aabb.h 12 KB

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  1. /*************************************************************************/
  2. /* aabb.h */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /*************************************************************************/
  30. #ifndef AABB_H
  31. #define AABB_H
  32. #include "core/math/math_defs.h"
  33. #include "core/math/plane.h"
  34. #include "core/math/vector3.h"
  35. /**
  36. * AABB / AABB (Axis Aligned Bounding Box)
  37. * This is implemented by a point (position) and the box size
  38. */
  39. class AABB {
  40. public:
  41. Vector3 position;
  42. Vector3 size;
  43. real_t get_area() const; /// get area
  44. _FORCE_INLINE_ bool has_no_area() const {
  45. return (size.x <= 0 || size.y <= 0 || size.z <= 0);
  46. }
  47. _FORCE_INLINE_ bool has_no_surface() const {
  48. return (size.x <= 0 && size.y <= 0 && size.z <= 0);
  49. }
  50. const Vector3 &get_position() const { return position; }
  51. void set_position(const Vector3 &p_pos) { position = p_pos; }
  52. const Vector3 &get_size() const { return size; }
  53. void set_size(const Vector3 &p_size) { size = p_size; }
  54. bool operator==(const AABB &p_rval) const;
  55. bool operator!=(const AABB &p_rval) const;
  56. bool is_equal_approx(const AABB &p_aabb) const;
  57. _FORCE_INLINE_ bool intersects(const AABB &p_aabb) const; /// Both AABBs overlap
  58. _FORCE_INLINE_ bool intersects_inclusive(const AABB &p_aabb) const; /// Both AABBs (or their faces) overlap
  59. _FORCE_INLINE_ bool encloses(const AABB &p_aabb) const; /// p_aabb is completely inside this
  60. AABB merge(const AABB &p_with) const;
  61. void merge_with(const AABB &p_aabb); ///merge with another AABB
  62. AABB intersection(const AABB &p_aabb) const; ///get box where two intersect, empty if no intersection occurs
  63. bool intersects_segment(const Vector3 &p_from, const Vector3 &p_to, Vector3 *r_clip = NULL, Vector3 *r_normal = NULL) const;
  64. bool intersects_ray(const Vector3 &p_from, const Vector3 &p_dir, Vector3 *r_clip = NULL, Vector3 *r_normal = NULL) const;
  65. _FORCE_INLINE_ bool smits_intersect_ray(const Vector3 &p_from, const Vector3 &p_dir, real_t t0, real_t t1) const;
  66. _FORCE_INLINE_ bool intersects_convex_shape(const Plane *p_planes, int p_plane_count, const Vector3 *p_points, int p_point_count) const;
  67. _FORCE_INLINE_ bool inside_convex_shape(const Plane *p_planes, int p_plane_count) const;
  68. bool intersects_plane(const Plane &p_plane) const;
  69. _FORCE_INLINE_ bool has_point(const Vector3 &p_point) const;
  70. _FORCE_INLINE_ Vector3 get_support(const Vector3 &p_normal) const;
  71. Vector3 get_longest_axis() const;
  72. int get_longest_axis_index() const;
  73. _FORCE_INLINE_ real_t get_longest_axis_size() const;
  74. Vector3 get_shortest_axis() const;
  75. int get_shortest_axis_index() const;
  76. _FORCE_INLINE_ real_t get_shortest_axis_size() const;
  77. AABB grow(real_t p_by) const;
  78. _FORCE_INLINE_ void grow_by(real_t p_amount);
  79. void get_edge(int p_edge, Vector3 &r_from, Vector3 &r_to) const;
  80. _FORCE_INLINE_ Vector3 get_endpoint(int p_point) const;
  81. AABB expand(const Vector3 &p_vector) const;
  82. _FORCE_INLINE_ void project_range_in_plane(const Plane &p_plane, real_t &r_min, real_t &r_max) const;
  83. _FORCE_INLINE_ void expand_to(const Vector3 &p_vector); /** expand to contain a point if necessary */
  84. operator String() const;
  85. _FORCE_INLINE_ AABB() {}
  86. inline AABB(const Vector3 &p_pos, const Vector3 &p_size) :
  87. position(p_pos),
  88. size(p_size) {
  89. }
  90. };
  91. inline bool AABB::intersects(const AABB &p_aabb) const {
  92. if (position.x >= (p_aabb.position.x + p_aabb.size.x))
  93. return false;
  94. if ((position.x + size.x) <= p_aabb.position.x)
  95. return false;
  96. if (position.y >= (p_aabb.position.y + p_aabb.size.y))
  97. return false;
  98. if ((position.y + size.y) <= p_aabb.position.y)
  99. return false;
  100. if (position.z >= (p_aabb.position.z + p_aabb.size.z))
  101. return false;
  102. if ((position.z + size.z) <= p_aabb.position.z)
  103. return false;
  104. return true;
  105. }
  106. inline bool AABB::intersects_inclusive(const AABB &p_aabb) const {
  107. if (position.x > (p_aabb.position.x + p_aabb.size.x))
  108. return false;
  109. if ((position.x + size.x) < p_aabb.position.x)
  110. return false;
  111. if (position.y > (p_aabb.position.y + p_aabb.size.y))
  112. return false;
  113. if ((position.y + size.y) < p_aabb.position.y)
  114. return false;
  115. if (position.z > (p_aabb.position.z + p_aabb.size.z))
  116. return false;
  117. if ((position.z + size.z) < p_aabb.position.z)
  118. return false;
  119. return true;
  120. }
  121. inline bool AABB::encloses(const AABB &p_aabb) const {
  122. Vector3 src_min = position;
  123. Vector3 src_max = position + size;
  124. Vector3 dst_min = p_aabb.position;
  125. Vector3 dst_max = p_aabb.position + p_aabb.size;
  126. return (
  127. (src_min.x <= dst_min.x) &&
  128. (src_max.x > dst_max.x) &&
  129. (src_min.y <= dst_min.y) &&
  130. (src_max.y > dst_max.y) &&
  131. (src_min.z <= dst_min.z) &&
  132. (src_max.z > dst_max.z));
  133. }
  134. Vector3 AABB::get_support(const Vector3 &p_normal) const {
  135. Vector3 half_extents = size * 0.5;
  136. Vector3 ofs = position + half_extents;
  137. return Vector3(
  138. (p_normal.x > 0) ? -half_extents.x : half_extents.x,
  139. (p_normal.y > 0) ? -half_extents.y : half_extents.y,
  140. (p_normal.z > 0) ? -half_extents.z : half_extents.z) +
  141. ofs;
  142. }
  143. Vector3 AABB::get_endpoint(int p_point) const {
  144. switch (p_point) {
  145. case 0: return Vector3(position.x, position.y, position.z);
  146. case 1: return Vector3(position.x, position.y, position.z + size.z);
  147. case 2: return Vector3(position.x, position.y + size.y, position.z);
  148. case 3: return Vector3(position.x, position.y + size.y, position.z + size.z);
  149. case 4: return Vector3(position.x + size.x, position.y, position.z);
  150. case 5: return Vector3(position.x + size.x, position.y, position.z + size.z);
  151. case 6: return Vector3(position.x + size.x, position.y + size.y, position.z);
  152. case 7: return Vector3(position.x + size.x, position.y + size.y, position.z + size.z);
  153. };
  154. ERR_FAIL_V(Vector3());
  155. }
  156. bool AABB::intersects_convex_shape(const Plane *p_planes, int p_plane_count, const Vector3 *p_points, int p_point_count) const {
  157. Vector3 half_extents = size * 0.5;
  158. Vector3 ofs = position + half_extents;
  159. for (int i = 0; i < p_plane_count; i++) {
  160. const Plane &p = p_planes[i];
  161. Vector3 point(
  162. (p.normal.x > 0) ? -half_extents.x : half_extents.x,
  163. (p.normal.y > 0) ? -half_extents.y : half_extents.y,
  164. (p.normal.z > 0) ? -half_extents.z : half_extents.z);
  165. point += ofs;
  166. if (p.is_point_over(point))
  167. return false;
  168. }
  169. // Make sure all points in the shape aren't fully separated from the AABB on
  170. // each axis.
  171. int bad_point_counts_positive[3] = { 0 };
  172. int bad_point_counts_negative[3] = { 0 };
  173. for (int k = 0; k < 3; k++) {
  174. for (int i = 0; i < p_point_count; i++) {
  175. if (p_points[i].coord[k] > ofs.coord[k] + half_extents.coord[k]) {
  176. bad_point_counts_positive[k]++;
  177. }
  178. if (p_points[i].coord[k] < ofs.coord[k] - half_extents.coord[k]) {
  179. bad_point_counts_negative[k]++;
  180. }
  181. }
  182. if (bad_point_counts_negative[k] == p_point_count) {
  183. return false;
  184. }
  185. if (bad_point_counts_positive[k] == p_point_count) {
  186. return false;
  187. }
  188. }
  189. return true;
  190. }
  191. bool AABB::inside_convex_shape(const Plane *p_planes, int p_plane_count) const {
  192. Vector3 half_extents = size * 0.5;
  193. Vector3 ofs = position + half_extents;
  194. for (int i = 0; i < p_plane_count; i++) {
  195. const Plane &p = p_planes[i];
  196. Vector3 point(
  197. (p.normal.x < 0) ? -half_extents.x : half_extents.x,
  198. (p.normal.y < 0) ? -half_extents.y : half_extents.y,
  199. (p.normal.z < 0) ? -half_extents.z : half_extents.z);
  200. point += ofs;
  201. if (p.is_point_over(point))
  202. return false;
  203. }
  204. return true;
  205. }
  206. bool AABB::has_point(const Vector3 &p_point) const {
  207. if (p_point.x < position.x)
  208. return false;
  209. if (p_point.y < position.y)
  210. return false;
  211. if (p_point.z < position.z)
  212. return false;
  213. if (p_point.x > position.x + size.x)
  214. return false;
  215. if (p_point.y > position.y + size.y)
  216. return false;
  217. if (p_point.z > position.z + size.z)
  218. return false;
  219. return true;
  220. }
  221. inline void AABB::expand_to(const Vector3 &p_vector) {
  222. Vector3 begin = position;
  223. Vector3 end = position + size;
  224. if (p_vector.x < begin.x)
  225. begin.x = p_vector.x;
  226. if (p_vector.y < begin.y)
  227. begin.y = p_vector.y;
  228. if (p_vector.z < begin.z)
  229. begin.z = p_vector.z;
  230. if (p_vector.x > end.x)
  231. end.x = p_vector.x;
  232. if (p_vector.y > end.y)
  233. end.y = p_vector.y;
  234. if (p_vector.z > end.z)
  235. end.z = p_vector.z;
  236. position = begin;
  237. size = end - begin;
  238. }
  239. void AABB::project_range_in_plane(const Plane &p_plane, real_t &r_min, real_t &r_max) const {
  240. Vector3 half_extents(size.x * 0.5, size.y * 0.5, size.z * 0.5);
  241. Vector3 center(position.x + half_extents.x, position.y + half_extents.y, position.z + half_extents.z);
  242. real_t length = p_plane.normal.abs().dot(half_extents);
  243. real_t distance = p_plane.distance_to(center);
  244. r_min = distance - length;
  245. r_max = distance + length;
  246. }
  247. inline real_t AABB::get_longest_axis_size() const {
  248. real_t max_size = size.x;
  249. if (size.y > max_size) {
  250. max_size = size.y;
  251. }
  252. if (size.z > max_size) {
  253. max_size = size.z;
  254. }
  255. return max_size;
  256. }
  257. inline real_t AABB::get_shortest_axis_size() const {
  258. real_t max_size = size.x;
  259. if (size.y < max_size) {
  260. max_size = size.y;
  261. }
  262. if (size.z < max_size) {
  263. max_size = size.z;
  264. }
  265. return max_size;
  266. }
  267. bool AABB::smits_intersect_ray(const Vector3 &p_from, const Vector3 &p_dir, real_t t0, real_t t1) const {
  268. real_t divx = 1.0 / p_dir.x;
  269. real_t divy = 1.0 / p_dir.y;
  270. real_t divz = 1.0 / p_dir.z;
  271. Vector3 upbound = position + size;
  272. real_t tmin, tmax, tymin, tymax, tzmin, tzmax;
  273. if (p_dir.x >= 0) {
  274. tmin = (position.x - p_from.x) * divx;
  275. tmax = (upbound.x - p_from.x) * divx;
  276. } else {
  277. tmin = (upbound.x - p_from.x) * divx;
  278. tmax = (position.x - p_from.x) * divx;
  279. }
  280. if (p_dir.y >= 0) {
  281. tymin = (position.y - p_from.y) * divy;
  282. tymax = (upbound.y - p_from.y) * divy;
  283. } else {
  284. tymin = (upbound.y - p_from.y) * divy;
  285. tymax = (position.y - p_from.y) * divy;
  286. }
  287. if ((tmin > tymax) || (tymin > tmax))
  288. return false;
  289. if (tymin > tmin)
  290. tmin = tymin;
  291. if (tymax < tmax)
  292. tmax = tymax;
  293. if (p_dir.z >= 0) {
  294. tzmin = (position.z - p_from.z) * divz;
  295. tzmax = (upbound.z - p_from.z) * divz;
  296. } else {
  297. tzmin = (upbound.z - p_from.z) * divz;
  298. tzmax = (position.z - p_from.z) * divz;
  299. }
  300. if ((tmin > tzmax) || (tzmin > tmax))
  301. return false;
  302. if (tzmin > tmin)
  303. tmin = tzmin;
  304. if (tzmax < tmax)
  305. tmax = tzmax;
  306. return ((tmin < t1) && (tmax > t0));
  307. }
  308. void AABB::grow_by(real_t p_amount) {
  309. position.x -= p_amount;
  310. position.y -= p_amount;
  311. position.z -= p_amount;
  312. size.x += 2.0 * p_amount;
  313. size.y += 2.0 * p_amount;
  314. size.z += 2.0 * p_amount;
  315. }
  316. #endif // AABB_H