[162] | 1 |
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| 2 | // GOLEM library
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| 3 | #include <assert.h>
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| 4 | #include <iostream>
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| 5 | using namespace std;
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| 6 | #include "AxisAlignedBox3.h"
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| 7 | #include "Ray.h"
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[295] | 8 | #include "Polygon3.h"
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[486] | 9 | #include "Mesh.h"
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[1715] | 10 | #include "Halton.h"
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[1999] | 11 | #include "Triangle3.h"
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[162] | 12 |
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[1999] | 13 |
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[863] | 14 | namespace GtpVisibilityPreprocessor {
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[860] | 15 |
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[162] | 16 | #define FATAL Debug
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| 17 | #define FATAL_ABORT exit(1)
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| 18 |
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| 19 |
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| 20 | // AxisAlignedBox3 implementations
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| 21 |
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| 22 | // Overload << operator for C++-style output
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| 23 | ostream&
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| 24 | operator<< (ostream &s, const AxisAlignedBox3 &A)
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| 25 | {
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| 26 | return s << '[' << A.mMin.x << ", " << A.mMin.y << ", " << A.mMin.z << "]["
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| 27 | << A.mMax.x << ", " << A.mMax.y << ", " << A.mMax.z << ']';
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| 28 | }
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| 29 |
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| 30 | // Overload >> operator for C++-style input
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| 31 | istream&
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| 32 | operator>> (istream &s, AxisAlignedBox3 &A)
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| 33 | {
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| 34 | char a;
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| 35 | // read "[min.x, min.y, min.z][mMax.x, mMax.y, mMax.z]"
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| 36 | return s >> a >> A.mMin.x >> a >> A.mMin.y >> a >> A.mMin.z >> a >> a
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| 37 | >> A.mMax.x >> a >> A.mMax.y >> a >> A.mMax.z >> a;
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| 38 | }
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| 39 |
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| 40 | bool
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| 41 | AxisAlignedBox3::Unbounded() const
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| 42 | {
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| 43 | return (mMin == Vector3(-MAXFLOAT)) ||
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| 44 | (mMax == Vector3(-MAXFLOAT));
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| 45 | }
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| 46 |
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| 47 | void
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| 48 | AxisAlignedBox3::Include(const Vector3 &newpt)
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| 49 | {
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| 50 | Minimize(mMin, newpt);
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| 51 | Maximize(mMax, newpt);
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| 52 | }
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| 53 |
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| 54 | void
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[295] | 55 | AxisAlignedBox3::Include(const Polygon3 &newpoly)
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| 56 | {
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| 57 | VertexContainer::const_iterator it, it_end = newpoly.mVertices.end();
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| 58 |
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| 59 | for (it = newpoly.mVertices.begin(); it != it_end; ++ it)
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| 60 | Include(*it);
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| 61 | }
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| 62 |
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| 63 | void
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[860] | 64 | AxisAlignedBox3::Include(const PolygonContainer &polys)
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| 65 | {
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| 66 | PolygonContainer::const_iterator it, it_end = polys.end();
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| 67 |
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| 68 | for (it = polys.begin(); it != it_end; ++ it)
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| 69 | Include(*(*it));
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| 70 | }
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| 71 |
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| 72 | void
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[538] | 73 | AxisAlignedBox3::Include(Mesh *mesh)
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| 74 | {
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| 75 | VertexContainer::const_iterator it, it_end = mesh->mVertices.end();
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| 76 |
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| 77 | for (it = mesh->mVertices.begin(); it != it_end; ++ it)
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| 78 | Include(*it);
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| 79 | }
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| 80 |
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| 81 |
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| 82 | void
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[162] | 83 | AxisAlignedBox3::Include(const AxisAlignedBox3 &bbox)
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| 84 | {
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| 85 | Minimize(mMin, bbox.mMin);
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| 86 | Maximize(mMax, bbox.mMax);
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| 87 | }
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| 88 |
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| 89 | bool
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| 90 | AxisAlignedBox3::IsCorrect()
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| 91 | {
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| 92 | if ( (mMin.x > mMax.x) ||
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| 93 | (mMin.y > mMax.y) ||
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| 94 | (mMin.z > mMax.z) )
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| 95 | return false; // box is not formed
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| 96 | return true;
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| 97 | }
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| 98 |
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| 99 | void
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| 100 | AxisAlignedBox3::GetEdge(const int edge, Vector3 *a, Vector3 *b) const
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| 101 | {
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| 102 | switch(edge) {
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| 103 | case 0:
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| 104 | a->SetValue(mMin.x, mMin.y, mMin.z);
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| 105 | b->SetValue(mMin.x, mMin.y, mMax.z);
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| 106 | break;
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| 107 | case 1:
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| 108 | a->SetValue(mMin.x, mMin.y, mMin.z);
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| 109 | b->SetValue(mMin.x, mMax.y, mMin.z);
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| 110 | break;
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| 111 | case 2:
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| 112 | a->SetValue(mMin.x, mMin.y, mMin.z);
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| 113 | b->SetValue(mMax.x, mMin.y, mMin.z);
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| 114 | break;
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| 115 | case 3:
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| 116 | a->SetValue(mMax.x, mMax.y, mMax.z);
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| 117 | b->SetValue(mMax.x, mMax.y, mMin.z);
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| 118 | break;
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| 119 | case 4:
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| 120 | a->SetValue(mMax.x, mMax.y, mMax.z);
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| 121 | b->SetValue(mMax.x, mMin.y, mMax.z);
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| 122 | break;
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| 123 | case 5:
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| 124 | a->SetValue(mMax.x, mMax.y, mMax.z);
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| 125 | b->SetValue(mMin.x, mMax.y, mMax.z);
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| 126 | break;
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| 127 |
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| 128 | case 6:
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| 129 | a->SetValue(mMin.x, mMin.y, mMax.z);
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| 130 | b->SetValue(mMin.x, mMax.y, mMax.z);
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| 131 | break;
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| 132 | case 7:
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| 133 | a->SetValue(mMin.x, mMin.y, mMax.z);
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| 134 | b->SetValue(mMax.x, mMin.y, mMax.z);
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| 135 | break;
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| 136 | case 8:
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| 137 | a->SetValue(mMin.x, mMax.y, mMin.z);
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| 138 | b->SetValue(mMin.x, mMax.y, mMax.z);
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| 139 | break;
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| 140 | case 9:
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| 141 | a->SetValue(mMin.x, mMax.y, mMin.z);
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| 142 | b->SetValue(mMax.x, mMax.y, mMin.z);
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| 143 | break;
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| 144 | case 10:
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| 145 | a->SetValue(mMax.x, mMin.y, mMin.z);
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| 146 | b->SetValue(mMax.x, mMax.y, mMin.z);
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| 147 | break;
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| 148 | case 11:
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| 149 | a->SetValue(mMax.x, mMin.y, mMin.z);
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| 150 | b->SetValue(mMax.x, mMin.y, mMax.z);
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| 151 | break;
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| 152 | }
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| 153 | }
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| 154 |
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[312] | 155 | // returns the vertex indices in the range <0..7>, v = 4.x + 2.y + z, where
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| 156 | // x,y,z are either 0 or 1; (0 .. min coordinate, 1 .. max coordinate)
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[162] | 157 | void
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[312] | 158 | AxisAlignedBox3::GetEdge(const int edge, int &aIdx, int &bIdx) const
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| 159 | {
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| 160 | switch(edge) {
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| 161 | case 0: aIdx = 0; bIdx = 1; break;
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| 162 | case 1: aIdx = 0; bIdx = 2; break;
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| 163 | case 2: aIdx = 0; bIdx = 4; break;
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| 164 | case 3: aIdx = 7; bIdx = 6; break;
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| 165 | case 4: aIdx = 7; bIdx = 5; break;
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| 166 | case 5: aIdx = 7; bIdx = 3; break;
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| 167 | case 6: aIdx = 1; bIdx = 3; break;
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| 168 | case 7: aIdx = 1; bIdx = 5; break;
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| 169 | case 8: aIdx = 2; bIdx = 3; break;
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| 170 | case 9: aIdx = 2; bIdx = 6; break;
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| 171 | case 10: aIdx = 4; bIdx = 6; break;
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| 172 | case 11: aIdx = 4; bIdx = 5; break;
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| 173 | }
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| 174 | }
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| 175 |
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| 176 | void
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[162] | 177 | AxisAlignedBox3::Include(const int &axis, const float &newBound)
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| 178 | {
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| 179 | switch (axis) {
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| 180 | case 0: { // x-axis
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| 181 | if (mMin.x > newBound)
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| 182 | mMin.x = newBound;
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| 183 | if (mMax.x < newBound)
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| 184 | mMax.x = newBound;
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| 185 | break;
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| 186 | }
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| 187 | case 1: { // y-axis
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| 188 | if (mMin.y > newBound)
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| 189 | mMin.y = newBound;
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| 190 | if (mMax.y < newBound)
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| 191 | mMax.y = newBound;
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| 192 | break;
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| 193 | }
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| 194 | case 2: { // z-axis
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| 195 | if (mMin.z > newBound)
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| 196 | mMin.z = newBound;
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| 197 | if (mMax.z < newBound)
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| 198 | mMax.z = newBound;
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| 199 | break;
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| 200 | }
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| 201 | }
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| 202 | }
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| 203 |
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| 204 | #if 0
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| 205 | // ComputeMinMaxT computes the minimum and maximum signed distances
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| 206 | // of intersection with the ray; it returns 1 if the ray hits
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| 207 | // the bounding box and 0 if it does not.
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| 208 | int
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| 209 | AxisAlignedBox3::ComputeMinMaxT(const Ray &ray,
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| 210 | float *tmin,
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| 211 | float *tmax) const
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| 212 | {
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| 213 | float minx, maxx, miny, maxy, minz, maxz;
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| 214 |
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| 215 | if (fabs(ray.dir.x) < 0.001) {
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| 216 | if (mMin.x < ray.loc.x && mMax.x > ray.loc.x) {
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| 217 | minx = -MAXFLOAT;
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| 218 | maxx = MAXFLOAT;
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| 219 | }
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| 220 | else
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| 221 | return 0;
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| 222 | }
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| 223 | else {
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| 224 | float t1 = (mMin.x - ray.loc.x) / ray.dir.x;
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| 225 | float t2 = (mMax.x - ray.loc.x) / ray.dir.x;
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| 226 | if (t1 < t2) {
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| 227 | minx = t1;
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| 228 | maxx = t2;
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| 229 | }
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| 230 | else {
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| 231 | minx = t2;
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| 232 | maxx = t1;
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| 233 | }
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| 234 | if (maxx < 0)
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| 235 | return 0;
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| 236 | }
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| 237 |
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| 238 | if (fabs(ray.dir.y) < 0.001) {
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| 239 | if (mMin.y < ray.loc.y && mMax.y > ray.loc.y) {
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| 240 | miny = -MAXFLOAT;
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| 241 | maxy = MAXFLOAT;
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| 242 | }
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| 243 | else
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| 244 | return 0;
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| 245 | }
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| 246 | else {
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| 247 | float t1 = (mMin.y - ray.loc.y) / ray.dir.y;
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| 248 | float t2 = (mMax.y - ray.loc.y) / ray.dir.y;
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| 249 | if (t1 < t2) {
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| 250 | miny = t1;
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| 251 | maxy = t2;
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| 252 | }
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| 253 | else {
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| 254 | miny = t2;
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| 255 | maxy = t1;
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| 256 | }
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| 257 | if (maxy < 0.0)
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| 258 | return 0;
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| 259 | }
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| 260 |
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| 261 | if (fabs(ray.dir.z) < 0.001) {
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| 262 | if (mMin.z < ray.loc.z && mMax.z > ray.loc.z) {
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| 263 | minz = -MAXFLOAT;
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| 264 | maxz = MAXFLOAT;
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| 265 | }
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| 266 | else
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| 267 | return 0;
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| 268 | }
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| 269 | else {
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| 270 | float t1 = (mMin.z - ray.loc.z) / ray.dir.z;
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| 271 | float t2 = (mMax.z - ray.loc.z) / ray.dir.z;
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| 272 | if (t1 < t2) {
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| 273 | minz = t1;
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| 274 | maxz = t2;
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| 275 | }
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| 276 | else {
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| 277 | minz = t2;
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| 278 | maxz = t1;
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| 279 | }
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| 280 | if (maxz < 0.0)
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| 281 | return 0;
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| 282 | }
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| 283 |
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| 284 | *tmin = minx;
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| 285 | if (miny > *tmin)
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| 286 | *tmin = miny;
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| 287 | if (minz > *tmin)
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| 288 | *tmin = minz;
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| 289 |
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| 290 | *tmax = maxx;
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| 291 | if (maxy < *tmax)
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| 292 | *tmax = maxy;
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| 293 | if (maxz < *tmax)
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| 294 | *tmax = maxz;
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| 295 |
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| 296 | return 1; // yes, intersection was found
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| 297 | }
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| 298 | #else
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| 299 | // another variant of the same, with less variables
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| 300 | int
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| 301 | AxisAlignedBox3::ComputeMinMaxT(const Ray &ray,
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| 302 | float *tmin,
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| 303 | float *tmax) const
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| 304 | {
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[534] | 305 | const float dirEps = 1e-8f;
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[162] | 306 | register float minx, maxx;
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| 307 |
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[534] | 308 | if (fabs(ray.dir.x) < dirEps) {
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[162] | 309 | if (mMin.x < ray.loc.x && mMax.x > ray.loc.x) {
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| 310 | minx = -MAXFLOAT;
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| 311 | maxx = MAXFLOAT;
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| 312 | }
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| 313 | else
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| 314 | return 0;
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| 315 | }
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| 316 | else {
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| 317 | float t1 = (mMin.x - ray.loc.x) * ray.invDir.x;
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| 318 | float t2 = (mMax.x - ray.loc.x) * ray.invDir.x;
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| 319 | if (t1 < t2) {
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| 320 | minx = t1;
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| 321 | maxx = t2;
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| 322 | }
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| 323 | else {
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| 324 | minx = t2;
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| 325 | maxx = t1;
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| 326 | }
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[492] | 327 | // if (maxx < 0.0)
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| 328 | // return 0;
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[162] | 329 | }
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| 330 |
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| 331 | *tmin = minx;
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| 332 | *tmax = maxx;
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| 333 |
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[534] | 334 | if (fabs(ray.dir.y) < dirEps) {
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[162] | 335 | if (mMin.y < ray.loc.y && mMax.y > ray.loc.y) {
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| 336 | minx = -MAXFLOAT;
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| 337 | maxx = MAXFLOAT;
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| 338 | }
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| 339 | else
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| 340 | return 0;
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| 341 | }
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| 342 | else {
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| 343 | float t1 = (mMin.y - ray.loc.y) * ray.invDir.y;
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| 344 | float t2 = (mMax.y - ray.loc.y) * ray.invDir.y;
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| 345 | if (t1 < t2) {
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| 346 | minx = t1;
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| 347 | maxx = t2;
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| 348 | }
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| 349 | else {
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| 350 | minx = t2;
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| 351 | maxx = t1;
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| 352 | }
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[492] | 353 | // if (maxx < 0.0)
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| 354 | // return 0;
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[162] | 355 | }
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| 356 |
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| 357 | if (minx > *tmin)
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| 358 | *tmin = minx;
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| 359 | if (maxx < *tmax)
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| 360 | *tmax = maxx;
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| 361 |
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[534] | 362 | if (fabs(ray.dir.z) < dirEps) {
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[162] | 363 | if (mMin.z < ray.loc.z && mMax.z > ray.loc.z) {
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| 364 | minx = -MAXFLOAT;
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| 365 | maxx = MAXFLOAT;
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| 366 | }
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| 367 | else
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| 368 | return 0;
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| 369 | }
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| 370 | else {
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| 371 | float t1 = (mMin.z - ray.loc.z) * ray.invDir.z;
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| 372 | float t2 = (mMax.z - ray.loc.z) * ray.invDir.z;
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| 373 | if (t1 < t2) {
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| 374 | minx = t1;
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| 375 | maxx = t2;
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| 376 | }
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| 377 | else {
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| 378 | minx = t2;
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| 379 | maxx = t1;
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| 380 | }
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[492] | 381 | // if (maxx < 0.0)
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| 382 | // return 0;
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[162] | 383 | }
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| 384 |
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| 385 | if (minx > *tmin)
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| 386 | *tmin = minx;
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| 387 | if (maxx < *tmax)
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| 388 | *tmax = maxx;
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| 389 |
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| 390 | return 1; // yes, intersection was found
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| 391 | }
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| 392 | #endif
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| 393 |
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| 394 | // ComputeMinMaxT computes the minimum and maximum parameters
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| 395 | // of intersection with the ray; it returns 1 if the ray hits
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| 396 | // the bounding box and 0 if it does not.
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| 397 | int
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| 398 | AxisAlignedBox3::ComputeMinMaxT(const Ray &ray, float *tmin, float *tmax,
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| 399 | EFaces &entryFace, EFaces &exitFace) const
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| 400 | {
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| 401 | float minx, maxx, miny, maxy, minz, maxz;
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| 402 | int swapped[3];
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| 403 |
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| 404 | if (fabs(ray.dir.x) < 0.001) {
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| 405 | if (mMin.x < ray.loc.x && mMax.x > ray.loc.x) {
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| 406 | minx = -MAXFLOAT;
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| 407 | maxx = MAXFLOAT;
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| 408 | }
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| 409 | else
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| 410 | return 0;
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| 411 | }
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| 412 | else {
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| 413 | float t1 = (mMin.x - ray.loc.x) / ray.dir.x;
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| 414 | float t2 = (mMax.x - ray.loc.x) / ray.dir.x;
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| 415 | if (t1 < t2) {
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| 416 | minx = t1;
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| 417 | maxx = t2;
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| 418 | swapped[0] = 0;
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| 419 | }
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| 420 | else {
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| 421 | minx = t2;
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| 422 | maxx = t1;
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| 423 | swapped[0] = 1;
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| 424 | }
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| 425 | if (maxx < 0)
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| 426 | return 0;
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| 427 | }
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| 428 |
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| 429 | if (fabs(ray.dir.y) < 0.001) {
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| 430 | if (mMin.y < ray.loc.y && mMax.y > ray.loc.y) {
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| 431 | miny = -MAXFLOAT;
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| 432 | maxy = MAXFLOAT;
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| 433 | }
|
---|
| 434 | else
|
---|
| 435 | return 0;
|
---|
| 436 | }
|
---|
| 437 | else {
|
---|
| 438 | float t1 = (mMin.y - ray.loc.y) / ray.dir.y;
|
---|
| 439 | float t2 = (mMax.y - ray.loc.y) / ray.dir.y;
|
---|
| 440 | if (t1 < t2) {
|
---|
| 441 | miny = t1;
|
---|
| 442 | maxy = t2;
|
---|
| 443 | swapped[1] = 0;
|
---|
| 444 | }
|
---|
| 445 | else {
|
---|
| 446 | miny = t2;
|
---|
| 447 | maxy = t1;
|
---|
| 448 | swapped[1] = 1;
|
---|
| 449 | }
|
---|
| 450 | if (maxy < 0.0)
|
---|
| 451 | return 0;
|
---|
| 452 | }
|
---|
| 453 |
|
---|
| 454 | if (fabs(ray.dir.z) < 0.001) {
|
---|
| 455 | if (mMin.z < ray.loc.z && mMax.z > ray.loc.z) {
|
---|
| 456 | minz = -MAXFLOAT;
|
---|
| 457 | maxz = MAXFLOAT;
|
---|
| 458 | }
|
---|
| 459 | else
|
---|
| 460 | return 0;
|
---|
| 461 | }
|
---|
| 462 | else {
|
---|
| 463 | float t1 = (mMin.z - ray.loc.z) / ray.dir.z;
|
---|
| 464 | float t2 = (mMax.z - ray.loc.z) / ray.dir.z;
|
---|
| 465 | if (t1 < t2) {
|
---|
| 466 | minz = t1;
|
---|
| 467 | maxz = t2;
|
---|
| 468 | swapped[2] = 0;
|
---|
| 469 | }
|
---|
| 470 | else {
|
---|
| 471 | minz = t2;
|
---|
| 472 | maxz = t1;
|
---|
| 473 | swapped[2] = 1;
|
---|
| 474 | }
|
---|
| 475 | if (maxz < 0.0)
|
---|
| 476 | return 0;
|
---|
| 477 | }
|
---|
| 478 |
|
---|
| 479 | *tmin = minx;
|
---|
| 480 | entryFace = ID_Back;
|
---|
| 481 | if (miny > *tmin) {
|
---|
| 482 | *tmin = miny;
|
---|
| 483 | entryFace = ID_Left;
|
---|
| 484 | }
|
---|
| 485 | if (minz > *tmin) {
|
---|
| 486 | *tmin = minz;
|
---|
| 487 | entryFace = ID_Bottom;
|
---|
| 488 | }
|
---|
| 489 |
|
---|
| 490 | *tmax = maxx;
|
---|
| 491 | exitFace = ID_Back;
|
---|
| 492 | if (maxy < *tmax) {
|
---|
| 493 | *tmax = maxy;
|
---|
| 494 | exitFace = ID_Left;
|
---|
| 495 | }
|
---|
| 496 | if (maxz < *tmax) {
|
---|
| 497 | *tmax = maxz;
|
---|
| 498 | exitFace = ID_Bottom;
|
---|
| 499 | }
|
---|
| 500 |
|
---|
| 501 | if (swapped[entryFace])
|
---|
| 502 | entryFace = (EFaces)(entryFace + 3);
|
---|
| 503 |
|
---|
| 504 | if (!swapped[exitFace])
|
---|
| 505 | exitFace = (EFaces)(exitFace + 3);
|
---|
| 506 |
|
---|
| 507 | return 1; // yes, intersection was found
|
---|
| 508 | }
|
---|
| 509 |
|
---|
| 510 | void
|
---|
| 511 | AxisAlignedBox3::Describe(ostream &app, int ind) const
|
---|
| 512 | {
|
---|
| 513 | indent(app, ind);
|
---|
| 514 | app << "AxisAlignedBox3: min at(" << mMin << "), max at(" << mMax << ")\n";
|
---|
| 515 | }
|
---|
| 516 |
|
---|
| 517 | // computes the passing through parameters for case tmin<tmax and tmax>0
|
---|
| 518 | int
|
---|
| 519 | AxisAlignedBox3::GetMinMaxT(const Ray &ray, float *tmin, float *tmax) const
|
---|
| 520 | {
|
---|
| 521 | if (!ComputeMinMaxT(ray, tmin, tmax))
|
---|
| 522 | return 0;
|
---|
| 523 | if ( *tmax < *tmin)
|
---|
| 524 | return 0; // the ray passes outside the box
|
---|
| 525 |
|
---|
| 526 | if ( *tmax < 0.0)
|
---|
| 527 | return 0; // the intersection is not on the positive halfline
|
---|
| 528 |
|
---|
| 529 | return 1; // ray hits the box .. origin can be outside or inside the box
|
---|
| 530 | }
|
---|
| 531 |
|
---|
| 532 | // computes the signed distances for case tmin<tmax and tmax>0
|
---|
| 533 | int
|
---|
| 534 | AxisAlignedBox3::GetMinMaxT(const Ray &ray, float *tmin, float *tmax,
|
---|
| 535 | EFaces &entryFace, EFaces &exitFace) const
|
---|
| 536 | {
|
---|
| 537 | if (!ComputeMinMaxT(ray, tmin, tmax, entryFace, exitFace))
|
---|
| 538 | return 0;
|
---|
| 539 | if ( *tmax < *tmin)
|
---|
| 540 | return 0; // the ray passes outside the box
|
---|
| 541 |
|
---|
| 542 | if ( *tmax < 0.0)
|
---|
| 543 | return 0; // the intersection is not on the positive halfline
|
---|
| 544 |
|
---|
| 545 | return 1; // ray hits the box .. origin can be outside or inside the box
|
---|
| 546 | }
|
---|
| 547 |
|
---|
| 548 | #if 0
|
---|
| 549 | int
|
---|
| 550 | AxisAlignedBox3::IsInside(const Vector3 &point) const
|
---|
| 551 | {
|
---|
| 552 | return (point.x >= mMin.x) && (point.x <= mMax.x) &&
|
---|
| 553 | (point.y >= mMin.y) && (point.y <= mMax.y) &&
|
---|
| 554 | (point.z >= mMin.z) && (point.z <= mMax.z);
|
---|
| 555 | }
|
---|
| 556 | #else
|
---|
| 557 | int
|
---|
| 558 | AxisAlignedBox3::IsInside(const Vector3 &v) const
|
---|
| 559 | {
|
---|
[1999] | 560 | return ! ((v.x < mMin.x) ||
|
---|
| 561 | (v.x > mMax.x) ||
|
---|
| 562 | (v.y < mMin.y) ||
|
---|
| 563 | (v.y > mMax.y) ||
|
---|
| 564 | (v.z < mMin.z) ||
|
---|
| 565 | (v.z > mMax.z));
|
---|
[162] | 566 | }
|
---|
| 567 | #endif
|
---|
| 568 |
|
---|
| 569 | bool
|
---|
| 570 | AxisAlignedBox3::Includes(const AxisAlignedBox3 &b) const
|
---|
| 571 | {
|
---|
| 572 | return (b.mMin.x >= mMin.x &&
|
---|
| 573 | b.mMin.y >= mMin.y &&
|
---|
| 574 | b.mMin.z >= mMin.z &&
|
---|
| 575 | b.mMax.x <= mMax.x &&
|
---|
| 576 | b.mMax.y <= mMax.y &&
|
---|
| 577 | b.mMax.z <= mMax.z);
|
---|
| 578 |
|
---|
| 579 | }
|
---|
| 580 |
|
---|
| 581 |
|
---|
| 582 | // compute the coordinates of one vertex of the box
|
---|
| 583 | Vector3
|
---|
| 584 | AxisAlignedBox3::GetVertex(int xAxis, int yAxis, int zAxis) const
|
---|
| 585 | {
|
---|
| 586 | Vector3 p;
|
---|
| 587 | if (xAxis)
|
---|
| 588 | p.x = mMax.x;
|
---|
| 589 | else
|
---|
| 590 | p.x = mMin.x;
|
---|
| 591 |
|
---|
| 592 | if (yAxis)
|
---|
| 593 | p.y = mMax.y;
|
---|
| 594 | else
|
---|
| 595 | p.y = mMin.y;
|
---|
| 596 |
|
---|
| 597 | if (zAxis)
|
---|
| 598 | p.z = mMax.z;
|
---|
| 599 | else
|
---|
| 600 | p.z = mMin.z;
|
---|
| 601 | return p;
|
---|
| 602 | }
|
---|
| 603 |
|
---|
| 604 | // compute the vertex for number N = <0..7>, N = 4.x + 2.y + z, where
|
---|
| 605 | // x,y,z are either 0 or 1; (0 .. min coordinate, 1 .. max coordinate)
|
---|
| 606 | void
|
---|
[191] | 607 | AxisAlignedBox3::GetVertex(const int N, Vector3 &vertex) const
|
---|
[162] | 608 | {
|
---|
| 609 | switch (N) {
|
---|
| 610 | case 0: vertex = mMin; break;
|
---|
| 611 | case 1: vertex.SetValue(mMin.x, mMin.y, mMax.z); break;
|
---|
| 612 | case 2: vertex.SetValue(mMin.x, mMax.y, mMin.z); break;
|
---|
| 613 | case 3: vertex.SetValue(mMin.x, mMax.y, mMax.z); break;
|
---|
| 614 | case 4: vertex.SetValue(mMax.x, mMin.y, mMin.z); break;
|
---|
| 615 | case 5: vertex.SetValue(mMax.x, mMin.y, mMax.z); break;
|
---|
| 616 | case 6: vertex.SetValue(mMax.x, mMax.y, mMin.z); break;
|
---|
| 617 | case 7: vertex = mMax; break;
|
---|
| 618 | default: {
|
---|
| 619 | FATAL << "ERROR in AxisAlignedBox3::GetVertex N=" << N << "\n";
|
---|
| 620 | FATAL_ABORT;
|
---|
| 621 | }
|
---|
| 622 | }
|
---|
| 623 | }
|
---|
| 624 |
|
---|
| 625 | // Returns region 0 .. 26 ; R = 9*x + 3*y + z ; (x,y,z) \in {0,1,2}
|
---|
| 626 | int
|
---|
| 627 | AxisAlignedBox3::GetRegionID(const Vector3 &point) const
|
---|
| 628 | {
|
---|
| 629 | int ID = 0;
|
---|
| 630 |
|
---|
| 631 | if (point.z >= mMin.z) {
|
---|
| 632 | if (point.z <= mMax.z)
|
---|
| 633 | ID += 1; // inside the two boundary planes
|
---|
| 634 | else
|
---|
| 635 | ID += 2; // outside
|
---|
| 636 | }
|
---|
| 637 |
|
---|
| 638 | if (point.y >= mMin.y) {
|
---|
| 639 | if (point.y <= mMax.y)
|
---|
| 640 | ID += 3; // inside the two boundary planes
|
---|
| 641 | else
|
---|
| 642 | ID += 6; // outside
|
---|
| 643 | }
|
---|
| 644 |
|
---|
| 645 | if (point.x >= mMin.x) {
|
---|
| 646 | if (point.x <= mMax.x)
|
---|
| 647 | ID += 9; // inside the two boundary planes
|
---|
| 648 | else
|
---|
| 649 | ID += 18; // outside
|
---|
| 650 | }
|
---|
| 651 | return ID;
|
---|
| 652 | }
|
---|
| 653 |
|
---|
| 654 |
|
---|
| 655 |
|
---|
| 656 | // computes if a given box (smaller) lies at least in one
|
---|
| 657 | // projection whole in the box (larger) = this encompasses given
|
---|
| 658 | // ;-----;
|
---|
| 659 | // | ;-; |
|
---|
| 660 | // | '-' |
|
---|
| 661 | // '-----'
|
---|
| 662 | int
|
---|
| 663 | AxisAlignedBox3::IsPiercedByBox(const AxisAlignedBox3 &box, int &axis) const
|
---|
| 664 | {
|
---|
| 665 | // test on x-axis
|
---|
| 666 | if ( (mMax.x < box.mMin.x) ||
|
---|
| 667 | (mMin.x > box.mMax.x) )
|
---|
| 668 | return 0; // the boxes do not overlap at all at x-axis
|
---|
| 669 | if ( (box.mMin.y > mMin.y) &&
|
---|
| 670 | (box.mMax.y < mMax.y) &&
|
---|
| 671 | (box.mMin.z > mMin.z) &&
|
---|
| 672 | (box.mMax.z < mMax.z) ) {
|
---|
| 673 | axis = 0;
|
---|
| 674 | return 1; // the boxes overlap in x-axis
|
---|
| 675 | }
|
---|
| 676 | // test on y-axis
|
---|
| 677 | if ( (mMax.y < box.mMin.y) ||
|
---|
| 678 | (mMin.y > box.mMax.y) )
|
---|
| 679 | return 0; // the boxes do not overlap at all at y-axis
|
---|
| 680 | if ( (box.mMin.x > mMin.x) &&
|
---|
| 681 | (box.mMax.x < mMax.x) &&
|
---|
| 682 | (box.mMin.z > mMin.z) &&
|
---|
| 683 | (box.mMax.z < mMax.z) ) {
|
---|
| 684 | axis = 1;
|
---|
| 685 | return 1; // the boxes overlap in y-axis
|
---|
| 686 | }
|
---|
| 687 | // test on z-axis
|
---|
| 688 | if ( (mMax.z < box.mMin.z) ||
|
---|
| 689 | (mMin.z > box.mMax.z) )
|
---|
| 690 | return 0; // the boxes do not overlap at all at y-axis
|
---|
| 691 | if ( (box.mMin.x > mMin.x) &&
|
---|
| 692 | (box.mMax.x < mMax.x) &&
|
---|
| 693 | (box.mMin.y > mMin.y) &&
|
---|
| 694 | (box.mMax.y < mMax.y) ) {
|
---|
| 695 | axis = 2;
|
---|
| 696 | return 1; // the boxes overlap in z-axis
|
---|
| 697 | }
|
---|
| 698 | return 0;
|
---|
| 699 | }
|
---|
| 700 |
|
---|
| 701 | float
|
---|
| 702 | AxisAlignedBox3::SurfaceArea() const
|
---|
| 703 | {
|
---|
| 704 | Vector3 ext = mMax - mMin;
|
---|
[302] | 705 |
|
---|
[469] | 706 | return 2.0f * (ext.x * ext.y +
|
---|
[162] | 707 | ext.x * ext.z +
|
---|
| 708 | ext.y * ext.z);
|
---|
| 709 | }
|
---|
| 710 |
|
---|
| 711 | const int AxisAlignedBox3::bvertices[27][9] =
|
---|
| 712 | { // region number.. position
|
---|
| 713 | {5,1,3,2,6,4,-1,-1,-1}, // 0 .. x=0 y=0 z=0
|
---|
| 714 | {4,5,1,3,2,0,-1,-1,-1}, // 1 .. x=0 y=0 z=1
|
---|
| 715 | {4,5,7,3,2,0,-1,-1,-1}, // 2 .. x=0 y=0 z=2
|
---|
| 716 |
|
---|
| 717 | {0,1,3,2,6,4,-1,-1,-1}, // 3 .. x=0 y=1 z=0
|
---|
| 718 | {0,1,3,2,-1,-1,-1,-1,-1}, // 4 .. x=0 y=1 z=1
|
---|
| 719 | {1,5,7,3,2,0,-1,-1,-1}, // 5 .. x=0 y=1 z=2
|
---|
| 720 |
|
---|
| 721 | {0,1,3,7,6,4,-1,-1,-1}, // 6 .. x=0 y=2 z=0
|
---|
| 722 | {0,1,3,7,6,2,-1,-1,-1}, // 7 .. x=0 y=2 z=1
|
---|
| 723 | {1,5,7,6,2,0,-1,-1,-1}, // 8 .. x=0 y=2 z=2
|
---|
| 724 |
|
---|
| 725 | // the regions number <9,17>
|
---|
| 726 | {5,1,0,2,6,4,-1,-1,-1}, // 9 .. x=1 y=0 z=0
|
---|
| 727 | {5,1,0,4,-1,-1,-1,-1,-1}, // 10 .. x=1 y=0 z=1
|
---|
| 728 | {7,3,1,0,4,5,-1,-1,-1}, // 11 .. x=1 y=0 z=2
|
---|
| 729 |
|
---|
| 730 | {4,0,2,6,-1,-1,-1,-1,-1}, // 12 .. x=1 y=1 z=0
|
---|
| 731 | {0,2,3,1,5,4,6,7,-1}, // 13 .. x=1 y=1 z=1 .. inside the box
|
---|
| 732 | {1,5,7,3,-1,-1,-1,-1,-1}, // 14 .. x=1 y=1 z=2
|
---|
| 733 |
|
---|
| 734 | {4,0,2,3,7,6,-1,-1,-1}, // 15 .. x=1 y=2 z=0
|
---|
| 735 | {6,2,3,7,-1,-1,-1,-1,-1}, // 16 .. x=1 y=2 z=1
|
---|
| 736 | {1,5,7,6,2,3,-1,-1,-1}, // 17 .. x=1 y=2 z=2
|
---|
| 737 |
|
---|
| 738 | // the regions number <18,26>
|
---|
| 739 | {1,0,2,6,7,5,-1,-1,-1}, // 18 .. x=2 y=0 z=0
|
---|
| 740 | {1,0,4,6,7,5,-1,-1,-1}, // 19 .. x=2 y=0 z=1
|
---|
| 741 | {0,4,6,7,3,1,-1,-1,-1}, // 20 .. x=2 y=0 z=2
|
---|
| 742 |
|
---|
| 743 | {4,0,2,6,7,5,-1,-1,-1}, // 21 .. x=2 y=1 z=0
|
---|
| 744 | {5,4,6,7,-1,-1,-1,-1,-1}, // 22 .. x=2 y=1 z=1
|
---|
| 745 | {5,4,6,7,3,1,-1,-1,-1}, // 23 .. x=2 y=1 z=2
|
---|
| 746 |
|
---|
| 747 | {4,0,2,3,7,5,-1,-1,-1}, // 24 .. x=2 y=2 z=0
|
---|
| 748 | {5,4,6,2,3,7,-1,-1,-1}, // 25 .. x=2 y=2 z=1
|
---|
| 749 | {5,4,6,2,3,1,-1,-1,-1}, // 26 .. x=2 y=2 z=2
|
---|
| 750 | };
|
---|
| 751 |
|
---|
| 752 | // the visibility of boundary faces from a given region
|
---|
| 753 | // one to three triples: (axis, min_vertex, max_vertex), axis==-1(terminator)
|
---|
| 754 | const int AxisAlignedBox3::bfaces[27][10] =
|
---|
| 755 | { // region number .. position
|
---|
| 756 | {0,0,3,1,0,5,2,0,6,-1}, // 0 .. x=0 y=0 z=0
|
---|
| 757 | {0,0,3,1,0,5,-1,-1,-1,-1}, // 1 .. x=0 y=0 z=1
|
---|
| 758 | {0,0,3,1,0,5,2,1,7,-1}, // 2 .. x=0 y=0 z=2
|
---|
| 759 |
|
---|
| 760 | {0,0,3,2,0,6,-1,-1,-1,-1}, // 3 .. x=0 y=1 z=0
|
---|
| 761 | {0,0,3,-1,-1,-1,-1,-1,-1,-1},// 4 .. x=0 y=1 z=1
|
---|
| 762 | {0,0,3,2,1,7,-1,-1,-1,-1}, // 5 .. x=0 y=1 z=2
|
---|
| 763 |
|
---|
| 764 | {0,0,3,1,2,7,2,0,6,-1}, // 6 .. x=0 y=2 z=0
|
---|
| 765 | {0,0,3,1,2,7,-1,-1,-1,-1}, // 7 .. x=0 y=2 z=1
|
---|
| 766 | {0,0,3,1,2,7,2,1,7,-1}, // 8 .. x=0 y=2 z=2
|
---|
| 767 |
|
---|
| 768 | // the regions number <9,17>
|
---|
| 769 | {1,0,5,2,0,6,-1,-1,-1,-1}, // 9 .. x=1 y=0 z=0
|
---|
| 770 | {1,0,5,-1,-1,-1,-1,-1,-1,-1},// 10 .. x=1 y=0 z=1
|
---|
| 771 | {1,0,5,2,1,7,-1,-1,-1,-1}, // 11 .. x=1 y=0 z=2
|
---|
| 772 |
|
---|
| 773 | {2,0,6,-1,-1,-1,-1,-1,-1,-1},// 12 .. x=1 y=1 z=0
|
---|
| 774 | {-1,-1,-1,-1,-1,-1,-1,-1,-1,-1},// 13 .. x=1 y=1 z=1 .. inside the box
|
---|
| 775 | {2,1,7,-1,-1,-1,-1,-1,-1,-1},// 14 .. x=1 y=1 z=2
|
---|
| 776 |
|
---|
| 777 | {1,2,7,2,0,6,-1,-1,-1,-1}, // 15 .. x=1 y=2 z=0
|
---|
| 778 | {1,2,7,-1,-1,-1,-1,-1,-1,-1},// 16 .. x=1 y=2 z=1
|
---|
| 779 | {1,2,7,2,1,7,-1,-1,-1,-1}, // 17 .. x=1 y=2 z=2
|
---|
| 780 |
|
---|
| 781 | // the region number <18,26>
|
---|
| 782 | {0,4,7,1,0,5,2,0,6,-1}, // 18 .. x=2 y=0 z=0
|
---|
| 783 | {0,4,7,1,0,5,-1,-1,-1,-1}, // 19 .. x=2 y=0 z=1
|
---|
| 784 | {0,4,7,1,0,5,2,1,7,-1}, // 20 .. x=2 y=0 z=2
|
---|
| 785 |
|
---|
| 786 | {0,4,7,2,0,6,-1,-1,-1,-1}, // 21 .. x=2 y=1 z=0
|
---|
| 787 | {0,4,7,-1,-1,-1,-1,-1,-1,-1},// 22 .. x=2 y=1 z=1
|
---|
| 788 | {0,4,7,2,1,7,-1,-1,-1,-1}, // 23 .. x=2 y=1 z=2
|
---|
| 789 |
|
---|
| 790 | {0,4,7,1,2,7,2,0,6,-1}, // 24 .. x=2 y=2 z=0
|
---|
| 791 | {0,4,7,1,2,7,-1,-1,-1,-1}, // 25 .. x=2 y=2 z=1
|
---|
| 792 | {0,4,7,1,2,7,2,1,7,-1}, // 26 .. x=2 y=2 z=2
|
---|
| 793 | };
|
---|
| 794 |
|
---|
| 795 | // the correct corners indexing from entry face to exit face
|
---|
| 796 | // first index determines entry face, second index exit face, and
|
---|
| 797 | // the two numbers (indx, inc) determines: ind = the index on the exit
|
---|
| 798 | // face, when starting from the vertex 0 on entry face, 'inc' is
|
---|
| 799 | // the increment when we go on entry face in order 0,1,2,3 to create
|
---|
| 800 | // convex shaft with the rectangle on exit face. That is, inc = -1 or 1.
|
---|
| 801 | const int AxisAlignedBox3::pairFaceRects[6][6][2] = {
|
---|
| 802 | { // entry face = 0
|
---|
| 803 | {-1,0}, // exit face 0 .. no meaning
|
---|
| 804 | {0,-1}, // 1
|
---|
| 805 | {0,-1}, // 2
|
---|
| 806 | {0,1}, // 3 .. opposite face
|
---|
| 807 | {3,1}, // 4
|
---|
| 808 | {1,1} // 5
|
---|
| 809 | },
|
---|
| 810 | { // entry face = 1
|
---|
| 811 | {0,-1}, // exit face 0
|
---|
| 812 | {-1,0}, // 1 .. no meaning
|
---|
| 813 | {0,-1}, // 2
|
---|
| 814 | {1,1}, // 3
|
---|
| 815 | {0,1}, // 4 .. opposite face
|
---|
| 816 | {3,1} // 5
|
---|
| 817 | },
|
---|
| 818 | { // entry face = 2
|
---|
| 819 | {0,-1}, // 0
|
---|
| 820 | {0,-1}, // 1
|
---|
| 821 | {-1,0}, // 2 .. no meaning
|
---|
| 822 | {3,1}, // 3
|
---|
| 823 | {1,1}, // 4
|
---|
| 824 | {0,1} // 5 .. opposite face
|
---|
| 825 | },
|
---|
| 826 | { // entry face = 3
|
---|
| 827 | {0,1}, // 0 .. opposite face
|
---|
| 828 | {3,-1}, // 1
|
---|
| 829 | {1,1}, // 2
|
---|
| 830 | {-1,0}, // 3 .. no meaning
|
---|
| 831 | {0,-1}, // 4
|
---|
| 832 | {0,-1} // 5
|
---|
| 833 | },
|
---|
| 834 | { // entry face = 4
|
---|
| 835 | {1,1}, // 0
|
---|
| 836 | {0,1}, // 1 .. opposite face
|
---|
| 837 | {3,1}, // 2
|
---|
| 838 | {0,-1}, // 3
|
---|
| 839 | {-1,0}, // 4 .. no meaning
|
---|
| 840 | {0,-1} // 5
|
---|
| 841 | },
|
---|
| 842 | { // entry face = 5
|
---|
| 843 | {3,-1}, // 0
|
---|
| 844 | {1,1}, // 1
|
---|
| 845 | {0,1}, // 2 .. opposite face
|
---|
| 846 | {0,-1}, // 3
|
---|
| 847 | {0,-1}, // 4
|
---|
| 848 | {-1,0} // 5 .. no meaning
|
---|
| 849 | }
|
---|
| 850 | };
|
---|
| 851 |
|
---|
| 852 |
|
---|
| 853 | // ------------------------------------------------------------
|
---|
| 854 | // The vertices that form CLOSEST points with respect to the region
|
---|
| 855 | // for all the regions possible, number of regions is 3^3 = 27,
|
---|
| 856 | // since two parallel sides of bbox forms three disjoint spaces.
|
---|
| 857 | // The vertices are given in anti-clockwise order, stopped by value 15,
|
---|
| 858 | // at most 8 points, at least 1 point.
|
---|
| 859 | // The table includes the closest 1/2/4/8 points, followed possibly
|
---|
| 860 | // by the set of coordinates that should be used for testing for
|
---|
| 861 | // the proximity queries. The coordinates to be tested are described by
|
---|
| 862 | // the pair (a,b), when a=0, we want to test min vector of the box,
|
---|
| 863 | // when a=1, we want to test max vector of the box
|
---|
| 864 | // b=0,1,2 corresponds to the axis (0=x,1=y,2=z)
|
---|
| 865 | // The sequence is ended by 15, number -1 is used as the separator
|
---|
| 866 | // between the vertices and coordinates.
|
---|
| 867 | const int
|
---|
| 868 | AxisAlignedBox3::cvertices[27][9] =
|
---|
| 869 | { // region number.. position
|
---|
| 870 | {0,15,15,15,15,15,15,15,15}, // 0 .. x=0 y=0 z=0 D one vertex
|
---|
| 871 | {0,1,-1,0,0,0,1,15,15}, // 1 .. x=0 y=0 z=1 D two vertices foll. by 2
|
---|
| 872 | {1,15,15,15,15,15,15,15,15}, // 2 .. x=0 y=0 z=2 D one vertex
|
---|
| 873 |
|
---|
| 874 | {0,2,-1,0,0,0,2,15,15}, // 3 .. x=0 y=1 z=0 D
|
---|
| 875 | {0,1,3,2,-1,0,0,15,15}, // 4 .. x=0 y=1 z=1 D
|
---|
| 876 | {1,3,-1,0,0,1,2,15,15}, // 5 .. x=0 y=1 z=2 D
|
---|
| 877 |
|
---|
| 878 | {2,15,15,15,15,15,15,15,15}, // 6 .. x=0 y=2 z=0 D
|
---|
| 879 | {2,3,-1,0,0,1,1,15,15}, // 7 .. x=0 y=2 z=1 D
|
---|
| 880 | {3,15,15,15,15,15,15,15,15}, // 8 .. x=0 y=2 z=2 D
|
---|
| 881 |
|
---|
| 882 | // the regions number <9,17>
|
---|
| 883 | {0,4,-1,0,1,0,2,15,15}, // 9 .. x=1 y=0 z=0 D
|
---|
| 884 | {5,1,0,4,-1,0,1,15,15}, // 10 .. x=1 y=0 z=1 D
|
---|
| 885 | {1,5,-1,0,1,1,2,15,15}, // 11 .. x=1 y=0 z=2 D
|
---|
| 886 |
|
---|
| 887 | {4,0,2,6,-1,0,2,15,15}, // 12 .. x=1 y=1 z=0 D
|
---|
| 888 | {0,2,3,1,5,4,6,7,15}, // 13 .. x=1 y=1 z=1 .. inside the box
|
---|
| 889 | {1,5,7,3,-1,1,2,15,15}, // 14 .. x=1 y=1 z=2 D
|
---|
| 890 |
|
---|
| 891 | {6,2,-1,0,2,1,1,15,15}, // 15 .. x=1 y=2 z=0 D
|
---|
| 892 | {6,2,3,7,-1,1,1,15,15}, // 16 .. x=1 y=2 z=1 D
|
---|
| 893 | {3,7,-1,1,1,1,2,15,15}, // 17 .. x=1 y=2 z=2 D
|
---|
| 894 |
|
---|
| 895 | // the regions number <18,26>
|
---|
| 896 | {4,15,15,15,15,15,15,15,15}, // 18 .. x=2 y=0 z=0 D
|
---|
| 897 | {4,5,-1,0,1,1,0,15,15}, // 19 .. x=2 y=0 z=1 D
|
---|
| 898 | {5,15,15,15,15,15,15,15,15}, // 20 .. x=2 y=0 z=2 D
|
---|
| 899 |
|
---|
| 900 | {4,6,-1,0,2,1,0,15,15}, // 21 .. x=2 y=1 z=0 D
|
---|
| 901 | {5,4,6,7,-1,1,0,15,15}, // 22 .. x=2 y=1 z=1 D
|
---|
| 902 | {7,5,-1,1,0,1,2,15,15}, // 23 .. x=2 y=1 z=2 D
|
---|
| 903 |
|
---|
| 904 | {6,15,15,15,15,15,15,15,15}, // 24 .. x=2 y=2 z=0 D
|
---|
| 905 | {6,7,-1,1,0,1,1,15,15}, // 25 .. x=2 y=2 z=1 D
|
---|
| 906 | {7,15,15,15,15,15,15,15,15}, // 26 .. x=2 y=2 z=2 D
|
---|
| 907 | };
|
---|
| 908 |
|
---|
| 909 | // Table for Sphere-AABB intersection based on the region knowledge
|
---|
| 910 | // Similar array to previous cvertices, but we omit the surfaces
|
---|
| 911 | // which are not necessary for testing. First are vertices,
|
---|
| 912 | // they are finished with -1. Second, there are indexes in
|
---|
| 913 | // the pair (a,b), when a=0, we want to test min vector of the box,
|
---|
| 914 | // when a=1, we want to test max vector of the box
|
---|
| 915 | // b=0,1,2 corresponds to the axis (0=x,1=y,2=z)
|
---|
| 916 | //
|
---|
| 917 | // So either we check the vertices or only the distance in specified
|
---|
| 918 | // dimensions. There are at all four possible cases:
|
---|
| 919 | //
|
---|
| 920 | // 1) we check one vertex - then sequence start with non-negative index
|
---|
| 921 | // and is finished with 15
|
---|
| 922 | // 2) we check two coordinates of min/max vector describe by the pair
|
---|
| 923 | // (a,b) .. a=min/max(0/1) b=x/y/z (0/1/2), sequence starts with 8
|
---|
| 924 | // and finishes with 15
|
---|
| 925 | // 3) we check only one coordinate of min/max, as for 2), sequence start
|
---|
| 926 | // with 9 and ends with 15
|
---|
| 927 | // 4) Position 13 - sphere is inside the box, intersection always exist
|
---|
| 928 | // the sequence start with 15 .. no further testing is necessary
|
---|
| 929 | // in this case
|
---|
| 930 | const int
|
---|
| 931 | AxisAlignedBox3::csvertices[27][6] =
|
---|
| 932 | { // region number.. position
|
---|
| 933 | {0,15,15,15,15,15}, // 0 .. x=0 y=0 z=0 D vertex only
|
---|
| 934 | {8,0,0,0,1,15}, // 1 .. x=0 y=0 z=1 D two coords.
|
---|
| 935 | {1,15,15,15,15,15}, // 2 .. x=0 y=0 z=2 D vertex only
|
---|
| 936 |
|
---|
| 937 | {8,0,0,0,2,15}, // 3 .. x=0 y=1 z=0 D two coords
|
---|
| 938 | {9,0,0,15,15,15}, // 4 .. x=0 y=1 z=1 D one coord
|
---|
| 939 | {8,0,0,1,2,15}, // 5 .. x=0 y=1 z=2 D two coords.
|
---|
| 940 |
|
---|
| 941 | {2,15,15,15,15,15}, // 6 .. x=0 y=2 z=0 D one vertex
|
---|
| 942 | {8,0,0,1,1,15}, // 7 .. x=0 y=2 z=1 D two coords
|
---|
| 943 | {3,15,15,15,15,15}, // 8 .. x=0 y=2 z=2 D one vertex
|
---|
| 944 |
|
---|
| 945 | // the regions number <9,17>
|
---|
| 946 | {8,0,1,0,2,15}, // 9 .. x=1 y=0 z=0 D two coords
|
---|
| 947 | {9,0,1,15,15,15}, // 10 .. x=1 y=0 z=1 D one coord
|
---|
| 948 | {8,0,1,1,2,15}, // 11 .. x=1 y=0 z=2 D two coords
|
---|
| 949 |
|
---|
| 950 | {9,0,2,15,15,15}, // 12 .. x=1 y=1 z=0 D one coord
|
---|
| 951 | {15,15,15,15,15,15}, // 13 .. x=1 y=1 z=1 inside the box, special case/value
|
---|
| 952 | {9,1,2,15,15,15}, // 14 .. x=1 y=1 z=2 D one corrd
|
---|
| 953 |
|
---|
| 954 | {8,0,2,1,1,15}, // 15 .. x=1 y=2 z=0 D two coords
|
---|
| 955 | {9,1,1,15,15}, // 16 .. x=1 y=2 z=1 D one coord
|
---|
| 956 | {8,1,1,1,2,15}, // 17 .. x=1 y=2 z=2 D two coords
|
---|
| 957 |
|
---|
| 958 | // the regions number <18,26>
|
---|
| 959 | {4,15,15,15,15,15}, // 18 .. x=2 y=0 z=0 D one vertex
|
---|
| 960 | {8,0,1,1,0,15}, // 19 .. x=2 y=0 z=1 D two coords
|
---|
| 961 | {5,15,15,15,15,15}, // 20 .. x=2 y=0 z=2 D one vertex
|
---|
| 962 |
|
---|
| 963 | {8,0,2,1,0,15}, // 21 .. x=2 y=1 z=0 D two coords
|
---|
| 964 | {9,1,0,15,15,15}, // 22 .. x=2 y=1 z=1 D one coord
|
---|
| 965 | {8,1,0,1,2,15}, // 23 .. x=2 y=1 z=2 D two coords
|
---|
| 966 |
|
---|
| 967 | {6,15,15,15,15,15}, // 24 .. x=2 y=2 z=0 D one vertex
|
---|
| 968 | {8,1,0,1,1,15}, // 25 .. x=2 y=2 z=1 D two coords
|
---|
| 969 | {7,15,15,15,15,15}, // 26 .. x=2 y=2 z=2 D one vertex
|
---|
| 970 | };
|
---|
| 971 |
|
---|
| 972 |
|
---|
| 973 | // The vertices that form all FARTHEST points with respect to the region
|
---|
| 974 | // for all the regions possible, number of regions is 3^3 = 27,
|
---|
| 975 | // since two parallel sides of bbox forms three disjoint spaces.
|
---|
| 976 | // The vertices are given in anti-clockwise order, stopped by value 15,
|
---|
| 977 | // at most 8 points, at least 1 point.
|
---|
| 978 | // For testing, if the AABB is whole in the sphere, it is enough
|
---|
| 979 | // to test only vertices, either 1,2,4, or 8.
|
---|
| 980 | const int
|
---|
| 981 | AxisAlignedBox3::fvertices[27][9] =
|
---|
| 982 | { // region number.. position
|
---|
| 983 | {7,15,15,15,15,15,15,15,15}, // 0 .. x=0 y=0 z=0 D
|
---|
| 984 | {6,7,15,15,15,15,15,15,15}, // 1 .. x=0 y=0 z=1 D
|
---|
| 985 | {6,15,15,15,15,15,15,15,15}, // 2 .. x=0 y=0 z=2 D
|
---|
| 986 |
|
---|
| 987 | {5,7,15,15,15,15,15,15,15}, // 3 .. x=0 y=1 z=0 D
|
---|
| 988 | {4,5,7,6,15,15,15,15,15}, // 4 .. x=0 y=1 z=1 D
|
---|
| 989 | {4,6,15,15,15,15,15,15,15}, // 5 .. x=0 y=1 z=2 D
|
---|
| 990 |
|
---|
| 991 | {5,15,15,15,15,15,15,15,15}, // 6 .. x=0 y=2 z=0 D
|
---|
| 992 | {4,5,15,15,15,15,15,15,15}, // 7 .. x=0 y=2 z=1 D
|
---|
| 993 | {4,15,15,15,15,15,15,15,15}, // 8 .. x=0 y=2 z=2 D
|
---|
| 994 |
|
---|
| 995 | // the regions number <9,17>
|
---|
| 996 | {3,7,15,15,15,15,15,15,15}, // 9 .. x=1 y=0 z=0 D
|
---|
| 997 | {7,3,2,6,15,15,15,15,15}, // 10 .. x=1 y=0 z=1 D
|
---|
| 998 | {2,6,15,15,15,15,15,15,15}, // 11 .. x=1 y=0 z=2 D
|
---|
| 999 |
|
---|
| 1000 | {5,1,3,7,15,15,15,15,15}, // 12 .. x=1 y=1 z=0 D
|
---|
| 1001 | {0,7,1,6,3,4,5,2,15}, // 13 .. x=1 y=1 z=1 .. inside the box
|
---|
| 1002 | {0,4,6,2,15,15,15,15,15}, // 14 .. x=1 y=1 z=2 D
|
---|
| 1003 |
|
---|
| 1004 | {5,1,15,15,15,15,15,15,15}, // 15 .. x=1 y=2 z=0 D
|
---|
| 1005 | {4,0,1,5,15,15,15,15,15}, // 16 .. x=1 y=2 z=1 D
|
---|
| 1006 | {4,0,15,15,15,15,15,15,15}, // 17 .. x=1 y=2 z=2 D
|
---|
| 1007 |
|
---|
| 1008 | // the regions number <18,26>
|
---|
| 1009 | {3,15,15,15,15,15,15,15,15}, // 18 .. x=2 y=0 z=0 D
|
---|
| 1010 | {2,3,15,15,15,15,15,15,15}, // 19 .. x=2 y=0 z=1 D
|
---|
| 1011 | {2,15,15,15,15,15,15,15,15}, // 20 .. x=2 y=0 z=2 D
|
---|
| 1012 |
|
---|
| 1013 | {1,3,15,15,15,15,15,15,15}, // 21 .. x=2 y=1 z=0 D
|
---|
| 1014 | {1,0,2,3,15,15,15,15,15}, // 22 .. x=2 y=1 z=1 D
|
---|
| 1015 | {2,0,15,15,15,15,15,15,15}, // 23 .. x=2 y=1 z=2 D
|
---|
| 1016 |
|
---|
| 1017 | {1,15,15,15,15,15,15,15,15}, // 24 .. x=2 y=2 z=0 D
|
---|
| 1018 | {0,1,15,15,15,15,15,15,15}, // 25 .. x=2 y=2 z=1 D
|
---|
| 1019 | {0,15,15,15,15,15,15,15,15}, // 26 .. x=2 y=2 z=2 D
|
---|
| 1020 | };
|
---|
| 1021 |
|
---|
| 1022 | // Similar table as above, farthest points, but only the ones
|
---|
| 1023 | // necessary for testing the intersection problem. If we do
|
---|
| 1024 | // not consider the case 13, center of the sphere is inside the
|
---|
| 1025 | // box, then we can always test at most 2 box vertices to say whether
|
---|
| 1026 | // the whole box is inside the sphere.
|
---|
| 1027 | // The number of vertices is minimized using some assumptions
|
---|
| 1028 | // about the ortogonality of vertices and sphere properties.
|
---|
| 1029 | const int
|
---|
| 1030 | AxisAlignedBox3::fsvertices[27][9] =
|
---|
| 1031 | { // region number.. position
|
---|
| 1032 | {7,15,15,15,15,15,15,15,15}, // 0 .. x=0 y=0 z=0 D 1 vertex
|
---|
| 1033 | {6,7,15,15,15,15,15,15,15}, // 1 .. x=0 y=0 z=1 D 2 vertices
|
---|
| 1034 | {6,15,15,15,15,15,15,15,15}, // 2 .. x=0 y=0 z=2 D 1 vertex
|
---|
| 1035 |
|
---|
| 1036 | {5,7,15,15,15,15,15,15,15}, // 3 .. x=0 y=1 z=0 D 2 vertices
|
---|
| 1037 | {4,7,15,5,6,15,15,15,15}, // 4 .. x=0 y=1 z=1 D 4/2 vertices
|
---|
| 1038 | {4,6,15,15,15,15,15,15,15}, // 5 .. x=0 y=1 z=2 D 2 vertices
|
---|
| 1039 |
|
---|
| 1040 | {5,15,15,15,15,15,15,15,15}, // 6 .. x=0 y=2 z=0 D 1 vertex
|
---|
| 1041 | {4,5,15,15,15,15,15,15,15}, // 7 .. x=0 y=2 z=1 D 2 vertices
|
---|
| 1042 | {4,15,15,15,15,15,15,15,15}, // 8 .. x=0 y=2 z=2 D 1 vertex
|
---|
| 1043 |
|
---|
| 1044 | // the regions number <9,17>
|
---|
| 1045 | {3,7,15,15,15,15,15,15,15}, // 9 .. x=1 y=0 z=0 D 2 vertices
|
---|
| 1046 | {7,2,15,3,6,15,15,15,15}, // 10 .. x=1 y=0 z=1 D 4/2 vertices
|
---|
| 1047 | {2,6,15,15,15,15,15,15,15}, // 11 .. x=1 y=0 z=2 D 2 vertices
|
---|
| 1048 |
|
---|
| 1049 | {5,3,15,1,7,15,15,15,15}, // 12 .. x=1 y=1 z=0 D 4/2 vertices
|
---|
| 1050 | {0,7,1,6,3,4,5,2,15}, // 13 .. x=1 y=1 z=1 .. inside the box
|
---|
| 1051 | {0,6,15,4,2,15,15,15,15}, // 14 .. x=1 y=1 z=2 D 4/2 vertices
|
---|
| 1052 |
|
---|
| 1053 | {5,1,15,15,15,15,15,15,15}, // 15 .. x=1 y=2 z=0 D 2 vertices
|
---|
| 1054 | {4,1,15,0,5,15,15,15,15}, // 16 .. x=1 y=2 z=1 D 4/2 vertices
|
---|
| 1055 | {4,0,15,15,15,15,15,15,15}, // 17 .. x=1 y=2 z=2 D 2 vertices
|
---|
| 1056 |
|
---|
| 1057 | // the regions number <18,26>
|
---|
| 1058 | {3,15,15,15,15,15,15,15,15}, // 18 .. x=2 y=0 z=0 D 1 vertex
|
---|
| 1059 | {2,3,15,15,15,15,15,15,15}, // 19 .. x=2 y=0 z=1 D 2 vertices
|
---|
| 1060 | {2,15,15,15,15,15,15,15,15}, // 20 .. x=2 y=0 z=2 D 1 vertex
|
---|
| 1061 |
|
---|
| 1062 | {1,3,15,15,15,15,15,15,15}, // 21 .. x=2 y=1 z=0 D 2 vertices
|
---|
| 1063 | {1,2,15,0,3,15,15,15,15}, // 22 .. x=2 y=1 z=1 D 4/2 vertices
|
---|
| 1064 | {2,0,15,15,15,15,15,15,15}, // 23 .. x=2 y=1 z=2 D 2 vertices
|
---|
| 1065 |
|
---|
| 1066 | {1,15,15,15,15,15,15,15,15}, // 24 .. x=2 y=2 z=0 D 1 vertex
|
---|
| 1067 | {0,1,15,15,15,15,15,15,15}, // 25 .. x=2 y=2 z=1 D 2 vertices
|
---|
| 1068 | {0,15,15,15,15,15,15,15,15}, // 26 .. x=2 y=2 z=2 D 1 vertex
|
---|
| 1069 | };
|
---|
| 1070 |
|
---|
[312] | 1071 |
|
---|
[162] | 1072 | // The fast computation of arctangent .. the maximal error is less
|
---|
| 1073 | // than 4.1 degrees, according to Graphics GEMSII, 1991, pages 389--391
|
---|
| 1074 | // Ron Capelli: "Fast approximation to the arctangent"
|
---|
| 1075 | float
|
---|
| 1076 | atan22(const float& y)
|
---|
| 1077 | {
|
---|
| 1078 | const float x = 1.0;
|
---|
| 1079 | const float c = (float)(M_PI * 0.25);
|
---|
| 1080 |
|
---|
| 1081 | if (y < 0.0) {
|
---|
| 1082 | if (y < -1.0)
|
---|
[469] | 1083 | return c * (-2.0f + x / y); // for angle in <-PI/2, -PI/4)
|
---|
[162] | 1084 | else
|
---|
| 1085 | return c * (y / x); // for angle in <-PI/4 , 0>
|
---|
| 1086 | }
|
---|
| 1087 | else {
|
---|
| 1088 | if (y > 1.0)
|
---|
[469] | 1089 | return c * (2.0f - x / y); // for angle in <PI/4, PI/2>
|
---|
[162] | 1090 | else
|
---|
| 1091 | return c * (y / x); // for angle in <0, PI/2>
|
---|
| 1092 | }
|
---|
| 1093 | }
|
---|
| 1094 |
|
---|
| 1095 |
|
---|
| 1096 | float
|
---|
| 1097 | AxisAlignedBox3::ProjectToSphereSA(const Vector3 &viewpoint, int *tcase) const
|
---|
| 1098 | {
|
---|
| 1099 | int id = GetRegionID(viewpoint);
|
---|
| 1100 | *tcase = id;
|
---|
| 1101 |
|
---|
| 1102 | // spherical projection .. SA represents solid angle
|
---|
| 1103 | if (id == 13) // .. inside the box
|
---|
| 1104 | return (float)(4.0*M_PI); // the whole sphere
|
---|
| 1105 | float SA = 0.0; // inital value
|
---|
| 1106 |
|
---|
| 1107 | int i = 0; // the pointer in the array of vertices
|
---|
| 1108 | while (bfaces[id][i] >= 0) {
|
---|
| 1109 | int axisO = bfaces[id][i++];
|
---|
| 1110 | int minvIdx = bfaces[id][i++];
|
---|
| 1111 | int maxvIdx = bfaces[id][i++];
|
---|
| 1112 | Vector3 vmin, vmax;
|
---|
| 1113 | GetVertex(minvIdx, vmin);
|
---|
| 1114 | GetVertex(maxvIdx, vmax);
|
---|
| 1115 | float h = fabs(vmin[axisO] - viewpoint[axisO]);
|
---|
| 1116 | int axis = (axisO + 1) % 3; // next axis
|
---|
| 1117 | float a = (vmin[axis] - viewpoint[axis]) / h; // minimum for v-range
|
---|
| 1118 | float b = (vmax[axis] - viewpoint[axis]) / h; // maximum for v-range
|
---|
| 1119 | //if (a > b) {
|
---|
| 1120 | // FATAL << "ProjectToSphereSA::Error a > b\n";
|
---|
| 1121 | // FATAL_ABORT;
|
---|
| 1122 | //}
|
---|
| 1123 | //if (vmin[axisO] != vmax[axisO]) {
|
---|
| 1124 | // FATAL << "ProjectToSphereSA::Error a-axis != b-axis\n";
|
---|
| 1125 | // FATAL_ABORT;
|
---|
| 1126 | //}
|
---|
| 1127 | axis = (axisO + 2) % 3; // next second axis
|
---|
| 1128 | float c = (vmin[axis] - viewpoint[axis]) / h; // minimum for u-range
|
---|
| 1129 | float d = (vmax[axis] - viewpoint[axis]) / h; // maximum for u-range
|
---|
| 1130 | //if (c > d) {
|
---|
| 1131 | // FATAL << "ProjectToSphereSA::Error c > d\n";
|
---|
| 1132 | // FATAL_ABORT;
|
---|
| 1133 | //}
|
---|
[469] | 1134 | SA +=atan22(d*b/sqrt(b*b + d*d + 1.0f)) - atan22(b*c/sqrt(b*b + c*c + 1.0f))
|
---|
| 1135 | - atan22(d*a/sqrt(a*a + d*d + 1.0f)) + atan22(a*c/sqrt(a*a + c*c + 1.0f));
|
---|
[162] | 1136 | }
|
---|
| 1137 |
|
---|
| 1138 | #if 0
|
---|
| 1139 | if ((SA > 2.0*M_PI) ||
|
---|
| 1140 | (SA < 0.0)) {
|
---|
| 1141 | FATAL << "The solid angle has strange value: ";
|
---|
| 1142 | FATAL << "SA = "<< SA << endl;
|
---|
| 1143 | FATAL_ABORT;
|
---|
| 1144 | }
|
---|
| 1145 | #endif
|
---|
| 1146 |
|
---|
| 1147 | return SA;
|
---|
| 1148 | }
|
---|
| 1149 |
|
---|
| 1150 | // Projects the box to a plane given a normal vector only and
|
---|
| 1151 | // computes the surface area of the projected silhouette
|
---|
| 1152 | // no clipping of the box is performed.
|
---|
| 1153 | float
|
---|
| 1154 | AxisAlignedBox3::ProjectToPlaneSA(const Vector3 &normal) const
|
---|
| 1155 | {
|
---|
| 1156 | Vector3 size = Size();
|
---|
| 1157 |
|
---|
| 1158 | // the surface area of the box to a yz-plane - perpendicular to x-axis
|
---|
| 1159 | float sax = size.y * size.z;
|
---|
| 1160 |
|
---|
| 1161 | // the surface area of the box to a zx-plane - perpendicular to y-axis
|
---|
| 1162 | float say = size.z * size.x;
|
---|
| 1163 |
|
---|
| 1164 | // the surface area of the box to a xy-plane - perpendicular to z-axis
|
---|
| 1165 | float saz = size.x * size.y;
|
---|
| 1166 |
|
---|
| 1167 | return sax * fabs(normal.x) + say * fabs(normal.y) + saz * fabs(normal.z);
|
---|
| 1168 | }
|
---|
| 1169 |
|
---|
| 1170 |
|
---|
| 1171 |
|
---|
| 1172 | // This definition allows to be a point when answering true
|
---|
| 1173 | bool
|
---|
| 1174 | AxisAlignedBox3::IsCorrectAndNotPoint() const
|
---|
| 1175 | {
|
---|
| 1176 | if ( (mMin.x > mMax.x) ||
|
---|
| 1177 | (mMin.y > mMax.y) ||
|
---|
| 1178 | (mMin.z > mMax.z) )
|
---|
| 1179 | return false; // box is not formed
|
---|
| 1180 |
|
---|
| 1181 | if ( (mMin.x == mMax.x) &&
|
---|
| 1182 | (mMin.y == mMax.y) &&
|
---|
| 1183 | (mMin.z == mMax.z) )
|
---|
| 1184 | return false; // degenerates to a point
|
---|
| 1185 |
|
---|
| 1186 | return true;
|
---|
| 1187 | }
|
---|
| 1188 |
|
---|
| 1189 | // This definition allows to be a point when answering true
|
---|
| 1190 | bool
|
---|
| 1191 | AxisAlignedBox3::IsPoint() const
|
---|
| 1192 | {
|
---|
| 1193 | if ( (mMin.x == mMax.x) &&
|
---|
| 1194 | (mMin.y == mMax.y) &&
|
---|
| 1195 | (mMin.z == mMax.z) )
|
---|
| 1196 | return true; // degenerates to a point
|
---|
| 1197 |
|
---|
| 1198 | return false;
|
---|
| 1199 | }
|
---|
| 1200 |
|
---|
| 1201 | // This definition requires shape of non-zero volume
|
---|
| 1202 | bool
|
---|
| 1203 | AxisAlignedBox3::IsSingularOrIncorrect() const
|
---|
| 1204 | {
|
---|
| 1205 | if ( (mMin.x >= mMax.x) ||
|
---|
| 1206 | (mMin.y >= mMax.y) ||
|
---|
| 1207 | (mMin.z >= mMax.z) )
|
---|
| 1208 | return true; // box is not formed
|
---|
| 1209 |
|
---|
| 1210 | return false; // has non-zero volume
|
---|
| 1211 | }
|
---|
| 1212 |
|
---|
| 1213 | // returns true, when the sphere specified by the origin and radius
|
---|
| 1214 | // fully contains the box
|
---|
| 1215 | bool
|
---|
| 1216 | AxisAlignedBox3::IsFullyContainedInSphere(const Vector3 ¢er, float rad) const
|
---|
| 1217 | {
|
---|
| 1218 | int region = GetRegionID(center);
|
---|
| 1219 | float rad2 = rad*rad;
|
---|
| 1220 |
|
---|
| 1221 | // vertex of the box
|
---|
| 1222 | Vector3 vertex;
|
---|
| 1223 |
|
---|
| 1224 | int i = 0;
|
---|
| 1225 | for (i = 0 ; ; i++) {
|
---|
| 1226 | int a = fsvertices[region][i];
|
---|
| 1227 | if (a == 15)
|
---|
| 1228 | return true; // if was not false untill now, it must be contained
|
---|
| 1229 |
|
---|
| 1230 | assert( (a>=0) && (a<8) );
|
---|
| 1231 |
|
---|
| 1232 | // normal vertex
|
---|
| 1233 | GetVertex(a, vertex);
|
---|
| 1234 |
|
---|
| 1235 | if (SqrMagnitude(vertex - center) > rad2)
|
---|
| 1236 | return false;
|
---|
| 1237 | } // for
|
---|
| 1238 |
|
---|
| 1239 | }
|
---|
| 1240 |
|
---|
| 1241 | // returns true, when the volume of the sphere and volume of the
|
---|
| 1242 | // axis aligned box has no intersection
|
---|
| 1243 | bool
|
---|
| 1244 | AxisAlignedBox3::HasNoIntersectionWithSphere(const Vector3 ¢er, float rad) const
|
---|
| 1245 | {
|
---|
| 1246 | int region = GetRegionID(center);
|
---|
| 1247 | float rad2 = rad*rad;
|
---|
| 1248 |
|
---|
| 1249 | // vertex of the box
|
---|
| 1250 | Vector3 vertex;
|
---|
| 1251 |
|
---|
| 1252 | switch (csvertices[region][0]) {
|
---|
| 1253 | case 8: {
|
---|
| 1254 | // test two coordinates described within the field
|
---|
| 1255 | int face = 3*csvertices[region][1] + csvertices[region][2];
|
---|
| 1256 | float dist = GetExtent(face) - center[csvertices[region][2]];
|
---|
| 1257 | dist *= dist;
|
---|
| 1258 | face = 3 * (csvertices[region][3]) + csvertices[region][4];
|
---|
| 1259 | float dist2 = GetExtent(face) - center[csvertices[region][4]];
|
---|
| 1260 | dist += (dist2 * dist2);
|
---|
| 1261 | if (dist > rad2)
|
---|
| 1262 | return true; // no intersection is possible
|
---|
| 1263 | }
|
---|
| 1264 | case 9: {
|
---|
| 1265 | // test one coordinate described within the field
|
---|
| 1266 | int face = 3*csvertices[region][1] + csvertices[region][2];
|
---|
| 1267 | float dist = fabs(GetExtent(face) - center[csvertices[region][2]]);
|
---|
| 1268 | if (dist > rad)
|
---|
| 1269 | return true; // no intersection is possible
|
---|
| 1270 | }
|
---|
| 1271 | case 15:
|
---|
| 1272 | return false; // box and sphere surely has intersection
|
---|
| 1273 | default: {
|
---|
| 1274 | // test using normal vertices
|
---|
| 1275 | assert( (csvertices[region][0]>=0) && (csvertices[region][0]<8) );
|
---|
| 1276 |
|
---|
| 1277 | // normal vertex
|
---|
| 1278 | GetVertex(csvertices[region][0], vertex);
|
---|
| 1279 |
|
---|
| 1280 | if (SqrMagnitude(vertex - center) > rad2)
|
---|
| 1281 | return true; // no intersectino is possible
|
---|
| 1282 | }
|
---|
| 1283 | } // switch
|
---|
| 1284 |
|
---|
| 1285 | return false; // partial or full containtment
|
---|
| 1286 | }
|
---|
| 1287 |
|
---|
| 1288 | #if 0
|
---|
| 1289 | // Given the sphere, determine the mutual position between the
|
---|
| 1290 | // sphere and box
|
---|
| 1291 |
|
---|
| 1292 | // SOME BUG IS INSIDE !!!! V.H. 25/4/2001
|
---|
| 1293 | int
|
---|
| 1294 | AxisAlignedBox3::MutualPositionWithSphere(const Vector3 ¢er, float rad) const
|
---|
| 1295 | {
|
---|
| 1296 | int region = GetRegionID(center);
|
---|
| 1297 | float rad2 = rad*rad;
|
---|
| 1298 |
|
---|
| 1299 | // vertex of the box
|
---|
| 1300 | Vector3 vertex;
|
---|
| 1301 |
|
---|
| 1302 | // first testing for full containtment - whether sphere fully
|
---|
| 1303 | // contains the box
|
---|
| 1304 | int countInside = 0; // how many points were found inside
|
---|
| 1305 |
|
---|
| 1306 | int i = 0;
|
---|
| 1307 | for (i = 0 ; ; i++) {
|
---|
| 1308 | int a = fsvertices[region][i];
|
---|
| 1309 | if (a == 15)
|
---|
| 1310 | return 1; // the sphere fully contain the box
|
---|
| 1311 |
|
---|
| 1312 | assert( (a>=0) && (a<8) );
|
---|
| 1313 |
|
---|
| 1314 | // normal vertex
|
---|
| 1315 | GetVertex(a, vertex);
|
---|
| 1316 |
|
---|
| 1317 | if (SqrMagnitude(vertex - center) <= rad2)
|
---|
| 1318 | countInside++; // the number of vertices inside the sphere
|
---|
| 1319 | else {
|
---|
| 1320 | if (countInside)
|
---|
| 1321 | return 0; // partiall overlap has been found
|
---|
| 1322 | // the sphere does not fully contain the box .. only way to break
|
---|
| 1323 | // this loop and go for other testing
|
---|
| 1324 | break;
|
---|
| 1325 | }
|
---|
| 1326 | } // for
|
---|
| 1327 |
|
---|
| 1328 | // now only box and sphere can partially overlap or no intersection
|
---|
| 1329 | switch (csvertices[region][0]) {
|
---|
| 1330 | case 8: {
|
---|
| 1331 | // test two coordinates described within the field
|
---|
| 1332 | int face = 3*csvertices[region][1] + csvertices[region][2];
|
---|
| 1333 | float dist = GetExtent(face) - center[csvertices[region][2]];
|
---|
| 1334 | dist *= dist;
|
---|
| 1335 | face = 3 * (csvertices[region][3]) + csvertices[region][4];
|
---|
| 1336 | float dist2 = GetExtent(face) - center[csvertices[region][4]];
|
---|
| 1337 | dist += (dist2 * dist2);
|
---|
| 1338 | if (dist > rad2 )
|
---|
| 1339 | return -1; // no intersection is possible
|
---|
| 1340 | }
|
---|
| 1341 | case 9: {
|
---|
| 1342 | // test one coordinate described within the field
|
---|
| 1343 | int face = 3*csvertices[region][1] + csvertices[region][2];
|
---|
| 1344 | float dist = fabs(GetExtent(face) - center[csvertices[region][2]]);
|
---|
| 1345 | if (dist > rad)
|
---|
| 1346 | return -1; // no intersection is possible
|
---|
| 1347 | }
|
---|
| 1348 | case 15:
|
---|
| 1349 | return 0 ; // partial overlap is now guaranteed
|
---|
| 1350 | default: {
|
---|
| 1351 | // test using normal vertices
|
---|
| 1352 | assert( (csvertices[region][0]>=0) && (csvertices[region][0]<8) );
|
---|
| 1353 |
|
---|
| 1354 | // normal vertex
|
---|
| 1355 | GetVertex(csvertices[region][0], vertex);
|
---|
| 1356 |
|
---|
| 1357 | if (SqrMagnitude(vertex - center) > rad2)
|
---|
| 1358 | return -1; // no intersection is possible
|
---|
| 1359 | }
|
---|
| 1360 | } // switch
|
---|
| 1361 |
|
---|
| 1362 | return 0; // partial intersection is guaranteed
|
---|
| 1363 | }
|
---|
| 1364 | #else
|
---|
| 1365 |
|
---|
| 1366 | // Some maybe smarter version, extendible easily to d-dimensional
|
---|
| 1367 | // space!
|
---|
| 1368 | // Given a sphere described by the center and radius,
|
---|
| 1369 | // the fullowing function returns:
|
---|
| 1370 | // -1 ... the sphere and the box are completely separate
|
---|
| 1371 | // 0 ... the sphere and the box only partially overlap
|
---|
| 1372 | // 1 ... the sphere contains fully the box
|
---|
| 1373 | // Note: the case when box fully contains the sphere is not reported
|
---|
| 1374 | // since it was not required.
|
---|
| 1375 | int
|
---|
| 1376 | AxisAlignedBox3::MutualPositionWithSphere(const Vector3 ¢er, float rad) const
|
---|
| 1377 | {
|
---|
| 1378 | //#define SPEED_UP
|
---|
| 1379 |
|
---|
| 1380 | #ifndef SPEED_UP
|
---|
| 1381 | // slow version, instructively written
|
---|
| 1382 | #if 0
|
---|
| 1383 | // does it make sense to test
|
---|
| 1384 | // checking the sides of the box for possible non-intersection
|
---|
| 1385 | if ( ((center.x + rad) < mMin.x) ||
|
---|
| 1386 | ((center.x - rad) > mMax.x) ||
|
---|
| 1387 | ((center.y + rad) < mMin.y) ||
|
---|
| 1388 | ((center.y - rad) > mMax.y) ||
|
---|
| 1389 | ((center.z + rad) < mMin.z) ||
|
---|
| 1390 | ((center.z - rad) > mMax.z) ) {
|
---|
| 1391 | // cout << "r ";
|
---|
| 1392 | return -1; // no overlap is possible
|
---|
| 1393 | }
|
---|
| 1394 | #endif
|
---|
| 1395 |
|
---|
| 1396 | // someoverlap is possible, check the distance of vertices
|
---|
| 1397 | rad = rad*rad;
|
---|
| 1398 | float sumMin = 0;
|
---|
| 1399 | // Try to minimize the function of a distance
|
---|
| 1400 | // from the sphere center
|
---|
| 1401 |
|
---|
| 1402 | // for x-axis
|
---|
| 1403 | float minSqrX = sqr(mMin.x - center.x);
|
---|
| 1404 | float maxSqrX = sqr(mMax.x - center.x);
|
---|
| 1405 | if (center.x < mMin.x)
|
---|
| 1406 | sumMin = minSqrX;
|
---|
| 1407 | else
|
---|
| 1408 | if (center.x > mMax.x)
|
---|
| 1409 | sumMin = maxSqrX;
|
---|
| 1410 |
|
---|
| 1411 | // for y-axis
|
---|
| 1412 | float minSqrY = sqr(mMin.y - center.y);
|
---|
| 1413 | float maxSqrY = sqr(mMax.y - center.y);
|
---|
| 1414 | if (center.y < mMin.y)
|
---|
| 1415 | sumMin += minSqrY;
|
---|
| 1416 | else
|
---|
| 1417 | if (center.y > mMax.y)
|
---|
| 1418 | sumMin += maxSqrY;
|
---|
| 1419 |
|
---|
| 1420 | // for z-axis
|
---|
| 1421 | float minSqrZ = sqr(mMin.z - center.z);
|
---|
| 1422 | float maxSqrZ = sqr(mMax.z - center.z);
|
---|
| 1423 | if (center.z < mMin.z)
|
---|
| 1424 | sumMin += minSqrZ;
|
---|
| 1425 | else
|
---|
| 1426 | if (center.z > mMax.z)
|
---|
| 1427 | sumMin += maxSqrZ;
|
---|
| 1428 |
|
---|
| 1429 | if (sumMin > rad)
|
---|
| 1430 | return -1; // no intersection between sphere and box
|
---|
| 1431 |
|
---|
| 1432 | // try to find out the maximum distance between the
|
---|
| 1433 | // sphere center and vertices
|
---|
| 1434 | float sumMax = 0;
|
---|
| 1435 |
|
---|
| 1436 | if (minSqrX > maxSqrX)
|
---|
| 1437 | sumMax = minSqrX;
|
---|
| 1438 | else
|
---|
| 1439 | sumMax = maxSqrX;
|
---|
| 1440 |
|
---|
| 1441 | if (minSqrY > maxSqrY)
|
---|
| 1442 | sumMax += minSqrY;
|
---|
| 1443 | else
|
---|
| 1444 | sumMax += maxSqrY;
|
---|
| 1445 |
|
---|
| 1446 | if (minSqrZ > maxSqrZ)
|
---|
| 1447 | sumMax += minSqrZ;
|
---|
| 1448 | else
|
---|
| 1449 | sumMax += maxSqrZ;
|
---|
| 1450 |
|
---|
| 1451 | // sumMin < rad
|
---|
| 1452 | if (sumMax < rad)
|
---|
| 1453 | return 1; // the sphere contains the box completely
|
---|
| 1454 |
|
---|
| 1455 | // partial intersection, part of the box is outside the sphere
|
---|
| 1456 | return 0;
|
---|
| 1457 | #else
|
---|
| 1458 |
|
---|
| 1459 | // Optimized version of the test
|
---|
| 1460 |
|
---|
| 1461 | #ifndef __VECTOR_HACK
|
---|
| 1462 | #error "__VECTOR_HACK for Vector3 was not defined"
|
---|
| 1463 | #endif
|
---|
| 1464 |
|
---|
| 1465 | // some overlap is possible, check the distance of vertices
|
---|
| 1466 | rad = rad*rad;
|
---|
| 1467 | float sumMin = 0;
|
---|
| 1468 | float sumMax = 0;
|
---|
| 1469 | // Try to minimize the function of a distance
|
---|
| 1470 | // from the sphere center
|
---|
| 1471 |
|
---|
| 1472 | const float *minp = &(min[0]);
|
---|
| 1473 | const float *maxp = &(max[0]);
|
---|
| 1474 | const float *pcenter = &(center[0]);
|
---|
| 1475 |
|
---|
| 1476 | // for x-axis
|
---|
| 1477 | for (int i = 0; i < 3; i++, minp++, maxp++, pcenter++) {
|
---|
| 1478 | float minsqr = sqr(*minp - *pcenter);
|
---|
| 1479 | float maxsqr = sqr(*maxp - *pcenter);
|
---|
| 1480 | if (*pcenter < *minp)
|
---|
| 1481 | sumMin += minsqr;
|
---|
| 1482 | else
|
---|
| 1483 | if (*pcenter > *maxp)
|
---|
| 1484 | sumMin += maxsqr;
|
---|
| 1485 | sumMax += (minsqr > maxsqr) ? minsqr : maxsqr;
|
---|
| 1486 | }
|
---|
| 1487 |
|
---|
| 1488 | if (sumMin > rad)
|
---|
| 1489 | return -1; // no intersection between sphere and box
|
---|
| 1490 |
|
---|
| 1491 | // sumMin < rad
|
---|
| 1492 | if (sumMax < rad)
|
---|
| 1493 | return 1; // the sphere contains the box completely
|
---|
| 1494 |
|
---|
| 1495 | // partial intersection, part of the box is outside the sphere
|
---|
| 1496 | return 0;
|
---|
| 1497 | #endif
|
---|
| 1498 | }
|
---|
| 1499 | #endif
|
---|
| 1500 |
|
---|
| 1501 | // Given the cube describe by the center and the half-sie,
|
---|
| 1502 | // determine the mutual position between the cube and the box
|
---|
| 1503 | int
|
---|
| 1504 | AxisAlignedBox3::MutualPositionWithCube(const Vector3 ¢er, float radius) const
|
---|
| 1505 | {
|
---|
| 1506 | // the cube is described by the center and the distance to the any face
|
---|
| 1507 | // along the axes
|
---|
| 1508 |
|
---|
| 1509 | // Note on efficiency!
|
---|
| 1510 | // Can be quite optimized using tables, but I do not have time
|
---|
| 1511 | // V.H. 18/11/2001
|
---|
| 1512 |
|
---|
| 1513 | AxisAlignedBox3 a =
|
---|
| 1514 | AxisAlignedBox3(Vector3(center.x - radius, center.y - radius, center.z - radius),
|
---|
| 1515 | Vector3(center.x + radius, center.y + radius, center.z + radius));
|
---|
| 1516 |
|
---|
| 1517 | if (a.Includes(*this))
|
---|
| 1518 | return 1; // cube contains the box
|
---|
| 1519 |
|
---|
| 1520 | if (OverlapS(a,*this))
|
---|
| 1521 | return 0; // cube partially overlap the box
|
---|
| 1522 |
|
---|
| 1523 | return -1; // completely separate
|
---|
| 1524 | }
|
---|
| 1525 |
|
---|
| 1526 | void
|
---|
| 1527 | AxisAlignedBox3::GetSqrDistances(const Vector3 &point,
|
---|
| 1528 | float &minDistance,
|
---|
| 1529 | float &maxDistance
|
---|
[209] | 1530 | ) const
|
---|
[162] | 1531 | {
|
---|
| 1532 |
|
---|
| 1533 |
|
---|
| 1534 | #ifndef __VECTOR_HACK
|
---|
| 1535 | #error "__VECTOR_HACK for Vector3 was not defined"
|
---|
| 1536 | #endif
|
---|
| 1537 |
|
---|
| 1538 | // some overlap is possible, check the distance of vertices
|
---|
| 1539 | float sumMin = 0;
|
---|
| 1540 | float sumMax = 0;
|
---|
| 1541 |
|
---|
| 1542 | // Try to minimize the function of a distance
|
---|
| 1543 | // from the sphere center
|
---|
| 1544 |
|
---|
| 1545 | const float *minp = &(mMin[0]);
|
---|
| 1546 | const float *maxp = &(mMax[0]);
|
---|
| 1547 | const float *pcenter = &(point[0]);
|
---|
| 1548 |
|
---|
| 1549 | // for x-axis
|
---|
| 1550 | for (int i = 0; i < 3; i++, minp++, maxp++, pcenter++) {
|
---|
| 1551 | float minsqr = sqr(*minp - *pcenter);
|
---|
| 1552 | float maxsqr = sqr(*maxp - *pcenter);
|
---|
| 1553 | if (*pcenter < *minp)
|
---|
| 1554 | sumMin += minsqr;
|
---|
| 1555 | else
|
---|
| 1556 | if (*pcenter > *maxp)
|
---|
| 1557 | sumMin += maxsqr;
|
---|
| 1558 | sumMax += (minsqr > maxsqr) ? minsqr : maxsqr;
|
---|
| 1559 | }
|
---|
| 1560 |
|
---|
| 1561 | minDistance = sumMin;
|
---|
| 1562 | maxDistance = sumMax;
|
---|
| 1563 | }
|
---|
| 1564 |
|
---|
| 1565 |
|
---|
[177] | 1566 | int
|
---|
| 1567 | AxisAlignedBox3::Side(const Plane3 &plane) const
|
---|
| 1568 | {
|
---|
| 1569 | Vector3 v;
|
---|
| 1570 | int i, m=3, M=-3, s;
|
---|
| 1571 |
|
---|
| 1572 | for (i=0;i<8;i++) {
|
---|
| 1573 | GetVertex(i, v);
|
---|
| 1574 | if((s = plane.Side(v)) < m)
|
---|
| 1575 | m=s;
|
---|
| 1576 | if(s > M)
|
---|
| 1577 | M=s;
|
---|
| 1578 | if (m && m==-M)
|
---|
| 1579 | return 0;
|
---|
| 1580 | }
|
---|
| 1581 |
|
---|
| 1582 | return (m == M) ? m : m + M;
|
---|
| 1583 | }
|
---|
[191] | 1584 |
|
---|
[697] | 1585 |
|
---|
| 1586 | Plane3 AxisAlignedBox3::GetPlane(const int face) const
|
---|
| 1587 | {
|
---|
| 1588 | switch (face)
|
---|
| 1589 | {
|
---|
| 1590 |
|
---|
| 1591 | case 0:
|
---|
| 1592 | return Plane3(Vector3(-1, 0, 0), mMin);
|
---|
| 1593 | case 1:
|
---|
| 1594 | return Plane3(Vector3(1, 0, 0), mMax);
|
---|
| 1595 | case 2:
|
---|
| 1596 | return Plane3(Vector3(0, -1, 0), mMin);
|
---|
| 1597 | case 3:
|
---|
| 1598 | return Plane3(Vector3(0, 1, 0), mMax);
|
---|
| 1599 | case 4:
|
---|
| 1600 | return Plane3(Vector3(0, 0, -1), mMin);
|
---|
| 1601 | case 5:
|
---|
| 1602 | return Plane3(Vector3(0, 0, 1), mMax);
|
---|
| 1603 | }
|
---|
| 1604 |
|
---|
| 1605 | // should not come here
|
---|
| 1606 | return Plane3();
|
---|
| 1607 | }
|
---|
| 1608 |
|
---|
| 1609 |
|
---|
[191] | 1610 | int
|
---|
| 1611 | AxisAlignedBox3::GetFaceVisibilityMask(const Rectangle3 &rectangle) const
|
---|
| 1612 | {
|
---|
| 1613 | int mask = 0;
|
---|
| 1614 | for (int i=0; i < 4; i++)
|
---|
| 1615 | mask |= GetFaceVisibilityMask(rectangle.mVertices[i]);
|
---|
| 1616 | return mask;
|
---|
| 1617 | }
|
---|
| 1618 |
|
---|
[697] | 1619 |
|
---|
[191] | 1620 | int
|
---|
| 1621 | AxisAlignedBox3::GetFaceVisibilityMask(const Vector3 &position) const {
|
---|
| 1622 |
|
---|
| 1623 | // assume that we are not inside the box
|
---|
| 1624 | int c=0;
|
---|
| 1625 |
|
---|
| 1626 | if (position.x<(mMin.x-Limits::Small))
|
---|
| 1627 | c|=1;
|
---|
| 1628 | else
|
---|
| 1629 | if (position.x>(mMax.x+Limits::Small))
|
---|
| 1630 | c|=2;
|
---|
| 1631 |
|
---|
| 1632 | if (position.y<(mMin.y-Limits::Small))
|
---|
| 1633 | c|=4;
|
---|
| 1634 | else
|
---|
| 1635 | if (position.y>(mMax.y+Limits::Small))
|
---|
| 1636 | c|=8;
|
---|
| 1637 |
|
---|
| 1638 | if (position.z<(mMin.z-Limits::Small))
|
---|
| 1639 | c|=16;
|
---|
| 1640 | else
|
---|
| 1641 | if (position.z>(mMax.z+Limits::Small))
|
---|
| 1642 | c|=32;
|
---|
| 1643 |
|
---|
| 1644 | return c;
|
---|
| 1645 | }
|
---|
| 1646 |
|
---|
| 1647 |
|
---|
| 1648 | Rectangle3
|
---|
| 1649 | AxisAlignedBox3::GetFace(const int face) const
|
---|
| 1650 | {
|
---|
| 1651 | Vector3 v[4];
|
---|
| 1652 | switch (face) {
|
---|
| 1653 |
|
---|
| 1654 | case 0:
|
---|
| 1655 | v[3].SetValue(mMin.x,mMin.y,mMin.z);
|
---|
| 1656 | v[2].SetValue(mMin.x,mMax.y,mMin.z);
|
---|
| 1657 | v[1].SetValue(mMin.x,mMax.y,mMax.z);
|
---|
| 1658 | v[0].SetValue(mMin.x,mMin.y,mMax.z);
|
---|
| 1659 | break;
|
---|
| 1660 |
|
---|
| 1661 | case 1:
|
---|
| 1662 | v[0].SetValue(mMax.x,mMin.y,mMin.z);
|
---|
| 1663 | v[1].SetValue(mMax.x,mMax.y,mMin.z);
|
---|
| 1664 | v[2].SetValue(mMax.x,mMax.y,mMax.z);
|
---|
| 1665 | v[3].SetValue(mMax.x,mMin.y,mMax.z);
|
---|
| 1666 | break;
|
---|
| 1667 |
|
---|
| 1668 | case 2:
|
---|
| 1669 | v[3].SetValue(mMin.x,mMin.y,mMin.z);
|
---|
| 1670 | v[2].SetValue(mMin.x,mMin.y,mMax.z);
|
---|
| 1671 | v[1].SetValue(mMax.x,mMin.y,mMax.z);
|
---|
| 1672 | v[0].SetValue(mMax.x,mMin.y,mMin.z);
|
---|
| 1673 | break;
|
---|
| 1674 |
|
---|
| 1675 | case 3:
|
---|
| 1676 | v[0].SetValue(mMin.x,mMax.y,mMin.z);
|
---|
| 1677 | v[1].SetValue(mMin.x,mMax.y,mMax.z);
|
---|
| 1678 | v[2].SetValue(mMax.x,mMax.y,mMax.z);
|
---|
| 1679 | v[3].SetValue(mMax.x,mMax.y,mMin.z);
|
---|
| 1680 | break;
|
---|
| 1681 |
|
---|
| 1682 | case 4:
|
---|
| 1683 | v[3].SetValue(mMin.x,mMin.y,mMin.z);
|
---|
| 1684 | v[2].SetValue(mMax.x,mMin.y,mMin.z);
|
---|
| 1685 | v[1].SetValue(mMax.x,mMax.y,mMin.z);
|
---|
| 1686 | v[0].SetValue(mMin.x,mMax.y,mMin.z);
|
---|
| 1687 | break;
|
---|
| 1688 |
|
---|
| 1689 | case 5:
|
---|
| 1690 | v[0].SetValue(mMin.x,mMin.y,mMax.z);
|
---|
| 1691 | v[1].SetValue(mMax.x,mMin.y,mMax.z);
|
---|
| 1692 | v[2].SetValue(mMax.x,mMax.y,mMax.z);
|
---|
| 1693 | v[3].SetValue(mMin.x,mMax.y,mMax.z);
|
---|
| 1694 | break;
|
---|
| 1695 | }
|
---|
| 1696 |
|
---|
| 1697 | return Rectangle3(v[0], v[1], v[2], v[3]);
|
---|
| 1698 | }
|
---|
[313] | 1699 |
|
---|
[318] | 1700 | struct VertexData
|
---|
| 1701 | {
|
---|
| 1702 | Vector3 mVertex;
|
---|
| 1703 | float mAngle;
|
---|
| 1704 |
|
---|
| 1705 | VertexData(Vector3 vtx, float angle): mVertex(vtx), mAngle(angle)
|
---|
| 1706 | {}
|
---|
| 1707 |
|
---|
| 1708 | bool operator<(const VertexData &b) const
|
---|
[372] | 1709 | {
|
---|
| 1710 | return mAngle > b.mAngle;
|
---|
[318] | 1711 | }
|
---|
| 1712 | };
|
---|
| 1713 |
|
---|
[312] | 1714 | // TODO: use a table to avoid normal and distance computations
|
---|
[448] | 1715 | Polygon3 *AxisAlignedBox3::CrossSection(const Plane3 &plane) const
|
---|
[372] | 1716 | {
|
---|
| 1717 | Polygon3 *planePoly = new Polygon3();
|
---|
| 1718 |
|
---|
| 1719 | int side[8];
|
---|
| 1720 | bool onFrontSide = false, onBackSide = false;
|
---|
| 1721 |
|
---|
| 1722 | Vector3 vtx;
|
---|
[1768] | 1723 |
|
---|
| 1724 | //////////////
|
---|
[372] | 1725 | //-- compute classification of vertices
|
---|
[1768] | 1726 |
|
---|
[372] | 1727 | for (int i = 0; i < 8; ++i)
|
---|
| 1728 | {
|
---|
| 1729 | GetVertex(i, vtx);
|
---|
| 1730 | side[i] = plane.Side(vtx);
|
---|
| 1731 | if (side[i] > 0)
|
---|
| 1732 | onFrontSide = true;
|
---|
| 1733 | else if (side[i] < 0)
|
---|
| 1734 | onBackSide = true;
|
---|
| 1735 | else // vertex coincident => push_back
|
---|
| 1736 | planePoly->mVertices.push_back(vtx);
|
---|
| 1737 | }
|
---|
| 1738 |
|
---|
[1768] | 1739 | ///////////
|
---|
[372] | 1740 | //-- find intersections
|
---|
[1768] | 1741 |
|
---|
[372] | 1742 | if (onFrontSide && onBackSide)
|
---|
| 1743 | {
|
---|
| 1744 | Vector3 ptA, ptB;
|
---|
| 1745 | for (int i = 0; i < 12; ++ i)
|
---|
| 1746 | {
|
---|
| 1747 | int aIdx, bIdx;
|
---|
| 1748 | GetEdge(i, aIdx, bIdx);
|
---|
| 1749 |
|
---|
| 1750 | ptA = GetVertex(aIdx);
|
---|
| 1751 | ptB = GetVertex(bIdx);
|
---|
| 1752 |
|
---|
| 1753 | int sideA = side[aIdx];
|
---|
| 1754 | int sideB = side[bIdx];
|
---|
| 1755 |
|
---|
| 1756 | if (((sideA > 0) && (sideB < 0)) || (sideA < 0) && (sideB > 0))
|
---|
| 1757 | planePoly->mVertices.push_back(plane.FindIntersection(ptA, ptB));
|
---|
| 1758 | }
|
---|
| 1759 | }
|
---|
| 1760 |
|
---|
[540] | 1761 | // order intersections
|
---|
[372] | 1762 | if (planePoly->mVertices.size() > 3)
|
---|
| 1763 | {
|
---|
| 1764 | Vector3 centerOfMass(0);
|
---|
[1768] | 1765 |
|
---|
[372] | 1766 | int i;
|
---|
| 1767 | // compute center of mass
|
---|
| 1768 | for (i = 0; i < (int)planePoly->mVertices.size(); ++ i)
|
---|
| 1769 | centerOfMass += planePoly->mVertices[i];
|
---|
| 1770 |
|
---|
| 1771 | centerOfMass /= (float)planePoly->mVertices.size();
|
---|
| 1772 |
|
---|
| 1773 | vector<VertexData> vertexData;
|
---|
| 1774 | Vector3 refVec = Normalize(centerOfMass - planePoly->mVertices[0]);
|
---|
| 1775 |
|
---|
| 1776 | // compute angle to reference point
|
---|
| 1777 | for (i = 1; i < (int)planePoly->mVertices.size(); ++ i)
|
---|
[1768] | 1778 | {
|
---|
[372] | 1779 | float angle =
|
---|
| 1780 | Angle(refVec, centerOfMass - planePoly->mVertices[i], plane.mNormal);
|
---|
| 1781 |
|
---|
| 1782 | vertexData.push_back(VertexData(planePoly->mVertices[i], angle));
|
---|
[1768] | 1783 | }
|
---|
[372] | 1784 |
|
---|
| 1785 | std::stable_sort(vertexData.begin(), vertexData.end());
|
---|
| 1786 |
|
---|
| 1787 | // update vertices
|
---|
| 1788 | for (i = 1; i < (int)planePoly->mVertices.size(); ++ i)
|
---|
| 1789 | planePoly->mVertices[i] = vertexData[i - 1].mVertex;
|
---|
| 1790 | }
|
---|
| 1791 | else if (planePoly->mVertices.size() == 3)
|
---|
| 1792 | {
|
---|
| 1793 | // fix orientation if needed
|
---|
[318] | 1794 | if (DotProd(planePoly->GetNormal(), plane.mNormal) < 0)
|
---|
| 1795 | {
|
---|
| 1796 | Vector3 v = planePoly->mVertices[1];
|
---|
| 1797 | planePoly->mVertices[1] = planePoly->mVertices[2];
|
---|
| 1798 | planePoly->mVertices[2] = v;
|
---|
[372] | 1799 | }
|
---|
| 1800 | }
|
---|
| 1801 |
|
---|
| 1802 | return planePoly;
|
---|
| 1803 | }
|
---|
[448] | 1804 |
|
---|
[557] | 1805 |
|
---|
[463] | 1806 | bool AxisAlignedBox3::GetRaySegment(const Ray &ray,
|
---|
| 1807 | float &minT,
|
---|
| 1808 | float &maxT) const
|
---|
| 1809 | {
|
---|
[704] | 1810 | maxT = 1e15f;
|
---|
[463] | 1811 | minT = 0;
|
---|
| 1812 |
|
---|
[557] | 1813 | // test with bounding box
|
---|
[463] | 1814 | if (!GetMinMaxT(ray, &minT, &maxT))
|
---|
| 1815 | return false;
|
---|
| 1816 |
|
---|
[557] | 1817 | if (minT < 0)
|
---|
[463] | 1818 | minT = 0;
|
---|
| 1819 |
|
---|
| 1820 | // bound ray or line segment
|
---|
| 1821 | if (//(ray.GetType() == Ray::LOCAL_RAY) &&
|
---|
| 1822 | !ray.intersections.empty() &&
|
---|
| 1823 | (ray.intersections[0].mT <= maxT))
|
---|
| 1824 | {
|
---|
| 1825 | maxT = ray.intersections[0].mT;
|
---|
| 1826 | }
|
---|
| 1827 |
|
---|
| 1828 | return true;
|
---|
| 1829 | }
|
---|
[482] | 1830 |
|
---|
| 1831 |
|
---|
[492] | 1832 | // Compute tmin and tmax for a ray, whenever required .. need not pierce box
|
---|
| 1833 | int
|
---|
| 1834 | AxisAlignedBox3::ComputeMinMaxT(const Vector3 &origin,
|
---|
| 1835 | const Vector3 &direction,
|
---|
| 1836 | float *tmin,
|
---|
| 1837 | float *tmax) const
|
---|
| 1838 | {
|
---|
| 1839 |
|
---|
| 1840 | register float minx, maxx;
|
---|
| 1841 |
|
---|
| 1842 |
|
---|
| 1843 | Vector3 invDirection;
|
---|
[503] | 1844 | const float eps = 1e-6f;
|
---|
| 1845 | const float invEps = 1e6f;
|
---|
[492] | 1846 |
|
---|
| 1847 | // it does change the ray direction very slightly,
|
---|
| 1848 | // but the size direction vector is not practically changed
|
---|
| 1849 |
|
---|
| 1850 | if (fabs(direction.x) < eps) {
|
---|
[503] | 1851 | if (direction.x < 0.0f)
|
---|
[492] | 1852 | invDirection.x = -invEps;
|
---|
| 1853 | else
|
---|
| 1854 | invDirection.x = invEps;
|
---|
| 1855 | }
|
---|
| 1856 | else
|
---|
[503] | 1857 | invDirection.x = 1.0f / direction.x;
|
---|
[492] | 1858 |
|
---|
| 1859 | if (fabs(direction.y) < eps) {
|
---|
| 1860 | if (direction.y < 0.0)
|
---|
| 1861 | invDirection.y = -invEps;
|
---|
| 1862 | else
|
---|
| 1863 | invDirection.y = invEps;
|
---|
| 1864 | }
|
---|
| 1865 | else
|
---|
[503] | 1866 | invDirection.y = 1.0f / direction.y;
|
---|
[492] | 1867 |
|
---|
| 1868 | if (fabs(direction.z) < eps) {
|
---|
[503] | 1869 | if (direction.z < 0.0f)
|
---|
[492] | 1870 | invDirection.z = -invEps;
|
---|
| 1871 | else
|
---|
| 1872 | invDirection.z = invEps;
|
---|
| 1873 | }
|
---|
| 1874 | else
|
---|
[503] | 1875 | invDirection.z = 1.0f / direction.z;
|
---|
[492] | 1876 |
|
---|
| 1877 |
|
---|
| 1878 |
|
---|
[503] | 1879 | if (fabs(direction.x) < 0.001f) {
|
---|
[492] | 1880 | if (mMin.x < origin.x && mMax.x > origin.x) {
|
---|
| 1881 | minx = -MAXFLOAT;
|
---|
| 1882 | maxx = MAXFLOAT;
|
---|
| 1883 | }
|
---|
| 1884 | else
|
---|
| 1885 | return 0;
|
---|
| 1886 | }
|
---|
| 1887 | else {
|
---|
| 1888 | float t1 = (mMin.x - origin.x) * invDirection.x;
|
---|
| 1889 | float t2 = (mMax.x - origin.x) * invDirection.x;
|
---|
| 1890 | if (t1 < t2) {
|
---|
| 1891 | minx = t1;
|
---|
| 1892 | maxx = t2;
|
---|
| 1893 | }
|
---|
| 1894 | else {
|
---|
| 1895 | minx = t2;
|
---|
| 1896 | maxx = t1;
|
---|
| 1897 | }
|
---|
| 1898 | // if (maxx < 0.0)
|
---|
| 1899 | // return 0;
|
---|
| 1900 | }
|
---|
| 1901 |
|
---|
| 1902 | *tmin = minx;
|
---|
| 1903 | *tmax = maxx;
|
---|
| 1904 |
|
---|
| 1905 | if (fabs(direction.y) < 0.001) {
|
---|
| 1906 | if (mMin.y < origin.y && mMax.y > origin.y) {
|
---|
| 1907 | minx = -MAXFLOAT;
|
---|
| 1908 | maxx = MAXFLOAT;
|
---|
| 1909 | }
|
---|
| 1910 | else
|
---|
| 1911 | return 0;
|
---|
| 1912 | }
|
---|
| 1913 | else {
|
---|
| 1914 | float t1 = (mMin.y - origin.y) * invDirection.y;
|
---|
| 1915 | float t2 = (mMax.y - origin.y) * invDirection.y;
|
---|
| 1916 | if (t1 < t2) {
|
---|
| 1917 | minx = t1;
|
---|
| 1918 | maxx = t2;
|
---|
| 1919 | }
|
---|
| 1920 | else {
|
---|
| 1921 | minx = t2;
|
---|
| 1922 | maxx = t1;
|
---|
| 1923 | }
|
---|
| 1924 | // if (maxx < 0.0)
|
---|
| 1925 | // return 0;
|
---|
| 1926 | }
|
---|
| 1927 |
|
---|
| 1928 | if (minx > *tmin)
|
---|
| 1929 | *tmin = minx;
|
---|
| 1930 | if (maxx < *tmax)
|
---|
| 1931 | *tmax = maxx;
|
---|
| 1932 |
|
---|
| 1933 | if (fabs(direction.z) < 0.001) {
|
---|
| 1934 | if (mMin.z < origin.z && mMax.z > origin.z) {
|
---|
| 1935 | minx = -MAXFLOAT;
|
---|
| 1936 | maxx = MAXFLOAT;
|
---|
| 1937 | }
|
---|
| 1938 | else
|
---|
| 1939 | return 0;
|
---|
| 1940 | }
|
---|
| 1941 | else {
|
---|
| 1942 | float t1 = (mMin.z - origin.z) * invDirection.z;
|
---|
| 1943 | float t2 = (mMax.z - origin.z) * invDirection.z;
|
---|
| 1944 | if (t1 < t2) {
|
---|
| 1945 | minx = t1;
|
---|
| 1946 | maxx = t2;
|
---|
| 1947 | }
|
---|
| 1948 | else {
|
---|
| 1949 | minx = t2;
|
---|
| 1950 | maxx = t1;
|
---|
| 1951 | }
|
---|
| 1952 | // if (maxx < 0.0)
|
---|
| 1953 | // return 0;
|
---|
| 1954 | }
|
---|
| 1955 |
|
---|
| 1956 | if (minx > *tmin)
|
---|
| 1957 | *tmin = minx;
|
---|
| 1958 | if (maxx < *tmax)
|
---|
| 1959 | *tmax = maxx;
|
---|
| 1960 |
|
---|
| 1961 | return 1; // yes, intersection was found
|
---|
| 1962 | }
|
---|
| 1963 |
|
---|
| 1964 |
|
---|
[482] | 1965 | bool AxisAlignedBox3::GetIntersectionFace(Rectangle3 &face,
|
---|
| 1966 | const AxisAlignedBox3 &neighbour) const
|
---|
| 1967 |
|
---|
| 1968 | {
|
---|
| 1969 | if (EpsilonEqual(mMin[0], neighbour.Max(0)))
|
---|
| 1970 | {
|
---|
| 1971 | float maxy = min(mMax.y, neighbour.mMax.y);
|
---|
| 1972 | float maxz = min(mMax.z, neighbour.mMax.z);
|
---|
| 1973 | float miny = max(mMin.y, neighbour.mMin.y);
|
---|
| 1974 | float minz = max(mMin.z, neighbour.mMin.z);
|
---|
| 1975 |
|
---|
| 1976 | face.mVertices[3].SetValue(mMin.x, miny, minz);
|
---|
| 1977 | face.mVertices[2].SetValue(mMin.x, maxy, minz);
|
---|
| 1978 | face.mVertices[1].SetValue(mMin.x, maxy, maxz);
|
---|
| 1979 | face.mVertices[0].SetValue(mMin.x, miny, maxz);
|
---|
| 1980 |
|
---|
| 1981 | return true;
|
---|
| 1982 | }
|
---|
| 1983 | if (EpsilonEqual(mMax[0], neighbour.Min(0)))
|
---|
| 1984 | {
|
---|
| 1985 | float maxy = min(mMax.y, neighbour.mMax.y);
|
---|
| 1986 | float maxz = min(mMax.z, neighbour.mMax.z);
|
---|
| 1987 | float miny = max(mMin.y, neighbour.mMin.y);
|
---|
| 1988 | float minz = max(mMin.z, neighbour.mMin.z);
|
---|
| 1989 |
|
---|
| 1990 | face.mVertices[0].SetValue(mMax.x, miny, minz);
|
---|
| 1991 | face.mVertices[1].SetValue(mMax.x, maxy, minz);
|
---|
| 1992 | face.mVertices[2].SetValue(mMax.x, maxy, maxz);
|
---|
| 1993 | face.mVertices[3].SetValue(mMax.x, miny, maxz);
|
---|
| 1994 |
|
---|
| 1995 | return true;
|
---|
| 1996 | }
|
---|
| 1997 | if (EpsilonEqual(mMin[1], neighbour.Max(1)))
|
---|
| 1998 | {
|
---|
| 1999 | float maxx = min(mMax.x, neighbour.mMax.x);
|
---|
| 2000 | float maxz = min(mMax.z, neighbour.mMax.z);
|
---|
| 2001 | float minx = max(mMin.x, neighbour.mMin.x);
|
---|
| 2002 | float minz = max(mMin.z, neighbour.mMin.z);
|
---|
| 2003 |
|
---|
| 2004 | face.mVertices[3].SetValue(minx, mMin.y, minz);
|
---|
| 2005 | face.mVertices[2].SetValue(minx, mMin.y, maxz);
|
---|
| 2006 | face.mVertices[1].SetValue(maxx, mMin.y, maxz);
|
---|
| 2007 | face.mVertices[0].SetValue(maxx, mMin.y, minz);
|
---|
| 2008 |
|
---|
| 2009 | return true;
|
---|
| 2010 | }
|
---|
| 2011 | if (EpsilonEqual(mMax[1], neighbour.Min(1)))
|
---|
| 2012 | {
|
---|
| 2013 | float maxx = min(mMax.x, neighbour.mMax.x);
|
---|
| 2014 | float maxz = min(mMax.z, neighbour.mMax.z);
|
---|
| 2015 | float minx = max(mMin.x, neighbour.mMin.x);
|
---|
| 2016 | float minz = max(mMin.z, neighbour.mMin.z);
|
---|
| 2017 |
|
---|
| 2018 | face.mVertices[0].SetValue(minx, mMax.y, minz);
|
---|
| 2019 | face.mVertices[1].SetValue(minx, mMax.y, maxz);
|
---|
| 2020 | face.mVertices[2].SetValue(maxx, mMax.y, maxz);
|
---|
| 2021 | face.mVertices[3].SetValue(maxx, mMax.y, minz);
|
---|
| 2022 |
|
---|
| 2023 | return true;
|
---|
| 2024 | }
|
---|
| 2025 | if (EpsilonEqual(mMin[2], neighbour.Max(2)))
|
---|
| 2026 | {
|
---|
| 2027 | float maxx = min(mMax.x, neighbour.mMax.x);
|
---|
| 2028 | float maxy = min(mMax.y, neighbour.mMax.y);
|
---|
| 2029 | float minx = max(mMin.x, neighbour.mMin.x);
|
---|
| 2030 | float miny = max(mMin.y, neighbour.mMin.y);
|
---|
| 2031 |
|
---|
| 2032 | face.mVertices[3].SetValue(minx, miny, mMin.z);
|
---|
| 2033 | face.mVertices[2].SetValue(maxx, miny, mMin.z);
|
---|
| 2034 | face.mVertices[1].SetValue(maxx, maxy, mMin.z);
|
---|
| 2035 | face.mVertices[0].SetValue(minx, maxy, mMin.z);
|
---|
| 2036 |
|
---|
| 2037 | return true;
|
---|
| 2038 | }
|
---|
| 2039 | if (EpsilonEqual(mMax[2], neighbour.Min(2)))
|
---|
| 2040 | {
|
---|
| 2041 | float maxx = min(mMax.x, neighbour.mMax.x);
|
---|
| 2042 | float maxy = min(mMax.y, neighbour.mMax.y);
|
---|
| 2043 | float minx = max(mMin.x, neighbour.mMin.x);
|
---|
| 2044 | float miny = max(mMin.y, neighbour.mMin.y);
|
---|
| 2045 |
|
---|
| 2046 | face.mVertices[0].SetValue(minx, miny, mMax.z);
|
---|
| 2047 | face.mVertices[1].SetValue(maxx, miny, mMax.z);
|
---|
| 2048 | face.mVertices[2].SetValue(maxx, maxy, mMax.z);
|
---|
| 2049 | face.mVertices[3].SetValue(minx, maxy, mMax.z);
|
---|
| 2050 |
|
---|
| 2051 | return true;
|
---|
| 2052 | }
|
---|
| 2053 |
|
---|
| 2054 | return false;
|
---|
| 2055 | }
|
---|
| 2056 |
|
---|
[486] | 2057 |
|
---|
[860] | 2058 | void IncludeBoxInMesh(const AxisAlignedBox3 &box, Mesh &mesh)
|
---|
[486] | 2059 | {
|
---|
| 2060 | // add 6 vertices of the box
|
---|
[860] | 2061 | int index = (int)mesh.mVertices.size();
|
---|
[486] | 2062 |
|
---|
[860] | 2063 | for (int i=0; i < 8; ++ i)
|
---|
[486] | 2064 | {
|
---|
| 2065 | Vector3 v;
|
---|
[860] | 2066 | box.GetVertex(i, v);
|
---|
| 2067 | mesh.mVertices.push_back(v);
|
---|
[486] | 2068 | }
|
---|
| 2069 |
|
---|
[860] | 2070 | mesh.AddFace(new Face(index + 0, index + 1, index + 3, index + 2) );
|
---|
| 2071 | mesh.AddFace(new Face(index + 0, index + 2, index + 6, index + 4) );
|
---|
| 2072 | mesh.AddFace(new Face(index + 4, index + 6, index + 7, index + 5) );
|
---|
[486] | 2073 |
|
---|
[860] | 2074 | mesh.AddFace(new Face(index + 3, index + 1, index + 5, index + 7) );
|
---|
| 2075 | mesh.AddFace(new Face(index + 0, index + 4, index + 5, index + 1) );
|
---|
| 2076 | mesh.AddFace(new Face(index + 2, index + 3, index + 7, index + 6) );
|
---|
[542] | 2077 | }
|
---|
[486] | 2078 |
|
---|
[542] | 2079 |
|
---|
| 2080 | void AxisAlignedBox3::ExtractPolys(PolygonContainer &polys) const
|
---|
| 2081 | {
|
---|
| 2082 | Polygon3 *face1 = new Polygon3();
|
---|
| 2083 | polys.push_back(face1);
|
---|
| 2084 |
|
---|
[545] | 2085 | face1->mVertices.push_back(Vector3(mMin.x, mMin.y, mMax.z));
|
---|
| 2086 | face1->mVertices.push_back(Vector3(mMin.x, mMax.y, mMax.z));
|
---|
| 2087 | face1->mVertices.push_back(Vector3(mMin.x, mMax.y ,mMin.z));
|
---|
| 2088 | face1->mVertices.push_back(Vector3(mMin.x, mMin.y, mMin.z));
|
---|
[542] | 2089 |
|
---|
| 2090 | Polygon3 *face2 = new Polygon3();
|
---|
| 2091 | polys.push_back(face2);
|
---|
[545] | 2092 |
|
---|
| 2093 | face2->mVertices.push_back(Vector3(mMax.x, mMin.y, mMin.z));
|
---|
| 2094 | face2->mVertices.push_back(Vector3(mMax.x, mMax.y, mMin.z));
|
---|
| 2095 | face2->mVertices.push_back(Vector3(mMax.x, mMax.y, mMax.z));
|
---|
| 2096 | face2->mVertices.push_back(Vector3(mMax.x, mMin.y, mMax.z));
|
---|
[542] | 2097 |
|
---|
| 2098 | Polygon3 *face3 = new Polygon3();
|
---|
| 2099 | polys.push_back(face3);
|
---|
| 2100 |
|
---|
[545] | 2101 | face3->mVertices.push_back(Vector3(mMax.x, mMin.y ,mMin.z));
|
---|
| 2102 | face3->mVertices.push_back(Vector3(mMax.x, mMin.y, mMax.z));
|
---|
| 2103 | face3->mVertices.push_back(Vector3(mMin.x, mMin.y, mMax.z));
|
---|
| 2104 | face3->mVertices.push_back(Vector3(mMin.x, mMin.y, mMin.z));
|
---|
[542] | 2105 |
|
---|
| 2106 | Polygon3 *face4 = new Polygon3();
|
---|
| 2107 | polys.push_back(face4);
|
---|
| 2108 |
|
---|
[545] | 2109 | face4->mVertices.push_back(Vector3(mMin.x, mMax.y, mMin.z));
|
---|
| 2110 | face4->mVertices.push_back(Vector3(mMin.x, mMax.y, mMax.z));
|
---|
| 2111 | face4->mVertices.push_back(Vector3(mMax.x, mMax.y, mMax.z));
|
---|
| 2112 | face4->mVertices.push_back(Vector3(mMax.x, mMax.y, mMin.z));
|
---|
[542] | 2113 |
|
---|
| 2114 | Polygon3 *face5 = new Polygon3();
|
---|
| 2115 | polys.push_back(face5);
|
---|
| 2116 |
|
---|
[545] | 2117 | face5->mVertices.push_back(Vector3(mMin.x, mMax.y, mMin.z));
|
---|
| 2118 | face5->mVertices.push_back(Vector3(mMax.x, mMax.y, mMin.z));
|
---|
| 2119 | face5->mVertices.push_back(Vector3(mMax.x, mMin.y, mMin.z));
|
---|
| 2120 | face5->mVertices.push_back(Vector3(mMin.x, mMin.y, mMin.z));
|
---|
[542] | 2121 |
|
---|
| 2122 | Polygon3 *face6 = new Polygon3();
|
---|
| 2123 | polys.push_back(face6);
|
---|
| 2124 |
|
---|
[545] | 2125 | face6->mVertices.push_back(Vector3(mMin.x, mMin.y, mMax.z));
|
---|
| 2126 | face6->mVertices.push_back(Vector3(mMax.x, mMin.y, mMax.z));
|
---|
| 2127 | face6->mVertices.push_back(Vector3(mMax.x, mMax.y, mMax.z));
|
---|
| 2128 | face6->mVertices.push_back(Vector3(mMin.x, mMax.y, mMax.z));
|
---|
[547] | 2129 |
|
---|
[860] | 2130 | }
|
---|
| 2131 |
|
---|
[1047] | 2132 |
|
---|
[1006] | 2133 | void AxisAlignedBox3::Split(const int axis,
|
---|
| 2134 | const float value,
|
---|
[1047] | 2135 | AxisAlignedBox3 &front,
|
---|
| 2136 | AxisAlignedBox3 &back) const
|
---|
[1006] | 2137 | {
|
---|
[1415] | 2138 | if ((value >= mMin[axis]) && (value <= mMax[axis]))
|
---|
[1006] | 2139 | {
|
---|
[1047] | 2140 | front.mMin = mMin; front.mMax = mMax;
|
---|
| 2141 | back.mMin = mMin; back.mMax = mMax;
|
---|
[1006] | 2142 |
|
---|
[1047] | 2143 | back.mMax[axis] = value;
|
---|
| 2144 | front.mMin[axis] = value;
|
---|
[1006] | 2145 | }
|
---|
| 2146 | }
|
---|
[1047] | 2147 |
|
---|
[1415] | 2148 |
|
---|
| 2149 | void AxisAlignedBox3::Scale(const float scale)
|
---|
| 2150 | {
|
---|
| 2151 | Vector3 newSize = Size()*(scale*0.5f);
|
---|
| 2152 | Vector3 center = Center();
|
---|
| 2153 | mMin = center - newSize;
|
---|
| 2154 | mMax = center + newSize;
|
---|
| 2155 | }
|
---|
[1047] | 2156 |
|
---|
[1415] | 2157 |
|
---|
| 2158 | void AxisAlignedBox3::Scale(const Vector3 &scale)
|
---|
| 2159 | {
|
---|
| 2160 | Vector3 newSize = Size()*(scale*0.5f);
|
---|
| 2161 | Vector3 center = Center();
|
---|
| 2162 | mMin = center - newSize;
|
---|
| 2163 | mMax = center + newSize;
|
---|
| 2164 | }
|
---|
| 2165 |
|
---|
| 2166 |
|
---|
| 2167 | void AxisAlignedBox3::Translate(const Vector3 &shift)
|
---|
| 2168 | {
|
---|
| 2169 | mMin += shift;
|
---|
| 2170 | mMax += shift;
|
---|
| 2171 | }
|
---|
| 2172 |
|
---|
| 2173 |
|
---|
[1486] | 2174 | void AxisAlignedBox3::Initialize() {
|
---|
| 2175 | mMin = Vector3(MAXFLOAT);
|
---|
| 2176 | mMax = Vector3(-MAXFLOAT);
|
---|
| 2177 | }
|
---|
| 2178 |
|
---|
| 2179 |
|
---|
| 2180 | Vector3 AxisAlignedBox3::Center() const
|
---|
| 2181 | {
|
---|
| 2182 | return 0.5 * (mMin + mMax);
|
---|
| 2183 | }
|
---|
| 2184 |
|
---|
| 2185 | Vector3 AxisAlignedBox3::Diagonal() const
|
---|
| 2186 | {
|
---|
[1951] | 2187 | return (mMax - mMin);
|
---|
[1486] | 2188 | }
|
---|
| 2189 |
|
---|
| 2190 |
|
---|
| 2191 | float AxisAlignedBox3::Center(const int axis) const
|
---|
| 2192 | {
|
---|
| 2193 | return 0.5f * (mMin[axis] + mMax[axis]);
|
---|
| 2194 | }
|
---|
| 2195 |
|
---|
| 2196 |
|
---|
| 2197 | float AxisAlignedBox3::Min(const int axis) const
|
---|
| 2198 | {
|
---|
| 2199 | return mMin[axis];
|
---|
| 2200 | }
|
---|
| 2201 |
|
---|
| 2202 | float AxisAlignedBox3::Max(const int axis) const {
|
---|
| 2203 | return mMax[axis];
|
---|
| 2204 | }
|
---|
| 2205 |
|
---|
| 2206 | float AxisAlignedBox3::Size(const int axis) const {
|
---|
| 2207 | return Max(axis) - Min(axis);
|
---|
| 2208 | }
|
---|
| 2209 |
|
---|
| 2210 | // Read-only const access tomMin and max vectors using references
|
---|
| 2211 | const Vector3& AxisAlignedBox3::Min() const
|
---|
| 2212 | {
|
---|
| 2213 | return mMin;
|
---|
| 2214 | }
|
---|
| 2215 |
|
---|
| 2216 |
|
---|
| 2217 | const Vector3& AxisAlignedBox3::Max() const
|
---|
| 2218 | {
|
---|
| 2219 | return mMax;
|
---|
| 2220 | }
|
---|
| 2221 |
|
---|
| 2222 |
|
---|
| 2223 | void AxisAlignedBox3::Enlarge (const Vector3 &v)
|
---|
| 2224 | {
|
---|
| 2225 | mMax += v;
|
---|
| 2226 | mMin -= v;
|
---|
| 2227 | }
|
---|
| 2228 |
|
---|
| 2229 |
|
---|
| 2230 | void AxisAlignedBox3::SetMin(const Vector3 &v)
|
---|
| 2231 | {
|
---|
| 2232 | mMin = v;
|
---|
| 2233 | }
|
---|
| 2234 |
|
---|
| 2235 |
|
---|
| 2236 | void AxisAlignedBox3::SetMax(const Vector3 &v)
|
---|
| 2237 | {
|
---|
| 2238 | mMax = v;
|
---|
| 2239 | }
|
---|
| 2240 |
|
---|
| 2241 |
|
---|
| 2242 | void AxisAlignedBox3::SetMin(int axis, const float value)
|
---|
| 2243 | {
|
---|
| 2244 | mMin[axis] = value;
|
---|
| 2245 | }
|
---|
| 2246 |
|
---|
| 2247 |
|
---|
| 2248 | void AxisAlignedBox3::SetMax(int axis, const float value)
|
---|
| 2249 | {
|
---|
| 2250 | mMax[axis] = value;
|
---|
| 2251 | }
|
---|
| 2252 |
|
---|
| 2253 | // Decrease box by given splitting plane
|
---|
| 2254 | void AxisAlignedBox3::Reduce(int axis, int right, float value)
|
---|
| 2255 | {
|
---|
| 2256 | if ( (value >=mMin[axis]) && (value <= mMax[axis]) )
|
---|
| 2257 | if (right)
|
---|
| 2258 | mMin[axis] = value;
|
---|
| 2259 | else
|
---|
| 2260 | mMax[axis] = value;
|
---|
| 2261 | }
|
---|
| 2262 |
|
---|
| 2263 |
|
---|
| 2264 | Vector3 AxisAlignedBox3::Size() const
|
---|
| 2265 | {
|
---|
| 2266 | return mMax - mMin;
|
---|
| 2267 | }
|
---|
| 2268 |
|
---|
[1715] | 2269 | Vector3
|
---|
| 2270 | AxisAlignedBox3::GetRandomPoint() const
|
---|
| 2271 | {
|
---|
| 2272 | Vector3 size = Size();
|
---|
| 2273 |
|
---|
| 2274 | #if 0
|
---|
| 2275 | static HaltonSequence halton;
|
---|
| 2276 |
|
---|
| 2277 | halton.GenerateNext();
|
---|
| 2278 |
|
---|
[1867] | 2279 | return GetRandomPoint(Vector3(halton.GetNumber(1),
|
---|
| 2280 | halton.GetNumber(2),
|
---|
| 2281 | halton.GetNumber(3)));
|
---|
| 2282 |
|
---|
[1715] | 2283 | #else
|
---|
[1867] | 2284 | return GetRandomPoint(Vector3(RandomValue(0.0f, 1.0f),
|
---|
| 2285 | RandomValue(0.0f, 1.0f),
|
---|
| 2286 | RandomValue(0.0f, 1.0f)));
|
---|
[1715] | 2287 | #endif
|
---|
[1581] | 2288 | }
|
---|
[1715] | 2289 |
|
---|
[1867] | 2290 | Vector3
|
---|
| 2291 | AxisAlignedBox3::GetRandomPoint(const Vector3 &r) const
|
---|
| 2292 | {
|
---|
| 2293 | return mMin + Size()*r;
|
---|
| 2294 | }
|
---|
[1772] | 2295 |
|
---|
| 2296 | Vector3 AxisAlignedBox3::GetRandomSurfacePoint() const
|
---|
| 2297 | {
|
---|
| 2298 | const int idx = Random(6);
|
---|
| 2299 |
|
---|
| 2300 | const Rectangle3 face = GetFace(idx);
|
---|
| 2301 |
|
---|
| 2302 | Vector3 point = Vector3(0,0,0);
|
---|
| 2303 | float sum = 0.0f;
|
---|
| 2304 |
|
---|
| 2305 | for (int i = 0; i < 4; ++ i)
|
---|
| 2306 | {
|
---|
| 2307 | const float r = RandomValue(0, 1);
|
---|
| 2308 | sum += r;
|
---|
| 2309 | point += face.mVertices[i] * r;
|
---|
| 2310 | }
|
---|
| 2311 |
|
---|
| 2312 | point *= 1.0f / sum;
|
---|
| 2313 |
|
---|
| 2314 | //normal = face.GetNormal();
|
---|
| 2315 |
|
---|
| 2316 | return point;
|
---|
[1715] | 2317 | }
|
---|
| 2318 |
|
---|
[1824] | 2319 | Vector3
|
---|
| 2320 | AxisAlignedBox3::GetUniformRandomSurfacePoint() const
|
---|
| 2321 | {
|
---|
| 2322 | // get face based on its surface area
|
---|
| 2323 | float pdf[7];
|
---|
| 2324 | pdf[0] = 0.0f;
|
---|
| 2325 | int i;
|
---|
| 2326 | for (i=0; i < 6; i++) {
|
---|
| 2327 | pdf[i+1] = pdf[i] + GetFace(i).GetArea();
|
---|
| 2328 | }
|
---|
| 2329 |
|
---|
| 2330 | float x = RandomValue(0, pdf[6]);
|
---|
| 2331 | for (i=0; i < 6; i++) {
|
---|
| 2332 | if (x < pdf[i])
|
---|
| 2333 | break;
|
---|
| 2334 | }
|
---|
[1772] | 2335 |
|
---|
[1824] | 2336 | const int idx = i-1;
|
---|
| 2337 |
|
---|
| 2338 | const Rectangle3 face = GetFace(idx);
|
---|
| 2339 |
|
---|
| 2340 | Vector3 point = Vector3(0,0,0);
|
---|
| 2341 | float sum = 0.0f;
|
---|
| 2342 |
|
---|
| 2343 | for (i = 0; i < 4; ++ i)
|
---|
| 2344 | {
|
---|
| 2345 | const float r = RandomValue(0, 1);
|
---|
| 2346 | sum += r;
|
---|
| 2347 | point += face.mVertices[i] * r;
|
---|
| 2348 | }
|
---|
| 2349 |
|
---|
| 2350 | point *= 1.0f / sum;
|
---|
| 2351 |
|
---|
| 2352 | //normal = face.GetNormal();
|
---|
| 2353 |
|
---|
| 2354 | return point;
|
---|
[1772] | 2355 | }
|
---|
| 2356 |
|
---|
[1999] | 2357 |
|
---|
| 2358 | bool AxisAlignedBox3::Intersects(const Mesh &mesh) const
|
---|
| 2359 | {
|
---|
| 2360 | VertexContainer::const_iterator vit, vit_end = mesh.mVertices.end();
|
---|
| 2361 |
|
---|
| 2362 | for (vit = mesh.mVertices.begin(); vit != vit_end; ++ vit)
|
---|
| 2363 | {
|
---|
| 2364 | if (IsInside(*vit))
|
---|
| 2365 | return true;
|
---|
| 2366 | }
|
---|
| 2367 |
|
---|
| 2368 | return false;
|
---|
| 2369 | }
|
---|
| 2370 |
|
---|
| 2371 |
|
---|
| 2372 | bool AxisAlignedBox3::Intersects(const Triangle3 &tri) const
|
---|
| 2373 | {
|
---|
| 2374 | if (IsInside(tri.mVertices[0]) ||
|
---|
| 2375 | IsInside(tri.mVertices[1]) ||
|
---|
| 2376 | IsInside(tri.mVertices[2]))
|
---|
| 2377 | {
|
---|
| 2378 | return true;
|
---|
| 2379 | }
|
---|
| 2380 |
|
---|
| 2381 | return false;
|
---|
| 2382 | }
|
---|
| 2383 |
|
---|
[1981] | 2384 | /*
|
---|
| 2385 | int inline GetIntersection(const float fDst1,
|
---|
| 2386 | const float fDst2,
|
---|
| 2387 | const Vector3 p1,
|
---|
| 2388 | const Vector3 p2,
|
---|
| 2389 | const Vector3 &hit)
|
---|
| 2390 | {
|
---|
| 2391 | if ((fDst1 * fDst2) >= 0.0f)
|
---|
| 2392 | return 0;
|
---|
| 2393 |
|
---|
| 2394 | if (fDst1 == fDst2)
|
---|
| 2395 | return 0;
|
---|
| 2396 |
|
---|
| 2397 | hit = p1 + (p2 - p1) * (-fDst1 / (fDst2 - fDst1));
|
---|
| 2398 |
|
---|
| 2399 | return 1;
|
---|
| 2400 | }
|
---|
[1824] | 2401 |
|
---|
[1981] | 2402 |
|
---|
| 2403 | int inline InBox( CVec3 Hit, CVec3 B1, CVec3 B2, const int Axis) {
|
---|
| 2404 | if ( Axis==1 && Hit.z > B1.z && Hit.z < B2.z && Hit.y > B1.y && Hit.y < B2.y) return 1;
|
---|
| 2405 | if ( Axis==2 && Hit.z > B1.z && Hit.z < B2.z && Hit.x > B1.x && Hit.x < B2.x) return 1;
|
---|
| 2406 | if ( Axis==3 && Hit.x > B1.x && Hit.x < B2.x && Hit.y > B1.y && Hit.y < B2.y) return 1;
|
---|
| 2407 | return 0;
|
---|
[1824] | 2408 | }
|
---|
| 2409 |
|
---|
[1981] | 2410 | // returns true if line (L1, L2) intersects with the box (B1, B2)
|
---|
| 2411 | // returns intersection point in Hit
|
---|
| 2412 | int CheckLineBox( CVec3 B1, CVec3 B2, CVec3 L1, CVec3 L2, CVec3 &Hit)
|
---|
| 2413 | {
|
---|
| 2414 | if (L2.x < B1.x && L1.x < B1.x) return false;
|
---|
| 2415 | if (L2.x > B2.x && L1.x > B2.x) return false;
|
---|
| 2416 | if (L2.y < B1.y && L1.y < B1.y) return false;
|
---|
| 2417 | if (L2.y > B2.y && L1.y > B2.y) return false;
|
---|
| 2418 | if (L2.z < B1.z && L1.z < B1.z) return false;
|
---|
| 2419 | if (L2.z > B2.z && L1.z > B2.z) return false;
|
---|
| 2420 | if (L1.x > B1.x && L1.x < B2.x &&
|
---|
| 2421 | L1.y > B1.y && L1.y < B2.y &&
|
---|
| 2422 | L1.z > B1.z && L1.z < B2.z)
|
---|
| 2423 | {Hit = L1;
|
---|
| 2424 | return true;}
|
---|
| 2425 | if ( (GetIntersection( L1.x-B1.x, L2.x-B1.x, L1, L2, Hit) && InBox( Hit, B1, B2, 1 ))
|
---|
| 2426 | || (GetIntersection( L1.y-B1.y, L2.y-B1.y, L1, L2, Hit) && InBox( Hit, B1, B2, 2 ))
|
---|
| 2427 | || (GetIntersection( L1.z-B1.z, L2.z-B1.z, L1, L2, Hit) && InBox( Hit, B1, B2, 3 ))
|
---|
| 2428 | || (GetIntersection( L1.x-B2.x, L2.x-B2.x, L1, L2, Hit) && InBox( Hit, B1, B2, 1 ))
|
---|
| 2429 | || (GetIntersection( L1.y-B2.y, L2.y-B2.y, L1, L2, Hit) && InBox( Hit, B1, B2, 2 ))
|
---|
| 2430 | || (GetIntersection( L1.z-B2.z, L2.z-B2.z, L1, L2, Hit) && InBox( Hit, B1, B2, 3 )))
|
---|
| 2431 | return true;
|
---|
| 2432 |
|
---|
| 2433 | return false;
|
---|
| 2434 | }
|
---|
| 2435 | */
|
---|
| 2436 |
|
---|
| 2437 | }
|
---|
| 2438 |
|
---|