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-/*
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- * Copyright (c) Contributors to the Open 3D Engine Project.
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- * For complete copyright and license terms please see the LICENSE at the root of this distribution.
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- *
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- * SPDX-License-Identifier: Apache-2.0 OR MIT
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- *
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- */
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-
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-
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-// Description : Common structures for geometry computations
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-#pragma once
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-
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-#include "Cry_Math.h"
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-///////////////////////////////////////////////////////////////////////////////
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-// Forward declarations //
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-///////////////////////////////////////////////////////////////////////////////
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-
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-struct AABB;
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-template <typename F>
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-struct OBB_tpl;
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-
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-///////////////////////////////////////////////////////////////////////////////
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-///////////////////////////////////////////////////////////////////////////////
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-///////////////////////////////////////////////////////////////////////////////
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-// struct AABB
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-///////////////////////////////////////////////////////////////////////////////
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-///////////////////////////////////////////////////////////////////////////////
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-///////////////////////////////////////////////////////////////////////////////
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-struct AABB
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-{
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- Vec3 min;
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- Vec3 max;
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-
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- /// default AABB constructor (without initialisation)
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- ILINE AABB()
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- {}
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- enum type_reset
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- {
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- RESET
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- };
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- // AABB aabb(RESET) generates a reset aabb
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- ILINE AABB(type_reset)
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- { Reset(); }
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- ILINE explicit AABB(float radius)
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- { max = Vec3(radius); min = -max; }
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- ILINE explicit AABB(const Vec3& v)
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- { min = max = v; }
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- ILINE AABB(const Vec3& v, float radius)
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- { Vec3 ext(radius); min = v - ext; max = v + ext; }
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- ILINE AABB(const Vec3& vmin, const Vec3& vmax)
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- { min = vmin; max = vmax; }
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- ILINE AABB(const AABB& aabb)
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- {
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- min.x = aabb.min.x;
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- min.y = aabb.min.y;
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- min.z = aabb.min.z;
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- max.x = aabb.max.x;
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- max.y = aabb.max.y;
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- max.z = aabb.max.z;
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- }
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- inline AABB(const Vec3* points, int num)
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- {
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- Reset();
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- for (int i = 0; i < num; i++)
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- {
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- Add(points[i]);
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- }
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- }
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-
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- //! Reset Bounding box before calculating bounds.
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- //! These values ensure that Add() functions work correctly for Reset bbs, without additional comparisons.
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- ILINE void Reset()
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- { min = Vec3(1e15f); max = Vec3(-1e15f); }
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-
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- ILINE bool IsReset() const
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- { return min.x > max.x; }
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-
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- ILINE float IsResetSel(float ifReset, float ifNotReset) const
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- { return (float)fsel(max.x - min.x, ifNotReset, ifReset); }
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-
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- //! Check if bounding box is empty (Zero volume).
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- ILINE bool IsEmpty() const
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- { return min == max; }
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-
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- //! Check if bounding box has valid, non zero volume
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- ILINE bool IsNonZero() const
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- { return min.x < max.x && min.y < max.y && min.z < max.z; }
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-
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- ILINE Vec3 GetCenter() const
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- { return (min + max) * 0.5f; }
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-
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- ILINE Vec3 GetSize() const
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- { return (max - min) * IsResetSel(0.0f, 1.0f); }
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-
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- ILINE float GetRadius() const
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- { return IsResetSel(0.0f, (max - min).GetLengthFloat() * 0.5f); }
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-
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- ILINE void Add(const Vec3& v)
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- {
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- min.CheckMin(v);
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- max.CheckMax(v);
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- }
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-
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- inline void Add(const Vec3& v, float radius)
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- {
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- Vec3 ext(radius);
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- min.CheckMin(v - ext);
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- max.CheckMax(v + ext);
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- }
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-
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- ILINE void Add(const AABB& bb)
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- {
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- min.CheckMin(bb.min);
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- max.CheckMax(bb.max);
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- }
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-
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- //! Check if this bounding box contains a point within itself.
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- bool IsContainPoint(const Vec3& pos) const
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- {
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- assert(min.IsValid());
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- assert(max.IsValid());
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- assert(pos.IsValid());
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- if (pos.x < min.x)
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- {
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- return false;
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- }
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- if (pos.y < min.y)
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- {
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- return false;
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- }
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- if (pos.z < min.z)
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- {
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- return false;
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- }
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- if (pos.x > max.x)
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- {
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- return false;
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- }
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- if (pos.y > max.y)
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- {
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- return false;
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- }
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- if (pos.z > max.z)
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- {
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- return false;
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- }
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- return true;
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- }
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-
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- float GetDistanceSqr(Vec3 const& v) const
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- {
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- Vec3 vNear = v;
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- vNear.CheckMax(min);
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- vNear.CheckMin(max);
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- return vNear.GetSquaredDistance(v);
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- }
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-
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- float GetDistance(Vec3 const& v) const
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- {
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- return sqrt(GetDistanceSqr(v));
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- }
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-
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- // Check two bounding boxes for intersection.
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- inline bool IsIntersectBox(const AABB& b) const
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- {
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- assert(min.IsValid());
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- assert(max.IsValid());
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- assert(b.min.IsValid());
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- assert(b.max.IsValid());
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- // Check for intersection on X axis.
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- if ((min.x > b.max.x) || (b.min.x > max.x))
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- {
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- return false;
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- }
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- // Check for intersection on Y axis.
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- if ((min.y > b.max.y) || (b.min.y > max.y))
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- {
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- return false;
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- }
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- // Check for intersection on Z axis.
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- if ((min.z > b.max.z) || (b.min.z > max.z))
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- {
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- return false;
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- }
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- // Boxes overlap in all 3 axises.
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- return true;
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- }
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-
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- /*!
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- * calculate the new bounds of a transformed AABB
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- *
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- * Example:
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- * AABB aabb = AABB::CreateAABBfromOBB(m34,aabb);
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- *
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- * return values:
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- * expanded AABB in world-space
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- */
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- ILINE void SetTransformedAABB(const Matrix34& m34, const AABB& aabb)
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- {
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- if (aabb.IsReset())
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- {
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- Reset();
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- }
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- else
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- {
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- Matrix33 m33;
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- m33.m00 = fabs_tpl(m34.m00);
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- m33.m01 = fabs_tpl(m34.m01);
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- m33.m02 = fabs_tpl(m34.m02);
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- m33.m10 = fabs_tpl(m34.m10);
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- m33.m11 = fabs_tpl(m34.m11);
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- m33.m12 = fabs_tpl(m34.m12);
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- m33.m20 = fabs_tpl(m34.m20);
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- m33.m21 = fabs_tpl(m34.m21);
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- m33.m22 = fabs_tpl(m34.m22);
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-
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- Vec3 sz = m33 * ((aabb.max - aabb.min) * 0.5f);
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- Vec3 pos = m34 * ((aabb.max + aabb.min) * 0.5f);
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- min = pos - sz;
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- max = pos + sz;
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- }
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- }
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-};
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-
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-ILINE bool IsEquivalent(const AABB& a, const AABB& b, float epsilon = VEC_EPSILON)
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-{
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- return IsEquivalent(a.min, b.min, epsilon) && IsEquivalent(a.max, b.max, epsilon);
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-}
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-
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-
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-///////////////////////////////////////////////////////////////////////////////
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-///////////////////////////////////////////////////////////////////////////////
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-///////////////////////////////////////////////////////////////////////////////
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-// struct OBB
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-///////////////////////////////////////////////////////////////////////////////
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-///////////////////////////////////////////////////////////////////////////////
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-///////////////////////////////////////////////////////////////////////////////
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-
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-template <typename F>
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-struct OBB_tpl
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-{
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- Matrix33 m33; //orientation vectors
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- Vec3 h; //half-length-vector
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- Vec3 c; //center of obb
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-
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- //default OBB constructor (without initialisation)
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- inline OBB_tpl() {}
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-
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- ILINE void SetOBB(const Matrix33& matrix, const Vec3& hlv, const Vec3& center) { m33 = matrix; h = hlv; c = center; }
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- ILINE static OBB_tpl<F> CreateOBB(const Matrix33& m33, const Vec3& hlv, const Vec3& center) { OBB_tpl<f32> obb; obb.m33 = m33; obb.h = hlv; obb.c = center; return obb; }
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-
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- ILINE void SetOBBfromAABB(const Matrix33& mat33, const AABB& aabb)
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- {
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- m33 = mat33;
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- h = (aabb.max - aabb.min) * 0.5f; //calculate the half-length-vectors
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- c = (aabb.max + aabb.min) * 0.5f; //the center is relative to the PIVOT
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- }
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- ILINE void SetOBBfromAABB(const Quat& q, const AABB& aabb)
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- {
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- m33 = Matrix33(q);
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- h = (aabb.max - aabb.min) * 0.5f; //calculate the half-length-vectors
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- c = (aabb.max + aabb.min) * 0.5f; //the center is relative to the PIVOT
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- }
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- ILINE static OBB_tpl<F> CreateOBBfromAABB(const Matrix33& m33, const AABB& aabb) { OBB_tpl<f32> obb; obb.SetOBBfromAABB(m33, aabb); return obb; }
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- ILINE static OBB_tpl<F> CreateOBBfromAABB(const Quat& q, const AABB& aabb) { OBB_tpl<f32> obb; obb.SetOBBfromAABB(q, aabb); return obb; }
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-
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- ~OBB_tpl(void) {};
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-};
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-
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-typedef OBB_tpl<f32> OBB;
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-
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