloat(Result, C.BBox[I].Y); end; function BBMinZ(const C: THmgBoundingBox): Single; var I: Integer; begin Result := C.BBox[0].Z; for I := 1 to 7 do Result := MinFloat(Result, C.BBox[I].Z); end; function BBMaxZ(const C: THmgBoundingBox): Single; var I: Integer; begin Result := C.BBox[0].Z; for I := 1 to 7 do Result := MaxFloat(Result, C.BBox[I].Z); end; procedure AABBInclude(var Bb: TAABB; const P: TAffineVector); begin if P.X < Bb.Min.X then Bb.Min.X := P.X; if P.X > Bb.Max.X then Bb.Max.X := P.X; if P.Y < Bb.Min.Y then Bb.Min.Y := P.Y; if P.Y > Bb.Max.Y then Bb.Max.Y := P.Y; if P.Z < Bb.Min.Z then Bb.Min.Z := P.Z; if P.Z > Bb.Max.Z then Bb.Max.Z := P.Z; end; procedure AABBFromSweep(var SweepAABB: TAABB; const Start, Dest: TGLVector; const Radius: Single); begin if Start.X < Dest.X then begin SweepAABB.Min.X := Start.X - Radius; SweepAABB.Max.X := Dest.X + Radius; end else begin SweepAABB.Min.X := Dest.X - Radius; SweepAABB.Max.X := Start.X + Radius; end; if Start.Y < Dest.Y then begin SweepAABB.Min.Y := Start.Y - Radius; SweepAABB.Max.Y := Dest.Y + Radius; end else begin SweepAABB.Min.Y := Dest.Y - Radius; SweepAABB.Max.Y := Start.Y + Radius; end; if Start.Z < Dest.Z then begin SweepAABB.Min.Z := Start.Z - Radius; SweepAABB.Max.Z := Dest.Z + Radius; end else begin SweepAABB.Min.Z := Dest.Z - Radius; SweepAABB.Max.Z := Start.Z + Radius; end; end; function AABBIntersection(const Aabb1, Aabb2: TAABB): TAABB; var I: Integer; begin for I := 0 to 2 do begin Result.Min.V[I] := MaxFloat(Aabb1.Min.V[I], Aabb2.Min.V[I]); Result.Max.V[I] := MinFloat(Aabb1.Max.V[I], Aabb2.Max.V[I]); end; end; function BBToAABB(const ABB: THmgBoundingBox): TAABB; var I: Integer; begin SetVector(Result.Min, ABB.BBox[0]); SetVector(Result.Max, ABB.BBox[0]); for I := 1 to 7 do begin if ABB.BBox[I].X < Result.Min.X then Result.Min.X := ABB.BBox[I].X; if ABB.BBox[I].X > Result.Max.X then Result.Max.X := ABB.BBox[I].X; if ABB.BBox[I].Y < Result.Min.Y then Result.Min.Y := ABB.BBox[I].Y; if ABB.BBox[I].Y > Result.Max.Y then Result.Max.Y := ABB.BBox[I].Y; if ABB.BBox[I].Z < Result.Min.Z then Result.Min.Z := ABB.BBox[I].Z; if ABB.BBox[I].Z > Result.Max.Z then Result.Max.Z := ABB.BBox[I].Z; end; end; function AABBToBB(const AnAABB: TAABB): THmgBoundingBox; begin with AnAABB do begin SetPlanBB(Result, 0, Max.X); SetPlanBB(Result, 1, Min.X); SetPlanBB(Result, 2, Max.Y); SetPlanBB(Result, 3, Min.Y); SetPlanBB(Result, 4, Max.Z); SetPlanBB(Result, 5, Min.Z); end; end; function AABBToBB(const AnAABB: TAABB; const M: TGLMatrix): THmgBoundingBox; begin Result := AABBToBB(AnAABB); BBTransform(Result, M); end; procedure OffsetAABB(var Aabb: TAABB; const Delta: TAffineVector); begin AddVector(Aabb.Min, Delta); AddVector(Aabb.Max, Delta); end; procedure OffsetAABB(var Aabb: TAABB; const Delta: TGLVector); begin AddVector(Aabb.Min, Delta); AddVector(Aabb.Max, Delta); end; procedure OffsetBB(var Bb: THmgBoundingBox; const Delta: TAffineVector); var I: Integer; TempVector: TGLVector; begin TempVector := VectorMake(Delta, 0); for I := 0 to 7 do AddVector(Bb.BBox[I], TempVector); end; procedure OffsetBB(var Bb: THmgBoundingBox; const Delta: TGLVector); var I: Integer; begin for I := 0 to 7 do AddVector(Bb.BBox[I], Delta); end; procedure OffsetBBPoint(var Bb: THmgBoundingBox; const Delta: TGLVector); var I: Integer; begin for I := 0 to 7 do AddPoint(Bb.BBox[I], Delta); end; function IntersectAABBs(const Aabb1, Aabb2: TAABB; const M1To2, M2To1: TGLMatrix): Boolean; const CWires: array [0 .. 11, 0 .. 1] of Integer // Points of the wire = ((0, 1), (1, 2), (2, 3), (3, 0), (4, 5), (5, 6), (6, 7), (7, 4), (0, 4), (1, 5), (2, 6), (3, 7)); CPlanes: array [0 .. 5, 0 .. 3] of Integer // points of the planes = ((1, 2, 6, 5), (2, 3, 7, 6), (0, 1, 2, 3), (0, 3, 7, 4), (0, 1, 5, 4), (5, 6, 7, 4)); procedure MakeAABBPoints(const AABB: TAABB; var Pt: array of TVertex); begin with AABB do begin SetVector(Pt[0], Min.X, Min.Y, Min.Z); SetVector(Pt[1], Max.X, Min.Y, Min.Z); SetVector(Pt[2], Max.X, Max.Y, Min.Z); SetVector(Pt[3], Min.X, Max.Y, Min.Z); SetVector(Pt[4], Min.X, Min.Y, Max.Z); SetVector(Pt[5], Max.X, Min.Y, Max.Z); SetVector(Pt[6], Max.X, Max.Y, Max.Z); SetVector(Pt[7], Min.X, Max.Y, Max.Z); end; end; procedure MakePlanes(const Pt: array of TVertex; var Planes: array of THmgPlane); var I: Integer; begin for I := 0 to 5 do Planes[I] := PlaneMake(Pt[CPlanes[I, 0]], Pt[CPlanes[I, 1]], Pt[CPlanes[I, 2]]); end; var Pt1, Pt2: array [0 .. 7] of TVertex; Pt: TVertex; Planes2: array [0 .. 5] of THmgPlane; I, T: Integer; V: TVertex; P: TGLVector; begin Result := False; // Build Points MakeAABBPoints(AABB1, Pt1); MakeAABBPoints(AABB2, Pt2); for I := 0 to 7 do begin Pt := VectorTransform(Pt2[I], M2To1); // check for inclusion (points of Obj2 in Obj1) if IsInRange(Pt.X, AABB1.Min.X, AABB1.Max.X) and IsInRange(Pt.Y, AABB1.Min.Y, AABB1.Max.Y) and IsInRange(Pt.Z, AABB1.Min.Z, AABB1.Max.Z) then begin Result := True; Exit; end; end; for I := 0 to 7 do begin Pt1[I] := VectorTransform(Pt1[I], M1To2); // check for inclusion (points of Obj1 in Obj2) if IsInRange(Pt1[I].X, AABB2.Min.X, AABB2.Max.X) and IsInRange(Pt1[I].Y, AABB2.Min.Y, AABB2.Max.Y) and IsInRange(Pt1[I].Z, AABB2.Min.Z, AABB2.Max.Z) then begin Result := True; Exit; end; end; // Build Planes MakePlanes(Pt2, Planes2); // Wire test for I := 0 to 11 do begin for T := 0 to 5 do begin // Build Vector of Ray V := VectorSubtract(Pt1[CWires[I, 0]], Pt1[CWires[I, 1]]); if IntersectLinePlane(VectorMake(Pt1[CWires[I, 0]]), VectorMake(V), Planes2[T], @P) = 1 then begin // check point in Wire if IsInRange(P.X, Pt1[CWires[I, 0]].X, Pt1[CWires[I, 1]].X) and IsInRange(P.Y, Pt1[CWires[I, 0]].Y, Pt1[CWires[I, 1]].Y) and IsInRange(P.Z, Pt1[CWires[I, 0]].Z, Pt1[CWires[I, 1]].Z) then begin // check point in Plane if IsInRange(P.X, Pt2[CPlanes[T, 0]].X, Pt2[CPlanes[T, 2]].X) and IsInRange(P.Y, Pt2[CPlanes[T, 0]].Y, Pt2[CPlanes[T, 2]].Y) and IsInRange(P.Z, Pt2[CPlanes[T, 0]].Z, Pt2[CPlanes[T, 2]].Z) then begin Result := True; Exit; end; end; end; end; end; end; function IntersectAABBsAbsoluteXY(const Aabb1, Aabb2: TAABB): Boolean; begin Result := False; if (AABB2.Min.X > AABB1.Max.X) or (AABB2.Min.Y > AABB1.Max.Y) then Exit else if (AABB2.Max.X < AABB1.Min.X) or (AABB2.Max.Y < AABB1.Min.Y) then Exit else Result := True; end; function IntersectAABBsAbsoluteXZ(const Aabb1, Aabb2: TAABB): Boolean; begin Result := ((AABB1.Min.X < AABB2.Max.X) and (AABB1.Min.Z < AABB2.Max.Z) and (AABB2.Min.X < AABB1.Max.X) and (AABB2.Min.Z < AABB1.Max.Z)); end; function IntersectAABBsAbsolute(const Aabb1, Aabb2: TAABB): Boolean; begin Result := not((AABB1.Min.X > AABB2.Max.X) or (AABB1.Min.Y > AABB2.Max.Y) or (AABB1.Min.Z > AABB2.Max.Z) or (AABB2.Min.X > AABB1.Max.X) or (AABB2.Min.Y > AABB1.Max.Y) or (AABB2.Min.Z > AABB1.Max.Z)); end; function AABBFitsInAABBAbsolute(const Aabb1, Aabb2: TAABB): Boolean; begin // AABB1 fits completely inside AABB2? // AABB1 min must be >= to AABB2 min // AABB1 max must be <= to AABB2 max Result := (AABB1.Min.X >= AABB2.Min.X) and (AABB1.Min.Y >= AABB2.Min.Y) and (AABB1.Min.Z >= AABB2.Min.Z) and (AABB1.Max.X <= AABB2.Max.X) and (AABB1.Max.Y <= AABB2.Max.Y) and (AABB1.Max.Z <= AABB2.Max.Z); end; function PointInAABB(const P: TAffineVector; const Aabb: TAABB): Boolean; begin Result := (P.X <= Aabb.Max.X) and (P.X >= Aabb.Min.X) and (P.Y <= Aabb.Max.Y) and (P.Y >= Aabb.Min.Y) and (P.Z <= Aabb.Max.Z) and (P.Z >= Aabb.Min.Z); end; function PointInAABB(const P: TGLVector; const Aabb: TAABB): Boolean; begin Result := (P.X <= Aabb.Max.X) and (P.X >= Aabb.Min.X) and (P.Y <= Aabb.Max.Y) and (P.Y >= Aabb.Min.Y) and (P.Z <= Aabb.Max.Z) and (P.Z >= Aabb.Min.Z); end; function PlaneIntersectAABB(const Normal: TAffineVector; D: Single; const Aabb: TAABB): Boolean; var Vmax, Vmin: TAffineVector; I: Integer; begin Result := False; for I := 0 to 2 do if Normal.V[I] > 0.0 then begin VMin.V[I] := Aabb.Min.V[I]; VMax.V[I] := Aabb.Max.V[I]; end else begin VMin.V[I] := Aabb.Max.V[I]; VMax.V[I] := Aabb.Min.V[I]; end; if VectorDotProduct(Normal, Vmin) + D > 0 then Exit; if VectorDotProduct(Normal, Vmax) + D >= 0 then Result := True; end; procedure FindMinMax(X0, X1, X2: Single; out Min, Max: Single); begin Min := X0; Max := X0; if (X1 < Min) then Min := X1; if (X1 > Max) then Max := X1; if (X2 < Min) then Min := X2; if (X2 > Max) then Max := X2; end; function PlaneAABBIntersection(const plane : THmgPlane;const AABB : TAABB) : TGLAffineVectorList; var i, j, annexe : Integer; index : array[0..2] of Integer; vec, temp : TVector3f; box : array [0..1] of TVector3f; V: array [0..7] of TVector3f; function EdgesStripPlaneIntersection(const pt0, pt1, pt4, pt7: TVector3f; const plane : THmgPlane; var inter : TVector3f): Boolean; begin Result := True; if not SegmentPlaneIntersection(pt0, pt1, plane, inter) then if not SegmentPlaneIntersection(pt1, pt4, plane, inter) then if not SegmentPlaneIntersection(pt4, pt7, plane, inter) then Result := False; end; begin box[0] := AABB.min; box[1] := AABB.max; Result := TGLAffineVectorList.Create; // loop on vertices for i := 0 to 7 do begin for j := 0 to 2 do begin index[j] := (i div (1 shl j)) mod 2; vec.V[j] := box[index[j]].V[j]; end; // try to find the right orientation to proceed intersection if (i = 0) then begin // prepare V 0 -> 7 array V[0] := vec; for j := 0 to 5 do begin temp := vec; temp.V[j mod 3] := box[(index[j mod 3] + 1) mod 2].V[j mod 3]; if (j div 3) > 0 then begin temp.V[(j+1) mod 3] := box[(index[(j+1) mod 3] + 1) mod 2].V[(j+1) mod 3]; if (j div 3) > 1 then begin temp.V[(j+2) mod 3] := box[(index[(j+2) mod 3] + 1) mod 2].V[(j+2) mod 3]; end; end; V[j+1] := temp; end; for j := 0 to 2 do vec.V[j] := box[(index[j]+1) mod 2].V[j]; V[7] := vec; end; end; //compute edge plane intersections for j := 0 to 2 do begin if j = 0 then annexe := 6 else annexe := j+3; // computes intersection with annexe edge if SegmentPlaneIntersection(V[j+1], V[annexe], plane, temp) then Result.Add(temp); // computes intersection with edge strip from main vertex V0 to opposite vertex V7 if EdgesStripPlaneIntersection(V[0], V[j+1], V[j+4], V[7], plane, temp) then Result.Add(temp); end; end; function PlaneBoxOverlap(const Normal: TAffineVector; D: Single; const Maxbox: TAffineVector): Boolean; var Q: Integer; Vmin, Vmax: TAffineVector; begin Result := False; for Q := 0 to 2 do begin if (Normal.V[Q] > 0.0) then begin Vmin.V[Q] := -Maxbox.V[Q]; Vmax.V[Q] := Maxbox.V[Q]; end else begin Vmin.V[Q] := Maxbox.V[Q]; Vmax.V[Q] := -Maxbox.V[Q]; end; end; if (VectorDotProduct(Normal, Vmin) + D) > 0 then Exit; if (VectorDotProduct(Normal, Vmax) + D) >= 0 then Result := True; end; function TriangleIntersectAABB(const Aabb: TAABB; const V1, V2, V3: TAffineVector): Boolean; var Boxcenter, Boxhalfsize: TAffineVector; Tv0, Tv1, Tv2: TAffineVector; Min, Max, D, P0, P1, P2, Rad, Fex, Fey, Fez: Single; Normal, E0, E1, E2: TAffineVector; begin Result := False; Boxhalfsize := VectorSubtract(VectorScale(Aabb.Max, 0.5), VectorScale(Aabb.Min, 0.5)); Boxcenter := VectorAdd(VectorScale(Aabb.Max, 0.5), VectorScale(Aabb.Min, 0.5)); // move everything so that the boxcenter is in (0,0,0) VectorSubtract(V1, Boxcenter, Tv0); VectorSubtract(V2, Boxcenter, Tv1); VectorSubtract(V3, Boxcenter, Tv2); // compute triangle edges VectorSubtract(Tv1, Tv0, E0); VectorSubtract(Tv2, Tv1, E1); VectorSubtract(Tv0, Tv2, E2); // Bullet 3: // test the 9 tests first (this was faster) Fex := Abs(E0.X); Fey := Abs(E0.Y); Fez := Abs(E0.Z); // AXISTEST_X01(e0[Z], e0[Y], fez, fey); P0 := E0.Z * Tv0.Y - E0.Y * Tv0.Z; P2 := E0.Z * Tv2.Y - E0.Y * Tv2.Z; Min := MinFloat(P0, P2); Max := MaxFloat(P0, P2); Rad := Fez * Boxhalfsize.Y + Fey * Boxhalfsize.Z; if (Min > Rad) or (Max < -Rad) then Exit; // AXISTEST_Y02(e0[Z], e0[X], fez, fex); P0 := -E0.Z * Tv0.X + E0.X * Tv0.Z; P2 := -E0.Z * Tv2.X + E0.X * Tv2.Z; Min := MinFloat(P0, P2); Max := MaxFloat(P0, P2); Rad := Fez * Boxhalfsize.X + Fex * Boxhalfsize.Z; if (Min > Rad) or (Max < -Rad) then Exit; // AXISTEST_Z12(e0[Y], e0[X], fey, fex); P1 := E0.Y * Tv1.X - E0.X * Tv1.Y; P2 := E0.Y * Tv2.X - E0.X * Tv2.Y; Min := MinFloat(P1, P2); Max := MaxFloat(P1, P2); Rad := Fey * Boxhalfsize.X + Fex * Boxhalfsize.Y; if (Min > Rad) or (Max < -Rad) then Exit; Fex := Abs(E1.X); Fey := Abs(E1.Y); Fez := Abs(E1.Z); // AXISTEST_X01(e1[Z], e1[Y], fez, fey); P0 := E1.Z * Tv0.Y - E1.Y * Tv0.Z; P2 := E1.Z * Tv2.Y - E1.Y * Tv2.Z; Min := MinFloat(P0, P2); Max := MaxFloat(P0, P2); Rad := Fez * Boxhalfsize.Y + Fey * Boxhalfsize.Z; if (Min > Rad) or (Max < -Rad) then Exit; // AXISTEST_Y02(e1[Z], e1[X], fez, fex); P0 := -E1.Z * Tv0.X + E1.X * Tv0.Z; P2 := -E1.Z * Tv2.X + E1.X * Tv2.Z; Min := MinFloat(P0, P2); Max := MaxFloat(P0, P2); Rad := Fez * Boxhalfsize.X + Fex * Boxhalfsize.Z; if (Min > Rad) or (Max < -Rad) then Exit; // AXISTEST_Z0(e1[Y], e1[X], fey, fex); P0 := E1.Y * Tv0.X - E1.X * Tv0.Y; P1 := E1.Y * Tv1.X - E1.X * Tv1.Y; Min := MinFloat(P0, P1); Max := MaxFloat(P0, P1); Rad := Fey * Boxhalfsize.X + Fex * Boxhalfsize.Y; if (Min > Rad) or (Max < -Rad) then Exit; Fex := Abs(E2.X); Fey := Abs(E2.Y); Fez := Abs(E2.Z); // AXISTEST_X2(e2[Z], e2[Y], fez, fey); P0 := E2.Z * Tv0.Y - E2.Y * Tv0.Z; P1 := E2.Z * Tv1.Y - E2.Y * Tv1.Z; Min := MinFloat(P0, P1); Max := MaxFloat(P0, P1); Rad := Fez * Boxhalfsize.Y + Fey * Boxhalfsize.Z; if (Min > Rad) or (Max < -Rad) then Exit; // AXISTEST_Y1(e2[Z], e2[X], fez, fex); P0 := -E2.Z * Tv0.X + E2.X * Tv0.Z; P1 := -E2.Z * Tv1.X + E2.X * Tv1.Z; Min := MinFloat(P0, P1); Max := MaxFloat(P0, P1); Rad := Fez * Boxhalfsize.X + Fex * Boxhalfsize.Z; if (Min > Rad) or (Max < -Rad) then Exit; // AXISTEST_Z12(e2[Y], e2[X], fey, fex); P1 := E2.Y * Tv1.X - E2.X * Tv1.Y; P2 := E2.Y * Tv2.X - E2.X * Tv2.Y; Min := MinFloat(P1, P2); Max := MaxFloat(P1, P2); Rad := Fey * Boxhalfsize.X + Fex * Boxhalfsize.Y; if (Min > Rad) or (Max < -Rad) then Exit; // Bullet 1: // first test overlap in the {x,y,z}-directions // find min, max of the triangle each direction, and test for overlap in // that direction -- this is equivalent to testing a minimal AABB around // the triangle against the AABB // test in X-direction FindMinMax(Tv0.X, Tv1.X, Tv2.X, Min, Max); if (Min > Boxhalfsize.X) or (Max < -Boxhalfsize.X) then Exit; // test in Y-direction FindMinMax(Tv0.Y, Tv1.Y, Tv2.Y, Min, Max); if (Min > Boxhalfsize.Y) or (Max < -Boxhalfsize.Y) then Exit; // test in Z-direction FindMinMax(Tv0.Z, Tv1.Z, Tv2.Z, Min, Max); if (Min > Boxhalfsize.Z) or (Max < -Boxhalfsize.Z) then Exit; // Bullet 2: // test if the box intersects the plane of the triangle // compute plane equation of triangle: normal * x + d = 0 VectorCrossProduct(E0, E1, Normal); D := -VectorDotProduct(Normal, Tv0); // plane eq: normal.x + d = 0 if not PlaneBoxOverlap(Normal, D, Boxhalfsize) then Exit; // box and triangle overlaps Result := True; end; procedure ExtractAABBCorners(const AABB: TAABB; var AABBCorners: TAABBCorners); begin MakeVector(AABBCorners[0], AABB.Min.X, AABB.Min.Y, AABB.Min.Z); MakeVector(AABBCorners[1], AABB.Min.X, AABB.Min.Y, AABB.Max.Z); MakeVector(AABBCorners[2], AABB.Min.X, AABB.Max.Y, AABB.Min.Z); MakeVector(AABBCorners[3], AABB.Min.X, AABB.Max.Y, AABB.Max.Z); MakeVector(AABBCorners[4], AABB.Max.X, AABB.Min.Y, AABB.Min.Z); MakeVector(AABBCorners[5], AABB.Max.X, AABB.Min.Y, AABB.Max.Z); MakeVector(AABBCorners[6], AABB.Max.X, AABB.Max.Y, AABB.Min.Z); MakeVector(AABBCorners[7], AABB.Max.X, AABB.Max.Y, AABB.Max.Z); end; procedure AABBToBSphere(const AABB: TAABB; var BSphere: TBSphere); begin BSphere.Center := VectorScale(VectorAdd(AABB.Min, AABB.Max), 0.5); BSphere.Radius := VectorDistance(AABB.Min, AABB.Max) * 0.5; end; procedure BSphereToAABB(const BSphere: TBSphere; var AABB: TAABB); begin AABB.Min := VectorSubtract(BSphere.Center, BSphere.Radius); AABB.Max := VectorAdd(BSphere.Center, BSphere.Radius); end; function BSphereToAABB(const Center: TAffineVector; Radius: Single): TAABB; begin Result.Min := VectorSubtract(Center, Radius); Result.Max := VectorAdd(Center, Radius); end; function BSphereToAABB(const Center: TGLVector; Radius: Single): TAABB; begin SetVector(Result.Min, VectorSubtract(Center, Radius)); SetVector(Result.Max, VectorAdd(Center, Radius)); end; function AABBContainsAABB(const MainAABB, TestAABB: TAABB): TSpaceContains; begin // AABB1 fits completely inside AABB2? // AABB1 min must be >= to AABB2 min // AABB1 max must be <= to AABB2 max if ((MainAABB.Min.X < TestAABB.Max.X) and (MainAABB.Min.Y < TestAABB.Max.Y) and (MainAABB.Min.Z < TestAABB.Max.Z) and (TestAABB.Min.X < MainAABB.Max.X) and (TestAABB.Min.Y < MainAABB.Max.Y) and (TestAABB.Min.Z < MainAABB.Max.Z)) then begin if (TestAABB.Min.X >= MainAABB.Min.X) and (TestAABB.Min.Y >= MainAABB.Min.Y) and (TestAABB.Min.Z >= MainAABB.Min.Z) and (TestAABB.Max.X <= MainAABB.Max.X) and (TestAABB.Max.Y <= MainAABB.Max.Y) and (TestAABB.Max.Z <= MainAABB.Max.Z) then Result := ScContainsFully else Result := ScContainsPartially; end else Result := ScNoOverlap; end; function AABBContainsBSphere(const MainAABB: TAABB; const TestBSphere: TBSphere) : TSpaceContains; var TestAABB: TAABB; begin BSphereToAABB(TestBSphere, TestAABB); Result := AABBContainsAABB(MainAABB, TestAABB); end; function PlaneContainsBSphere(const Location, Normal: TAffineVector; const TestBSphere: TBSphere): TSpaceContains; var Dist: Single; begin Dist := PointPlaneDistance(TestBSphere.Center, Location, Normal); if Dist > TestBSphere.Radius then Result := ScNoOverlap else if Abs(Dist) <= TestBSphere.Radius then Result := ScContainsPartially else Result := ScContainsFully; end; function FrustumContainsBSphere(const Frustum: TFrustum; const TestBSphere: TBSphere): TSpaceContains; var NegRadius: Single; HitCount: Integer; Distance: Single; I: Integer; type TPlaneArray = array [0 .. 5] of THmgPlane; begin NegRadius := -TestBSphere.Radius; HitCount := 0; // This would be fractionally faster to unroll, but oh so ugly!? for I := 0 to 5 do begin Distance := PlaneEvaluatePoint(TPlaneArray(Frustum)[I], TestBSphere.Center); if Distance < NegRadius then begin Result := ScNoOverlap; Exit; end else if Distance >= TestBSphere.Radius then Inc(HitCount); end; // } if HitCount = 6 then Result := ScContainsFully else Result := ScContainsPartially; end; // see http://www.flipcode.com/articles/article_frustumculling.shtml function FrustumContainsAABB(const Frustum: TFrustum; const TestAABB: TAABB) : TSpaceContains; type TPlaneArray = array [0 .. 5] of THmgPlane; var IPlane, ICorner: Integer; PointIn: Boolean; AABBCorners: TAABBCorners; InCount: Integer; TotalIn: Integer; begin ExtractAABBCorners(TestAABB, AABBCorners); TotalIn := 0; // test all 8 corners against the 6 sides // if all points are behind 1 specific plane, we are out // if we are in with all points, then we are fully in // For each plane for IPlane := Low(TPlaneArray) to High(TPlaneArray) do begin // We're about to test 8 corners InCount := 8; PointIn := True; // For each corner for ICorner := Low(AABBCorners) to High(AABBCorners) do begin if PlaneEvaluatePoint(TPlaneArray(Frustum)[IPlane], AABBCorners[ICorner] ) < 0 then begin PointIn := False; Dec(InCount); end; end; if InCount = 0 then begin Result := ScNoOverlap; Exit; end else if PointIn then Inc(TotalIn); end; if TotalIn = 6 then Result := ScContainsFully else Result := ScContainsPartially; end; function BSphereContainsAABB(const MainBSphere: TBSphere; const TestAABB: TAABB) : TSpaceContains; var R2: Single; ClippedCenter: TAffineVector; AABBCorners: TAABBCorners; CornerHitCount: Integer; begin R2 := Sqr(MainBSphere.Radius); ClippedCenter := ClipToAABB(MainBSphere.Center, TestAABB); if VectorDistance2(ClippedCenter, MainBSphere.Center) < R2 then begin ExtractAABBCorners(TestAABB, AABBCorners); CornerHitCount := 0; // BSphere fully contains aabb if all corners of aabb are within bsphere. if (VectorDistance2(MainBSphere.Center, AABBCorners[0]) < R2) then Inc(CornerHitCount); if (VectorDistance2(MainBSphere.Center, AABBCorners[1]) < R2) then Inc(CornerHitCount); if (VectorDistance2(MainBSphere.Center, AABBCorners[2]) < R2) then Inc(CornerHitCount); if (VectorDistance2(MainBSphere.Center, AABBCorners[3]) < R2) then Inc(CornerHitCount); if (VectorDistance2(MainBSphere.Center, AABBCorners[4]) < R2) then Inc(CornerHitCount); if (VectorDistance2(MainBSphere.Center, AABBCorners[5]) < R2) then Inc(CornerHitCount); if (VectorDistance2(MainBSphere.Center, AABBCorners[6]) < R2) then Inc(CornerHitCount); if (VectorDistance2(MainBSphere.Center, AABBCorners[7]) < R2) then Inc(CornerHitCount); if CornerHitCount = 7 then Result := ScContainsFully else Result := ScContainsPartially; end else Result := ScNoOverlap; end; function BSphereContainsBSphere(const MainBSphere, TestBSphere: TBSphere) : TSpaceContains; var D2: Single; begin D2 := VectorDistance2(MainBSphere.Center, TestBSphere.Center); if D2 < Sqr(MainBSphere.Radius + TestBSphere.Radius) then begin if D2 < Sqr(MainBSphere.Radius - TestBSphere.Radius) then Result := ScContainsFully else Result := ScContainsPartially; end else Result := ScNoOverlap; end; function BSphereIntersectsBSphere(const MainBSphere, TestBSphere: TBSphere): Boolean; begin Result := VectorDistance2(MainBSphere.Center, TestBSphere.Center) < Sqr(MainBSphere.Radius + TestBSphere.Radius); end; function ClipToAABB(const V: TAffineVector; const AABB: TAABB): TAffineVector; begin Result := V; if Result.X < AABB.Min.X then Result.X := AABB.Min.X; if Result.Y < AABB.Min.Y then Result.Y := AABB.Min.Y; if Result.Z < AABB.Min.Z then Result.Z := AABB.Min.Z; if Result.X > AABB.Max.X then Result.X := AABB.Max.X; if Result.Y > AABB.Max.Y then Result.Y := AABB.Max.Y; if Result.Z > AABB.Max.Z then Result.Z := AABB.Max.Z; end; procedure IncludeInClipRect(var ClipRect: TGClipRect; X, Y: Single); begin with ClipRect do begin if X < Left then Left := X; if X > Right then Right := X; if Y < Top then Top := Y; if Y > Bottom then Bottom := Y; end; end; function AABBToClipRect(const Aabb: TAABB; const ModelViewProjection: TGLMatrix; ViewportSizeX, ViewportSizeY: Integer): TGClipRect; var I: Integer; V, Vt: TGLVector; Minmax: array [0 .. 1] of PAffineVector; begin Minmax[0] := @Aabb.Min; Minmax[1] := @Aabb.Max; V.W := 1; for I := 0 to 7 do begin V.X := Minmax[I and 1].X; V.Y := Minmax[(I shr 1) and 1].Y; V.Z := Minmax[(I shr 2) and 1].Z; // Project Vt := VectorTransform(V, ModelViewProjection); ScaleVector(Vt, 1 / Vt.W); // Convert to screen coordinates if I > 0 then IncludeInClipRect(Result, ViewportSizeX * (Vt.X + 1) * 0.5, ViewportSizeY * (Vt.Y + 1) * 0.5) else begin Result.Left := ViewportSizeX * (Vt.X + 1) * 0.5; Result.Top := ViewportSizeY * (Vt.Y + 1) * 0.5; Result.Right := Result.Left; Result.Bottom := Result.Top; end; end; end; function RayCastAABBIntersect(const RayOrigin, RayDirection: TGLVector; const Aabb: TAABB; out TNear, TFar: Single): Boolean; overload; const Infinity = 1.0 / 0.0; var P: Integer; InvDir: Double; T0, T1, Tmp: Single; begin Result := False; TNear := -Infinity; TFar := Infinity; for P := 0 to 2 do begin if (RayDirection.V[P] = 0) then begin if ((RayOrigin.V[P] < Aabb.Min.V[P]) or (RayOrigin.V[P] > Aabb.Max.V[P])) then Exit; end else begin InvDir := 1 / RayDirection.V[P]; T0 := (Aabb.Min.V[P] - RayOrigin.V[P]) * InvDir; T1 := (Aabb.Max.V[P] - RayOrigin.V[P]) * InvDir; if (T0 > T1) then begin Tmp := T0; T0 := T1; T1 := Tmp; end; if (T0 > TNear) then TNear := T0; if (T1 < TFar) then TFar := T1; if ((TNear > TFar) or (TFar < 0)) then Exit; end; end; Result := True; end; function RayCastAABBIntersect(const RayOrigin, RayDirection: TGLVector; const Aabb: TAABB; IntersectPoint: PGLVector = nil): Boolean; overload; var TNear, TFar: Single; begin Result := RayCastAABBIntersect(RayOrigin, RayDirection, Aabb, TNear, TFar); if Result and Assigned(IntersectPoint) then begin if TNear >= 0 then // origin outside the box IntersectPoint^ := VectorCombine(RayOrigin, RayDirection, 1, TNear) else // origin inside the box, near is "behind", use far IntersectPoint^ := VectorCombine(RayOrigin, RayDirection, 1, TFar); end; end; end.