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- ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- /**
- * Contains AABB-related code.
- * \file IceAABB.cpp
- * \author Pierre Terdiman
- * \date January, 29, 2000
- */
- ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- /**
- * AABB class.
- * \class AABB
- * \author Pierre Terdiman
- * \version 1.0
- */
- ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- #include "../Opcode.h"
- using namespace IceMaths;
- ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- /**
- * Computes the sum of two AABBs.
- * \param aabb [in] the other AABB
- * \return Self-Reference
- */
- ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- AABB& AABB::Add(const AABB& aabb)
- {
- // Compute new min & max values
- Point Min; GetMin(Min);
- Point Tmp; aabb.GetMin(Tmp);
- Min.Min(Tmp);
- Point Max; GetMax(Max);
- aabb.GetMax(Tmp);
- Max.Max(Tmp);
- // Update this
- SetMinMax(Min, Max);
- return *this;
- }
- ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- /**
- * Makes a cube from the AABB.
- * \param cube [out] the cube AABB
- * \return cube edge length
- */
- ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- float AABB::MakeCube(AABB& cube) const
- {
- Point Ext; GetExtents(Ext);
- float Max = Ext.Max();
- Point Cnt; GetCenter(Cnt);
- cube.SetCenterExtents(Cnt, Point(Max, Max, Max));
- return Max;
- }
- ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- /**
- * Makes a sphere from the AABB.
- * \param sphere [out] sphere containing the AABB
- */
- ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- void AABB::MakeSphere(Sphere& sphere) const
- {
- GetExtents(sphere.mCenter);
- sphere.mRadius = sphere.mCenter.Magnitude() * 1.00001f; // To make sure sphere::Contains(*this) succeeds
- GetCenter(sphere.mCenter);
- }
- ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- /**
- * Checks a box is inside another box.
- * \param box [in] the other AABB
- * \return true if current box is inside input box
- */
- ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- bool AABB::IsInside(const AABB& box) const
- {
- if(box.GetMin(0)>GetMin(0)) return false;
- if(box.GetMin(1)>GetMin(1)) return false;
- if(box.GetMin(2)>GetMin(2)) return false;
- if(box.GetMax(0)<GetMax(0)) return false;
- if(box.GetMax(1)<GetMax(1)) return false;
- if(box.GetMax(2)<GetMax(2)) return false;
- return true;
- }
- ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- /**
- * Computes the AABB planes.
- * \param planes [out] 6 planes surrounding the box
- * \return true if success
- */
- ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- bool AABB::ComputePlanes(Plane* planes) const
- {
- // Checkings
- if(!planes) return false;
- Point Center, Extents;
- GetCenter(Center);
- GetExtents(Extents);
- // Writes normals
- planes[0].n = Point(1.0f, 0.0f, 0.0f);
- planes[1].n = Point(-1.0f, 0.0f, 0.0f);
- planes[2].n = Point(0.0f, 1.0f, 0.0f);
- planes[3].n = Point(0.0f, -1.0f, 0.0f);
- planes[4].n = Point(0.0f, 0.0f, 1.0f);
- planes[5].n = Point(0.0f, 0.0f, -1.0f);
- // Compute a point on each plane
- Point p0 = Point(Center.x+Extents.x, Center.y, Center.z);
- Point p1 = Point(Center.x-Extents.x, Center.y, Center.z);
- Point p2 = Point(Center.x, Center.y+Extents.y, Center.z);
- Point p3 = Point(Center.x, Center.y-Extents.y, Center.z);
- Point p4 = Point(Center.x, Center.y, Center.z+Extents.z);
- Point p5 = Point(Center.x, Center.y, Center.z-Extents.z);
- // Compute d
- planes[0].d = -(planes[0].n|p0);
- planes[1].d = -(planes[1].n|p1);
- planes[2].d = -(planes[2].n|p2);
- planes[3].d = -(planes[3].n|p3);
- planes[4].d = -(planes[4].n|p4);
- planes[5].d = -(planes[5].n|p5);
- return true;
- }
- ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- /**
- * Computes the aabb points.
- * \param pts [out] 8 box points
- * \return true if success
- */
- ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- bool AABB::ComputePoints(Point* pts) const
- {
- // Checkings
- if(!pts) return false;
- // Get box corners
- Point min; GetMin(min);
- Point max; GetMax(max);
- // 7+------+6 0 = ---
- // /| /| 1 = +--
- // / | / | 2 = ++-
- // / 4+---/--+5 3 = -+-
- // 3+------+2 / y z 4 = --+
- // | / | / | / 5 = +-+
- // |/ |/ |/ 6 = +++
- // 0+------+1 *---x 7 = -++
- // Generate 8 corners of the bbox
- pts[0] = Point(min.x, min.y, min.z);
- pts[1] = Point(max.x, min.y, min.z);
- pts[2] = Point(max.x, max.y, min.z);
- pts[3] = Point(min.x, max.y, min.z);
- pts[4] = Point(min.x, min.y, max.z);
- pts[5] = Point(max.x, min.y, max.z);
- pts[6] = Point(max.x, max.y, max.z);
- pts[7] = Point(min.x, max.y, max.z);
- return true;
- }
- ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- /**
- * Gets vertex normals.
- * \param pts [out] 8 box points
- * \return true if success
- */
- ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- const Point* AABB::GetVertexNormals() const
- {
- static float VertexNormals[] =
- {
- -INVSQRT3, -INVSQRT3, -INVSQRT3,
- INVSQRT3, -INVSQRT3, -INVSQRT3,
- INVSQRT3, INVSQRT3, -INVSQRT3,
- -INVSQRT3, INVSQRT3, -INVSQRT3,
- -INVSQRT3, -INVSQRT3, INVSQRT3,
- INVSQRT3, -INVSQRT3, INVSQRT3,
- INVSQRT3, INVSQRT3, INVSQRT3,
- -INVSQRT3, INVSQRT3, INVSQRT3
- };
- return (const Point*)VertexNormals;
- }
- ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- /**
- * Returns edges.
- * \return 24 indices (12 edges) indexing the list returned by ComputePoints()
- */
- ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- const udword* AABB::GetEdges() const
- {
- static udword Indices[] = {
- 0, 1, 1, 2, 2, 3, 3, 0,
- 7, 6, 6, 5, 5, 4, 4, 7,
- 1, 5, 6, 2,
- 3, 7, 4, 0
- };
- return Indices;
- }
- ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- /**
- * Returns edge normals.
- * \return edge normals in local space
- */
- ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- const Point* AABB::GetEdgeNormals() const
- {
- static float EdgeNormals[] =
- {
- 0, -INVSQRT2, -INVSQRT2, // 0-1
- INVSQRT2, 0, -INVSQRT2, // 1-2
- 0, INVSQRT2, -INVSQRT2, // 2-3
- -INVSQRT2, 0, -INVSQRT2, // 3-0
- 0, INVSQRT2, INVSQRT2, // 7-6
- INVSQRT2, 0, INVSQRT2, // 6-5
- 0, -INVSQRT2, INVSQRT2, // 5-4
- -INVSQRT2, 0, INVSQRT2, // 4-7
- INVSQRT2, -INVSQRT2, 0, // 1-5
- INVSQRT2, INVSQRT2, 0, // 6-2
- -INVSQRT2, INVSQRT2, 0, // 3-7
- -INVSQRT2, -INVSQRT2, 0 // 4-0
- };
- return (const Point*)EdgeNormals;
- }
- // ===========================================================================
- // (C) 1996-98 Vienna University of Technology
- // ===========================================================================
- // NAME: bboxarea
- // TYPE: c++ code
- // PROJECT: Bounding Box Area
- // CONTENT: Computes area of 2D projection of 3D oriented bounding box
- // VERSION: 1.0
- // ===========================================================================
- // AUTHORS: ds Dieter Schmalstieg
- // ep Erik Pojar
- // ===========================================================================
- // HISTORY:
- //
- // 19-sep-99 15:23:03 ds last modification
- // 01-dec-98 15:23:03 ep created
- // ===========================================================================
- //----------------------------------------------------------------------------
- // SAMPLE CODE STARTS HERE
- //----------------------------------------------------------------------------
- // NOTE: This sample program requires OPEN INVENTOR!
- //indexlist: this table stores the 64 possible cases of classification of
- //the eyepoint with respect to the 6 defining planes of the bbox (2^6=64)
- //only 26 (3^3-1, where 1 is "inside" cube) of these cases are valid.
- //the first 6 numbers in each row are the indices of the bbox vertices that
- //form the outline of which we want to compute the area (counterclockwise
- //ordering), the 7th entry means the number of vertices in the outline.
- //there are 6 cases with a single face and and a 4-vertex outline, and
- //20 cases with 2 or 3 faces and a 6-vertex outline. a value of 0 indicates
- //an invalid case.
- // Original list was made of 7 items, I added an 8th element:
- // - to padd on a cache line
- // - to repeat the first entry to avoid modulos
- //
- // I also replaced original ints with sbytes.
- static const sbyte gIndexList[64][8] =
- {
- {-1,-1,-1,-1,-1,-1,-1, 0}, // 0 inside
- { 0, 4, 7, 3, 0,-1,-1, 4}, // 1 left
- { 1, 2, 6, 5, 1,-1,-1, 4}, // 2 right
- {-1,-1,-1,-1,-1,-1,-1, 0}, // 3 -
- { 0, 1, 5, 4, 0,-1,-1, 4}, // 4 bottom
- { 0, 1, 5, 4, 7, 3, 0, 6}, // 5 bottom, left
- { 0, 1, 2, 6, 5, 4, 0, 6}, // 6 bottom, right
- {-1,-1,-1,-1,-1,-1,-1, 0}, // 7 -
- { 2, 3, 7, 6, 2,-1,-1, 4}, // 8 top
- { 0, 4, 7, 6, 2, 3, 0, 6}, // 9 top, left
- { 1, 2, 3, 7, 6, 5, 1, 6}, //10 top, right
- {-1,-1,-1,-1,-1,-1,-1, 0}, //11 -
- {-1,-1,-1,-1,-1,-1,-1, 0}, //12 -
- {-1,-1,-1,-1,-1,-1,-1, 0}, //13 -
- {-1,-1,-1,-1,-1,-1,-1, 0}, //14 -
- {-1,-1,-1,-1,-1,-1,-1, 0}, //15 -
- { 0, 3, 2, 1, 0,-1,-1, 4}, //16 front
- { 0, 4, 7, 3, 2, 1, 0, 6}, //17 front, left
- { 0, 3, 2, 6, 5, 1, 0, 6}, //18 front, right
- {-1,-1,-1,-1,-1,-1,-1, 0}, //19 -
- { 0, 3, 2, 1, 5, 4, 0, 6}, //20 front, bottom
- { 1, 5, 4, 7, 3, 2, 1, 6}, //21 front, bottom, left
- { 0, 3, 2, 6, 5, 4, 0, 6}, //22 front, bottom, right
- {-1,-1,-1,-1,-1,-1,-1, 0}, //23 -
- { 0, 3, 7, 6, 2, 1, 0, 6}, //24 front, top
- { 0, 4, 7, 6, 2, 1, 0, 6}, //25 front, top, left
- { 0, 3, 7, 6, 5, 1, 0, 6}, //26 front, top, right
- {-1,-1,-1,-1,-1,-1,-1, 0}, //27 -
- {-1,-1,-1,-1,-1,-1,-1, 0}, //28 -
- {-1,-1,-1,-1,-1,-1,-1, 0}, //29 -
- {-1,-1,-1,-1,-1,-1,-1, 0}, //30 -
- {-1,-1,-1,-1,-1,-1,-1, 0}, //31 -
- { 4, 5, 6, 7, 4,-1,-1, 4}, //32 back
- { 0, 4, 5, 6, 7, 3, 0, 6}, //33 back, left
- { 1, 2, 6, 7, 4, 5, 1, 6}, //34 back, right
- {-1,-1,-1,-1,-1,-1,-1, 0}, //35 -
- { 0, 1, 5, 6, 7, 4, 0, 6}, //36 back, bottom
- { 0, 1, 5, 6, 7, 3, 0, 6}, //37 back, bottom, left
- { 0, 1, 2, 6, 7, 4, 0, 6}, //38 back, bottom, right
- {-1,-1,-1,-1,-1,-1,-1, 0}, //39 -
- { 2, 3, 7, 4, 5, 6, 2, 6}, //40 back, top
- { 0, 4, 5, 6, 2, 3, 0, 6}, //41 back, top, left
- { 1, 2, 3, 7, 4, 5, 1, 6}, //42 back, top, right
- {-1,-1,-1,-1,-1,-1,-1, 0}, //43 invalid
- {-1,-1,-1,-1,-1,-1,-1, 0}, //44 invalid
- {-1,-1,-1,-1,-1,-1,-1, 0}, //45 invalid
- {-1,-1,-1,-1,-1,-1,-1, 0}, //46 invalid
- {-1,-1,-1,-1,-1,-1,-1, 0}, //47 invalid
- {-1,-1,-1,-1,-1,-1,-1, 0}, //48 invalid
- {-1,-1,-1,-1,-1,-1,-1, 0}, //49 invalid
- {-1,-1,-1,-1,-1,-1,-1, 0}, //50 invalid
- {-1,-1,-1,-1,-1,-1,-1, 0}, //51 invalid
- {-1,-1,-1,-1,-1,-1,-1, 0}, //52 invalid
- {-1,-1,-1,-1,-1,-1,-1, 0}, //53 invalid
- {-1,-1,-1,-1,-1,-1,-1, 0}, //54 invalid
- {-1,-1,-1,-1,-1,-1,-1, 0}, //55 invalid
- {-1,-1,-1,-1,-1,-1,-1, 0}, //56 invalid
- {-1,-1,-1,-1,-1,-1,-1, 0}, //57 invalid
- {-1,-1,-1,-1,-1,-1,-1, 0}, //58 invalid
- {-1,-1,-1,-1,-1,-1,-1, 0}, //59 invalid
- {-1,-1,-1,-1,-1,-1,-1, 0}, //60 invalid
- {-1,-1,-1,-1,-1,-1,-1, 0}, //61 invalid
- {-1,-1,-1,-1,-1,-1,-1, 0}, //62 invalid
- {-1,-1,-1,-1,-1,-1,-1, 0} //63 invalid
- };
- const sbyte* AABB::ComputeOutline(const Point& local_eye, sdword& num) const
- {
- // Get box corners
- Point min; GetMin(min);
- Point max; GetMax(max);
- // Compute 6-bit code to classify eye with respect to the 6 defining planes of the bbox
- int pos = ((local_eye.x < min.x) ? 1 : 0) // 1 = left
- + ((local_eye.x > max.x) ? 2 : 0) // 2 = right
- + ((local_eye.y < min.y) ? 4 : 0) // 4 = bottom
- + ((local_eye.y > max.y) ? 8 : 0) // 8 = top
- + ((local_eye.z < min.z) ? 16 : 0) // 16 = front
- + ((local_eye.z > max.z) ? 32 : 0); // 32 = back
- // Look up number of vertices in outline
- num = (sdword)gIndexList[pos][7];
- // Zero indicates invalid case
- if(!num) return null;
- return &gIndexList[pos][0];
- }
- // calculateBoxArea: computes the screen-projected 2D area of an oriented 3D bounding box
- //const Point& eye, //eye point (in bbox object coordinates)
- //const AABB& box, //3d bbox
- //const Matrix4x4& mat, //free transformation for bbox
- //float width, float height, int& num)
- float AABB::ComputeBoxArea(const Point& eye, const Matrix4x4& mat, float width, float height, sdword& num) const
- {
- const sbyte* Outline = ComputeOutline(eye, num);
- if(!Outline) return -1.0f;
- // Compute box vertices
- Point vertexBox[8], dst[8];
- ComputePoints(vertexBox);
- // Transform all outline corners into 2D screen space
- for(sdword i=0;i<num;i++)
- {
- HPoint Projected;
- vertexBox[Outline[i]].ProjectToScreen(width, height, mat, Projected);
- dst[i] = Projected;
- }
- float Sum = (dst[num-1][0] - dst[0][0]) * (dst[num-1][1] + dst[0][1]);
- for(int i=0; i<num-1; i++)
- Sum += (dst[i][0] - dst[i+1][0]) * (dst[i][1] + dst[i+1][1]);
- return Sum * 0.5f; //return computed value corrected by 0.5
- }
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