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