|
@@ -1,498 +0,0 @@
|
|
|
-#include "CmAABox.h"
|
|
|
|
|
-#include "CmRay.h"
|
|
|
|
|
-#include "CmPlane.h"
|
|
|
|
|
-#include "CmSphere.h"
|
|
|
|
|
-
|
|
|
|
|
-namespace CamelotFramework
|
|
|
|
|
-{
|
|
|
|
|
- const AABox AABox::BOX_EMPTY;
|
|
|
|
|
-
|
|
|
|
|
- AABox::AABox()
|
|
|
|
|
- :mMinimum(Vector3::ZERO), mMaximum(Vector3::ONE)
|
|
|
|
|
- {
|
|
|
|
|
- // Default to a null box
|
|
|
|
|
- setMin(Vector3(-0.5f, -0.5f, -0.5f));
|
|
|
|
|
- setMax(Vector3(0.5f, 0.5f, 0.5f));
|
|
|
|
|
- }
|
|
|
|
|
-
|
|
|
|
|
- AABox::AABox(const AABox& copy)
|
|
|
|
|
- :mMinimum(Vector3::ZERO), mMaximum(Vector3::ONE)
|
|
|
|
|
- {
|
|
|
|
|
- setExtents(copy.mMinimum, copy.mMaximum);
|
|
|
|
|
- }
|
|
|
|
|
-
|
|
|
|
|
- AABox::AABox(const Vector3& min, const Vector3& max)
|
|
|
|
|
- :mMinimum(Vector3::ZERO), mMaximum(Vector3::ONE)
|
|
|
|
|
- {
|
|
|
|
|
- setExtents(min, max);
|
|
|
|
|
- }
|
|
|
|
|
-
|
|
|
|
|
- AABox& AABox::operator=(const AABox& rhs)
|
|
|
|
|
- {
|
|
|
|
|
- setExtents(rhs.mMinimum, rhs.mMaximum);
|
|
|
|
|
-
|
|
|
|
|
- return *this;
|
|
|
|
|
- }
|
|
|
|
|
-
|
|
|
|
|
- void AABox::setExtents(const Vector3& min, const Vector3& max)
|
|
|
|
|
- {
|
|
|
|
|
- assert( (min.x <= max.x && min.y <= max.y && min.z <= max.z) &&
|
|
|
|
|
- "The minimum corner of the box must be less than or equal to maximum corner" );
|
|
|
|
|
-
|
|
|
|
|
- mMinimum = min;
|
|
|
|
|
- mMaximum = max;
|
|
|
|
|
- }
|
|
|
|
|
-
|
|
|
|
|
- void AABox::scale(const Vector3& s)
|
|
|
|
|
- {
|
|
|
|
|
- Vector3 center = getCenter();
|
|
|
|
|
- Vector3 min = center + (mMinimum - center) * s;
|
|
|
|
|
- Vector3 max = center + (mMaximum - center) * s;
|
|
|
|
|
-
|
|
|
|
|
- setExtents(min, max);
|
|
|
|
|
- }
|
|
|
|
|
-
|
|
|
|
|
- Vector3 AABox::getCorner(CornerEnum cornerToGet) const
|
|
|
|
|
- {
|
|
|
|
|
- switch(cornerToGet)
|
|
|
|
|
- {
|
|
|
|
|
- case FAR_LEFT_BOTTOM:
|
|
|
|
|
- return mMinimum;
|
|
|
|
|
- case FAR_LEFT_TOP:
|
|
|
|
|
- return Vector3(mMinimum.x, mMaximum.y, mMinimum.z);
|
|
|
|
|
- case FAR_RIGHT_TOP:
|
|
|
|
|
- return Vector3(mMaximum.x, mMaximum.y, mMinimum.z);
|
|
|
|
|
- case FAR_RIGHT_BOTTOM:
|
|
|
|
|
- return Vector3(mMaximum.x, mMinimum.y, mMinimum.z);
|
|
|
|
|
- case NEAR_RIGHT_BOTTOM:
|
|
|
|
|
- return Vector3(mMaximum.x, mMinimum.y, mMaximum.z);
|
|
|
|
|
- case NEAR_LEFT_BOTTOM:
|
|
|
|
|
- return Vector3(mMinimum.x, mMinimum.y, mMaximum.z);
|
|
|
|
|
- case NEAR_LEFT_TOP:
|
|
|
|
|
- return Vector3(mMinimum.x, mMaximum.y, mMaximum.z);
|
|
|
|
|
- case NEAR_RIGHT_TOP:
|
|
|
|
|
- return mMaximum;
|
|
|
|
|
- default:
|
|
|
|
|
- return Vector3();
|
|
|
|
|
- }
|
|
|
|
|
- }
|
|
|
|
|
-
|
|
|
|
|
- void AABox::merge(const AABox& rhs)
|
|
|
|
|
- {
|
|
|
|
|
- Vector3 min = mMinimum;
|
|
|
|
|
- Vector3 max = mMaximum;
|
|
|
|
|
- max.ceil(rhs.mMaximum);
|
|
|
|
|
- min.floor(rhs.mMinimum);
|
|
|
|
|
-
|
|
|
|
|
- setExtents(min, max);
|
|
|
|
|
- }
|
|
|
|
|
-
|
|
|
|
|
- void AABox::merge(const Vector3& point)
|
|
|
|
|
- {
|
|
|
|
|
- mMaximum.ceil(point);
|
|
|
|
|
- mMinimum.floor(point);
|
|
|
|
|
- }
|
|
|
|
|
-
|
|
|
|
|
- void AABox::transform(const Matrix4& matrix)
|
|
|
|
|
- {
|
|
|
|
|
- Vector3 oldMin, oldMax, currentCorner;
|
|
|
|
|
-
|
|
|
|
|
- // Getting the old values so that we can use the existing merge method.
|
|
|
|
|
- oldMin = mMinimum;
|
|
|
|
|
- oldMax = mMaximum;
|
|
|
|
|
-
|
|
|
|
|
- // We sequentially compute the corners in the following order :
|
|
|
|
|
- // 0, 6, 5, 1, 2, 4 ,7 , 3
|
|
|
|
|
- // This sequence allows us to only change one member at a time to get at all corners.
|
|
|
|
|
-
|
|
|
|
|
- // For each one, we transform it using the matrix
|
|
|
|
|
- // Which gives the resulting point and merge the resulting point.
|
|
|
|
|
-
|
|
|
|
|
- // First corner
|
|
|
|
|
- // min min min
|
|
|
|
|
- currentCorner = oldMin;
|
|
|
|
|
- merge(matrix.transform3x4(currentCorner));
|
|
|
|
|
-
|
|
|
|
|
- // min,min,max
|
|
|
|
|
- currentCorner.z = oldMax.z;
|
|
|
|
|
- merge(matrix.transform3x4(currentCorner));
|
|
|
|
|
-
|
|
|
|
|
- // min max max
|
|
|
|
|
- currentCorner.y = oldMax.y;
|
|
|
|
|
- merge(matrix.transform3x4(currentCorner));
|
|
|
|
|
-
|
|
|
|
|
- // min max min
|
|
|
|
|
- currentCorner.z = oldMin.z;
|
|
|
|
|
- merge(matrix.transform3x4(currentCorner));
|
|
|
|
|
-
|
|
|
|
|
- // max max min
|
|
|
|
|
- currentCorner.x = oldMax.x;
|
|
|
|
|
- merge(matrix.transform3x4(currentCorner));
|
|
|
|
|
-
|
|
|
|
|
- // max max max
|
|
|
|
|
- currentCorner.z = oldMax.z;
|
|
|
|
|
- merge(matrix.transform3x4(currentCorner));
|
|
|
|
|
-
|
|
|
|
|
- // max min max
|
|
|
|
|
- currentCorner.y = oldMin.y;
|
|
|
|
|
- merge(matrix.transform3x4(currentCorner));
|
|
|
|
|
-
|
|
|
|
|
- // max min min
|
|
|
|
|
- currentCorner.z = oldMin.z;
|
|
|
|
|
- merge(matrix.transform3x4(currentCorner));
|
|
|
|
|
- }
|
|
|
|
|
-
|
|
|
|
|
- void AABox::transformAffine(const Matrix4& m)
|
|
|
|
|
- {
|
|
|
|
|
- assert(m.isAffine());
|
|
|
|
|
-
|
|
|
|
|
- Vector3 centre = getCenter();
|
|
|
|
|
- Vector3 halfSize = getHalfSize();
|
|
|
|
|
-
|
|
|
|
|
- Vector3 newCentre = m.transform3x4(centre);
|
|
|
|
|
- Vector3 newHalfSize(
|
|
|
|
|
- Math::abs(m[0][0]) * halfSize.x + Math::abs(m[0][1]) * halfSize.y + Math::abs(m[0][2]) * halfSize.z,
|
|
|
|
|
- Math::abs(m[1][0]) * halfSize.x + Math::abs(m[1][1]) * halfSize.y + Math::abs(m[1][2]) * halfSize.z,
|
|
|
|
|
- Math::abs(m[2][0]) * halfSize.x + Math::abs(m[2][1]) * halfSize.y + Math::abs(m[2][2]) * halfSize.z);
|
|
|
|
|
-
|
|
|
|
|
- setExtents(newCentre - newHalfSize, newCentre + newHalfSize);
|
|
|
|
|
- }
|
|
|
|
|
-
|
|
|
|
|
- AABox AABox::intersection(const AABox& b2) const
|
|
|
|
|
- {
|
|
|
|
|
- Vector3 intMin = mMinimum;
|
|
|
|
|
- Vector3 intMax = mMaximum;
|
|
|
|
|
-
|
|
|
|
|
- intMin.ceil(b2.getMin());
|
|
|
|
|
- intMax.floor(b2.getMax());
|
|
|
|
|
-
|
|
|
|
|
- // Check intersection isn't null
|
|
|
|
|
- if (intMin.x < intMax.x &&
|
|
|
|
|
- intMin.y < intMax.y &&
|
|
|
|
|
- intMin.z < intMax.z)
|
|
|
|
|
- {
|
|
|
|
|
- return AABox(intMin, intMax);
|
|
|
|
|
- }
|
|
|
|
|
-
|
|
|
|
|
- return AABox();
|
|
|
|
|
- }
|
|
|
|
|
-
|
|
|
|
|
- bool AABox::intersects(const AABox& b2) const
|
|
|
|
|
- {
|
|
|
|
|
- // Use up to 6 separating planes
|
|
|
|
|
- if (mMaximum.x < b2.mMinimum.x)
|
|
|
|
|
- return false;
|
|
|
|
|
- if (mMaximum.y < b2.mMinimum.y)
|
|
|
|
|
- return false;
|
|
|
|
|
- if (mMaximum.z < b2.mMinimum.z)
|
|
|
|
|
- return false;
|
|
|
|
|
-
|
|
|
|
|
- if (mMinimum.x > b2.mMaximum.x)
|
|
|
|
|
- return false;
|
|
|
|
|
- if (mMinimum.y > b2.mMaximum.y)
|
|
|
|
|
- return false;
|
|
|
|
|
- if (mMinimum.z > b2.mMaximum.z)
|
|
|
|
|
- return false;
|
|
|
|
|
-
|
|
|
|
|
- // Otherwise, must be intersecting
|
|
|
|
|
- return true;
|
|
|
|
|
- }
|
|
|
|
|
-
|
|
|
|
|
- bool AABox::intersects(const Sphere& sphere) const
|
|
|
|
|
- {
|
|
|
|
|
- // Use splitting planes
|
|
|
|
|
- const Vector3& center = sphere.getCenter();
|
|
|
|
|
- float radius = sphere.getRadius();
|
|
|
|
|
- const Vector3& min = getMin();
|
|
|
|
|
- const Vector3& max = getMax();
|
|
|
|
|
-
|
|
|
|
|
- // Arvo's algorithm
|
|
|
|
|
- float s, d = 0;
|
|
|
|
|
- for (int i = 0; i < 3; ++i)
|
|
|
|
|
- {
|
|
|
|
|
- if (center.ptr()[i] < min.ptr()[i])
|
|
|
|
|
- {
|
|
|
|
|
- s = center.ptr()[i] - min.ptr()[i];
|
|
|
|
|
- d += s * s;
|
|
|
|
|
- }
|
|
|
|
|
- else if(center.ptr()[i] > max.ptr()[i])
|
|
|
|
|
- {
|
|
|
|
|
- s = center.ptr()[i] - max.ptr()[i];
|
|
|
|
|
- d += s * s;
|
|
|
|
|
- }
|
|
|
|
|
- }
|
|
|
|
|
- return d <= radius * radius;
|
|
|
|
|
- }
|
|
|
|
|
-
|
|
|
|
|
- bool AABox::intersects(const Plane& p) const
|
|
|
|
|
- {
|
|
|
|
|
- return (p.getSide(*this) == Plane::BOTH_SIDE);
|
|
|
|
|
- }
|
|
|
|
|
-
|
|
|
|
|
- bool AABox::intersects(const Vector3& v) const
|
|
|
|
|
- {
|
|
|
|
|
- return(v.x >= mMinimum.x && v.x <= mMaximum.x &&
|
|
|
|
|
- v.y >= mMinimum.y && v.y <= mMaximum.y &&
|
|
|
|
|
- v.z >= mMinimum.z && v.z <= mMaximum.z);
|
|
|
|
|
- }
|
|
|
|
|
-
|
|
|
|
|
- std::pair<bool, float> AABox::intersects(const Ray& ray) const
|
|
|
|
|
- {
|
|
|
|
|
- float lowt = 0.0f;
|
|
|
|
|
- float t;
|
|
|
|
|
- bool hit = false;
|
|
|
|
|
- Vector3 hitpoint;
|
|
|
|
|
- const Vector3& min = getMin();
|
|
|
|
|
- const Vector3& max = getMax();
|
|
|
|
|
- const Vector3& rayorig = ray.getOrigin();
|
|
|
|
|
- const Vector3& raydir = ray.getDirection();
|
|
|
|
|
-
|
|
|
|
|
- // Check origin inside first
|
|
|
|
|
- if ((rayorig.x > min.x && rayorig.y > min.y && rayorig.z > min.z) && (rayorig.x < max.x && rayorig.y < max.y && rayorig.z < max.z))
|
|
|
|
|
- {
|
|
|
|
|
- return std::pair<bool, float>(true, 0.0f);
|
|
|
|
|
- }
|
|
|
|
|
-
|
|
|
|
|
- // Check each face in turn, only check closest 3
|
|
|
|
|
- // Min x
|
|
|
|
|
- if (rayorig.x <= min.x && raydir.x > 0)
|
|
|
|
|
- {
|
|
|
|
|
- t = (min.x - rayorig.x) / raydir.x;
|
|
|
|
|
- if (t >= 0)
|
|
|
|
|
- {
|
|
|
|
|
- // Substitute t back into ray and check bounds and dist
|
|
|
|
|
- hitpoint = rayorig + raydir * t;
|
|
|
|
|
- if (hitpoint.y >= min.y && hitpoint.y <= max.y &&
|
|
|
|
|
- hitpoint.z >= min.z && hitpoint.z <= max.z &&
|
|
|
|
|
- (!hit || t < lowt))
|
|
|
|
|
- {
|
|
|
|
|
- hit = true;
|
|
|
|
|
- lowt = t;
|
|
|
|
|
- }
|
|
|
|
|
- }
|
|
|
|
|
- }
|
|
|
|
|
- // Max x
|
|
|
|
|
- if (rayorig.x >= max.x && raydir.x < 0)
|
|
|
|
|
- {
|
|
|
|
|
- t = (max.x - rayorig.x) / raydir.x;
|
|
|
|
|
- if (t >= 0)
|
|
|
|
|
- {
|
|
|
|
|
- // Substitute t back into ray and check bounds and dist
|
|
|
|
|
- hitpoint = rayorig + raydir * t;
|
|
|
|
|
- if (hitpoint.y >= min.y && hitpoint.y <= max.y &&
|
|
|
|
|
- hitpoint.z >= min.z && hitpoint.z <= max.z &&
|
|
|
|
|
- (!hit || t < lowt))
|
|
|
|
|
- {
|
|
|
|
|
- hit = true;
|
|
|
|
|
- lowt = t;
|
|
|
|
|
- }
|
|
|
|
|
- }
|
|
|
|
|
- }
|
|
|
|
|
- // Min y
|
|
|
|
|
- if (rayorig.y <= min.y && raydir.y > 0)
|
|
|
|
|
- {
|
|
|
|
|
- t = (min.y - rayorig.y) / raydir.y;
|
|
|
|
|
- if (t >= 0)
|
|
|
|
|
- {
|
|
|
|
|
- // Substitute t back into ray and check bounds and dist
|
|
|
|
|
- hitpoint = rayorig + raydir * t;
|
|
|
|
|
- if (hitpoint.x >= min.x && hitpoint.x <= max.x &&
|
|
|
|
|
- hitpoint.z >= min.z && hitpoint.z <= max.z &&
|
|
|
|
|
- (!hit || t < lowt))
|
|
|
|
|
- {
|
|
|
|
|
- hit = true;
|
|
|
|
|
- lowt = t;
|
|
|
|
|
- }
|
|
|
|
|
- }
|
|
|
|
|
- }
|
|
|
|
|
- // Max y
|
|
|
|
|
- if (rayorig.y >= max.y && raydir.y < 0)
|
|
|
|
|
- {
|
|
|
|
|
- t = (max.y - rayorig.y) / raydir.y;
|
|
|
|
|
- if (t >= 0)
|
|
|
|
|
- {
|
|
|
|
|
- // Substitute t back into ray and check bounds and dist
|
|
|
|
|
- hitpoint = rayorig + raydir * t;
|
|
|
|
|
- if (hitpoint.x >= min.x && hitpoint.x <= max.x &&
|
|
|
|
|
- hitpoint.z >= min.z && hitpoint.z <= max.z &&
|
|
|
|
|
- (!hit || t < lowt))
|
|
|
|
|
- {
|
|
|
|
|
- hit = true;
|
|
|
|
|
- lowt = t;
|
|
|
|
|
- }
|
|
|
|
|
- }
|
|
|
|
|
- }
|
|
|
|
|
- // Min z
|
|
|
|
|
- if (rayorig.z <= min.z && raydir.z > 0)
|
|
|
|
|
- {
|
|
|
|
|
- t = (min.z - rayorig.z) / raydir.z;
|
|
|
|
|
- if (t >= 0)
|
|
|
|
|
- {
|
|
|
|
|
- // Substitute t back into ray and check bounds and dist
|
|
|
|
|
- hitpoint = rayorig + raydir * t;
|
|
|
|
|
- if (hitpoint.x >= min.x && hitpoint.x <= max.x &&
|
|
|
|
|
- hitpoint.y >= min.y && hitpoint.y <= max.y &&
|
|
|
|
|
- (!hit || t < lowt))
|
|
|
|
|
- {
|
|
|
|
|
- hit = true;
|
|
|
|
|
- lowt = t;
|
|
|
|
|
- }
|
|
|
|
|
- }
|
|
|
|
|
- }
|
|
|
|
|
- // Max z
|
|
|
|
|
- if (rayorig.z >= max.z && raydir.z < 0)
|
|
|
|
|
- {
|
|
|
|
|
- t = (max.z - rayorig.z) / raydir.z;
|
|
|
|
|
- if (t >= 0)
|
|
|
|
|
- {
|
|
|
|
|
- // Substitute t back into ray and check bounds and dist
|
|
|
|
|
- hitpoint = rayorig + raydir * t;
|
|
|
|
|
- if (hitpoint.x >= min.x && hitpoint.x <= max.x &&
|
|
|
|
|
- hitpoint.y >= min.y && hitpoint.y <= max.y &&
|
|
|
|
|
- (!hit || t < lowt))
|
|
|
|
|
- {
|
|
|
|
|
- hit = true;
|
|
|
|
|
- lowt = t;
|
|
|
|
|
- }
|
|
|
|
|
- }
|
|
|
|
|
- }
|
|
|
|
|
-
|
|
|
|
|
- return std::pair<bool, float>(hit, lowt);
|
|
|
|
|
-
|
|
|
|
|
- }
|
|
|
|
|
-
|
|
|
|
|
- bool AABox::intersects(const Ray& ray, float& d1, float& d2) const
|
|
|
|
|
- {
|
|
|
|
|
- const Vector3& min = getMin();
|
|
|
|
|
- const Vector3& max = getMax();
|
|
|
|
|
- const Vector3& rayorig = ray.getOrigin();
|
|
|
|
|
- const Vector3& raydir = ray.getDirection();
|
|
|
|
|
-
|
|
|
|
|
- Vector3 absDir;
|
|
|
|
|
- absDir[0] = Math::abs(raydir[0]);
|
|
|
|
|
- absDir[1] = Math::abs(raydir[1]);
|
|
|
|
|
- absDir[2] = Math::abs(raydir[2]);
|
|
|
|
|
-
|
|
|
|
|
- // Sort the axis, ensure check minimise floating error axis first
|
|
|
|
|
- int imax = 0, imid = 1, imin = 2;
|
|
|
|
|
- if (absDir[0] < absDir[2])
|
|
|
|
|
- {
|
|
|
|
|
- imax = 2;
|
|
|
|
|
- imin = 0;
|
|
|
|
|
- }
|
|
|
|
|
- if (absDir[1] < absDir[imin])
|
|
|
|
|
- {
|
|
|
|
|
- imid = imin;
|
|
|
|
|
- imin = 1;
|
|
|
|
|
- }
|
|
|
|
|
- else if (absDir[1] > absDir[imax])
|
|
|
|
|
- {
|
|
|
|
|
- imid = imax;
|
|
|
|
|
- imax = 1;
|
|
|
|
|
- }
|
|
|
|
|
-
|
|
|
|
|
- float start = 0, end = Math::POS_INFINITY;
|
|
|
|
|
-
|
|
|
|
|
-#define _CALC_AXIS(i) \
|
|
|
|
|
- do { \
|
|
|
|
|
- float denom = 1 / raydir[i]; \
|
|
|
|
|
- float newstart = (min[i] - rayorig[i]) * denom; \
|
|
|
|
|
- float newend = (max[i] - rayorig[i]) * denom; \
|
|
|
|
|
- if (newstart > newend) std::swap(newstart, newend); \
|
|
|
|
|
- if (newstart > end || newend < start) return false; \
|
|
|
|
|
- if (newstart > start) start = newstart; \
|
|
|
|
|
- if (newend < end) end = newend; \
|
|
|
|
|
- } while(0)
|
|
|
|
|
-
|
|
|
|
|
- // Check each axis in turn
|
|
|
|
|
-
|
|
|
|
|
- _CALC_AXIS(imax);
|
|
|
|
|
-
|
|
|
|
|
- if (absDir[imid] < std::numeric_limits<float>::epsilon())
|
|
|
|
|
- {
|
|
|
|
|
- // Parallel with middle and minimise axis, check bounds only
|
|
|
|
|
- if (rayorig[imid] < min[imid] || rayorig[imid] > max[imid] ||
|
|
|
|
|
- rayorig[imin] < min[imin] || rayorig[imin] > max[imin])
|
|
|
|
|
- return false;
|
|
|
|
|
- }
|
|
|
|
|
- else
|
|
|
|
|
- {
|
|
|
|
|
- _CALC_AXIS(imid);
|
|
|
|
|
-
|
|
|
|
|
- if (absDir[imin] < std::numeric_limits<float>::epsilon())
|
|
|
|
|
- {
|
|
|
|
|
- // Parallel with minimise axis, check bounds only
|
|
|
|
|
- if (rayorig[imin] < min[imin] || rayorig[imin] > max[imin])
|
|
|
|
|
- return false;
|
|
|
|
|
- }
|
|
|
|
|
- else
|
|
|
|
|
- {
|
|
|
|
|
- _CALC_AXIS(imin);
|
|
|
|
|
- }
|
|
|
|
|
- }
|
|
|
|
|
-#undef _CALC_AXIS
|
|
|
|
|
-
|
|
|
|
|
- d1 = start;
|
|
|
|
|
- d2 = end;
|
|
|
|
|
-
|
|
|
|
|
- return true;
|
|
|
|
|
- }
|
|
|
|
|
-
|
|
|
|
|
- Vector3 AABox::getCenter() const
|
|
|
|
|
- {
|
|
|
|
|
- return Vector3(
|
|
|
|
|
- (mMaximum.x + mMinimum.x) * 0.5f,
|
|
|
|
|
- (mMaximum.y + mMinimum.y) * 0.5f,
|
|
|
|
|
- (mMaximum.z + mMinimum.z) * 0.5f);
|
|
|
|
|
- }
|
|
|
|
|
-
|
|
|
|
|
- Vector3 AABox::getSize() const
|
|
|
|
|
- {
|
|
|
|
|
- return mMaximum - mMinimum;
|
|
|
|
|
- }
|
|
|
|
|
-
|
|
|
|
|
- Vector3 AABox::getHalfSize() const
|
|
|
|
|
- {
|
|
|
|
|
- return (mMaximum - mMinimum) * 0.5;
|
|
|
|
|
- }
|
|
|
|
|
-
|
|
|
|
|
- float AABox::getRadius() const
|
|
|
|
|
- {
|
|
|
|
|
- return (mMaximum - mMinimum).length();
|
|
|
|
|
- }
|
|
|
|
|
-
|
|
|
|
|
- float AABox::getVolume() const
|
|
|
|
|
- {
|
|
|
|
|
- Vector3 diff = mMaximum - mMinimum;
|
|
|
|
|
- return diff.x * diff.y * diff.z;
|
|
|
|
|
- }
|
|
|
|
|
-
|
|
|
|
|
- bool AABox::contains(const Vector3& v) const
|
|
|
|
|
- {
|
|
|
|
|
- return mMinimum.x <= v.x && v.x <= mMaximum.x &&
|
|
|
|
|
- mMinimum.y <= v.y && v.y <= mMaximum.y &&
|
|
|
|
|
- mMinimum.z <= v.z && v.z <= mMaximum.z;
|
|
|
|
|
- }
|
|
|
|
|
-
|
|
|
|
|
- bool AABox::contains(const AABox& other) const
|
|
|
|
|
- {
|
|
|
|
|
- return this->mMinimum.x <= other.mMinimum.x &&
|
|
|
|
|
- this->mMinimum.y <= other.mMinimum.y &&
|
|
|
|
|
- this->mMinimum.z <= other.mMinimum.z &&
|
|
|
|
|
- other.mMaximum.x <= this->mMaximum.x &&
|
|
|
|
|
- other.mMaximum.y <= this->mMaximum.y &&
|
|
|
|
|
- other.mMaximum.z <= this->mMaximum.z;
|
|
|
|
|
- }
|
|
|
|
|
-
|
|
|
|
|
- bool AABox::operator== (const AABox& rhs) const
|
|
|
|
|
- {
|
|
|
|
|
- return this->mMinimum == rhs.mMinimum &&
|
|
|
|
|
- this->mMaximum == rhs.mMaximum;
|
|
|
|
|
- }
|
|
|
|
|
-
|
|
|
|
|
- bool AABox::operator!= (const AABox& rhs) const
|
|
|
|
|
- {
|
|
|
|
|
- return !(*this == rhs);
|
|
|
|
|
- }
|
|
|
|
|
-}
|
|
|
|
|
-
|
|
|