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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8 | #include "Polygon3.h"
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9 | #include "Mesh.h"
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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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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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59 | AxisAlignedBox3::Include(const AxisAlignedBox3 &bbox)
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60 | {
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61 | Minimize(mMin, bbox.mMin);
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62 | Maximize(mMax, bbox.mMax);
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63 | }
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64 |
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65 | bool
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66 | AxisAlignedBox3::IsCorrect()
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67 | {
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68 | if ( (mMin.x > mMax.x) ||
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69 | (mMin.y > mMax.y) ||
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70 | (mMin.z > mMax.z) )
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71 | return false; // box is not formed
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72 | return true;
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73 | }
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74 |
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75 | void
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76 | AxisAlignedBox3::GetEdge(const int edge, Vector3 *a, Vector3 *b) const
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77 | {
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78 | switch(edge) {
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79 | case 0:
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80 | a->SetValue(mMin.x, mMin.y, mMin.z);
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81 | b->SetValue(mMin.x, mMin.y, mMax.z);
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82 | break;
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83 | case 1:
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84 | a->SetValue(mMin.x, mMin.y, mMin.z);
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85 | b->SetValue(mMin.x, mMax.y, mMin.z);
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86 | break;
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87 | case 2:
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88 | a->SetValue(mMin.x, mMin.y, mMin.z);
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89 | b->SetValue(mMax.x, mMin.y, mMin.z);
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90 | break;
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91 | case 3:
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92 | a->SetValue(mMax.x, mMax.y, mMax.z);
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93 | b->SetValue(mMax.x, mMax.y, mMin.z);
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94 | break;
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95 | case 4:
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96 | a->SetValue(mMax.x, mMax.y, mMax.z);
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97 | b->SetValue(mMax.x, mMin.y, mMax.z);
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98 | break;
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99 | case 5:
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100 | a->SetValue(mMax.x, mMax.y, mMax.z);
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101 | b->SetValue(mMin.x, mMax.y, mMax.z);
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102 | break;
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103 |
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104 | case 6:
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105 | a->SetValue(mMin.x, mMin.y, mMax.z);
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106 | b->SetValue(mMin.x, mMax.y, mMax.z);
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107 | break;
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108 | case 7:
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109 | a->SetValue(mMin.x, mMin.y, mMax.z);
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110 | b->SetValue(mMax.x, mMin.y, mMax.z);
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111 | break;
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112 | case 8:
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113 | a->SetValue(mMin.x, mMax.y, mMin.z);
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114 | b->SetValue(mMin.x, mMax.y, mMax.z);
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115 | break;
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116 | case 9:
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117 | a->SetValue(mMin.x, mMax.y, mMin.z);
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118 | b->SetValue(mMax.x, mMax.y, mMin.z);
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119 | break;
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120 | case 10:
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121 | a->SetValue(mMax.x, mMin.y, mMin.z);
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122 | b->SetValue(mMax.x, mMax.y, mMin.z);
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123 | break;
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124 | case 11:
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125 | a->SetValue(mMax.x, mMin.y, mMin.z);
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126 | b->SetValue(mMax.x, mMin.y, mMax.z);
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127 | break;
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128 | }
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129 | }
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130 |
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131 | // returns the vertex indices in the range <0..7>, v = 4.x + 2.y + z, where
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132 | // x,y,z are either 0 or 1; (0 .. min coordinate, 1 .. max coordinate)
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133 | void
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134 | AxisAlignedBox3::GetEdge(const int edge, int &aIdx, int &bIdx) const
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135 | {
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136 | switch(edge) {
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137 | case 0: aIdx = 0; bIdx = 1; break;
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138 | case 1: aIdx = 0; bIdx = 2; break;
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139 | case 2: aIdx = 0; bIdx = 4; break;
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140 | case 3: aIdx = 7; bIdx = 6; break;
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141 | case 4: aIdx = 7; bIdx = 5; break;
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142 | case 5: aIdx = 7; bIdx = 3; break;
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143 | case 6: aIdx = 1; bIdx = 3; break;
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144 | case 7: aIdx = 1; bIdx = 5; break;
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145 | case 8: aIdx = 2; bIdx = 3; break;
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146 | case 9: aIdx = 2; bIdx = 6; break;
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147 | case 10: aIdx = 4; bIdx = 6; break;
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148 | case 11: aIdx = 4; bIdx = 5; break;
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149 | }
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150 | }
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151 |
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152 | void
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153 | AxisAlignedBox3::Include(const int &axis, const float &newBound)
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154 | {
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155 | switch (axis) {
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156 | case 0: { // x-axis
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157 | if (mMin.x > newBound)
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158 | mMin.x = newBound;
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159 | if (mMax.x < newBound)
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160 | mMax.x = newBound;
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161 | break;
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162 | }
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163 | case 1: { // y-axis
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164 | if (mMin.y > newBound)
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165 | mMin.y = newBound;
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166 | if (mMax.y < newBound)
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167 | mMax.y = newBound;
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168 | break;
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169 | }
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170 | case 2: { // z-axis
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171 | if (mMin.z > newBound)
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172 | mMin.z = newBound;
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173 | if (mMax.z < newBound)
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174 | mMax.z = newBound;
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175 | break;
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176 | }
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177 | }
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178 | }
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179 |
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180 | #if 0
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181 | // ComputeMinMaxT computes the minimum and maximum signed distances
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182 | // of intersection with the ray; it returns 1 if the ray hits
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183 | // the bounding box and 0 if it does not.
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184 | int
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185 | AxisAlignedBox3::ComputeMinMaxT(const Ray &ray,
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186 | float *tmin,
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187 | float *tmax) const
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188 | {
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189 | float minx, maxx, miny, maxy, minz, maxz;
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190 |
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191 | if (fabs(ray.dir.x) < 0.001) {
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192 | if (mMin.x < ray.loc.x && mMax.x > ray.loc.x) {
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193 | minx = -MAXFLOAT;
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194 | maxx = MAXFLOAT;
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195 | }
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196 | else
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197 | return 0;
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198 | }
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199 | else {
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200 | float t1 = (mMin.x - ray.loc.x) / ray.dir.x;
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201 | float t2 = (mMax.x - ray.loc.x) / ray.dir.x;
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202 | if (t1 < t2) {
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203 | minx = t1;
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204 | maxx = t2;
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205 | }
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206 | else {
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207 | minx = t2;
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208 | maxx = t1;
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209 | }
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210 | if (maxx < 0)
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211 | return 0;
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212 | }
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213 |
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214 | if (fabs(ray.dir.y) < 0.001) {
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215 | if (mMin.y < ray.loc.y && mMax.y > ray.loc.y) {
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216 | miny = -MAXFLOAT;
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217 | maxy = MAXFLOAT;
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218 | }
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219 | else
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220 | return 0;
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221 | }
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222 | else {
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223 | float t1 = (mMin.y - ray.loc.y) / ray.dir.y;
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224 | float t2 = (mMax.y - ray.loc.y) / ray.dir.y;
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225 | if (t1 < t2) {
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226 | miny = t1;
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227 | maxy = t2;
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228 | }
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229 | else {
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230 | miny = t2;
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231 | maxy = t1;
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232 | }
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233 | if (maxy < 0.0)
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234 | return 0;
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235 | }
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236 |
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237 | if (fabs(ray.dir.z) < 0.001) {
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238 | if (mMin.z < ray.loc.z && mMax.z > ray.loc.z) {
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239 | minz = -MAXFLOAT;
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240 | maxz = MAXFLOAT;
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241 | }
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242 | else
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243 | return 0;
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244 | }
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245 | else {
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246 | float t1 = (mMin.z - ray.loc.z) / ray.dir.z;
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247 | float t2 = (mMax.z - ray.loc.z) / ray.dir.z;
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248 | if (t1 < t2) {
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249 | minz = t1;
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250 | maxz = t2;
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251 | }
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252 | else {
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253 | minz = t2;
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254 | maxz = t1;
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255 | }
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256 | if (maxz < 0.0)
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257 | return 0;
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258 | }
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259 |
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260 | *tmin = minx;
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261 | if (miny > *tmin)
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262 | *tmin = miny;
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263 | if (minz > *tmin)
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264 | *tmin = minz;
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265 |
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266 | *tmax = maxx;
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267 | if (maxy < *tmax)
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268 | *tmax = maxy;
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269 | if (maxz < *tmax)
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270 | *tmax = maxz;
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271 |
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272 | return 1; // yes, intersection was found
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273 | }
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274 | #else
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275 | // another variant of the same, with less variables
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276 | int
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277 | AxisAlignedBox3::ComputeMinMaxT(const Ray &ray,
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278 | float *tmin,
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279 | float *tmax) const
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280 | {
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281 | register float minx, maxx;
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282 | ray.ComputeInvertedDir();
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283 |
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284 | if (fabs(ray.dir.x) < 0.001) {
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285 | if (mMin.x < ray.loc.x && mMax.x > ray.loc.x) {
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286 | minx = -MAXFLOAT;
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287 | maxx = MAXFLOAT;
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288 | }
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289 | else
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290 | return 0;
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291 | }
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292 | else {
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293 | float t1 = (mMin.x - ray.loc.x) * ray.invDir.x;
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294 | float t2 = (mMax.x - ray.loc.x) * ray.invDir.x;
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295 | if (t1 < t2) {
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296 | minx = t1;
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297 | maxx = t2;
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298 | }
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299 | else {
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300 | minx = t2;
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301 | maxx = t1;
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302 | }
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303 | // if (maxx < 0.0)
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304 | // return 0;
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305 | }
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306 |
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307 | *tmin = minx;
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308 | *tmax = maxx;
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309 |
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310 | if (fabs(ray.dir.y) < 0.001) {
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311 | if (mMin.y < ray.loc.y && mMax.y > ray.loc.y) {
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312 | minx = -MAXFLOAT;
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313 | maxx = MAXFLOAT;
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314 | }
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315 | else
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316 | return 0;
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317 | }
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318 | else {
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319 | float t1 = (mMin.y - ray.loc.y) * ray.invDir.y;
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320 | float t2 = (mMax.y - ray.loc.y) * ray.invDir.y;
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321 | if (t1 < t2) {
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322 | minx = t1;
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323 | maxx = t2;
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324 | }
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325 | else {
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326 | minx = t2;
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327 | maxx = t1;
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328 | }
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329 | // if (maxx < 0.0)
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330 | // return 0;
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331 | }
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332 |
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333 | if (minx > *tmin)
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334 | *tmin = minx;
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335 | if (maxx < *tmax)
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336 | *tmax = maxx;
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337 |
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338 | if (fabs(ray.dir.z) < 0.001) {
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339 | if (mMin.z < ray.loc.z && mMax.z > ray.loc.z) {
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340 | minx = -MAXFLOAT;
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341 | maxx = MAXFLOAT;
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342 | }
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343 | else
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344 | return 0;
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345 | }
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346 | else {
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347 | float t1 = (mMin.z - ray.loc.z) * ray.invDir.z;
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348 | float t2 = (mMax.z - ray.loc.z) * ray.invDir.z;
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349 | if (t1 < t2) {
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350 | minx = t1;
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351 | maxx = t2;
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352 | }
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353 | else {
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354 | minx = t2;
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355 | maxx = t1;
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356 | }
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357 | // if (maxx < 0.0)
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358 | // return 0;
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359 | }
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360 |
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361 | if (minx > *tmin)
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362 | *tmin = minx;
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363 | if (maxx < *tmax)
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364 | *tmax = maxx;
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365 |
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366 | return 1; // yes, intersection was found
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367 | }
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368 | #endif
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369 |
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370 | // ComputeMinMaxT computes the minimum and maximum parameters
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371 | // of intersection with the ray; it returns 1 if the ray hits
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372 | // the bounding box and 0 if it does not.
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373 | int
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374 | AxisAlignedBox3::ComputeMinMaxT(const Ray &ray, float *tmin, float *tmax,
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375 | EFaces &entryFace, EFaces &exitFace) const
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376 | {
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377 | float minx, maxx, miny, maxy, minz, maxz;
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378 | int swapped[3];
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379 |
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380 | if (fabs(ray.dir.x) < 0.001) {
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381 | if (mMin.x < ray.loc.x && mMax.x > ray.loc.x) {
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382 | minx = -MAXFLOAT;
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383 | maxx = MAXFLOAT;
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384 | }
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385 | else
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386 | return 0;
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387 | }
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388 | else {
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389 | float t1 = (mMin.x - ray.loc.x) / ray.dir.x;
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390 | float t2 = (mMax.x - ray.loc.x) / ray.dir.x;
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391 | if (t1 < t2) {
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392 | minx = t1;
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393 | maxx = t2;
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394 | swapped[0] = 0;
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395 | }
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396 | else {
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397 | minx = t2;
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398 | maxx = t1;
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399 | swapped[0] = 1;
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400 | }
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401 | if (maxx < 0)
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402 | return 0;
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403 | }
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404 |
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405 | if (fabs(ray.dir.y) < 0.001) {
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406 | if (mMin.y < ray.loc.y && mMax.y > ray.loc.y) {
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407 | miny = -MAXFLOAT;
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408 | maxy = MAXFLOAT;
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409 | }
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410 | else
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411 | return 0;
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412 | }
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413 | else {
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414 | float t1 = (mMin.y - ray.loc.y) / ray.dir.y;
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415 | float t2 = (mMax.y - ray.loc.y) / ray.dir.y;
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416 | if (t1 < t2) {
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417 | miny = t1;
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418 | maxy = t2;
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419 | swapped[1] = 0;
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420 | }
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421 | else {
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422 | miny = t2;
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423 | maxy = t1;
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424 | swapped[1] = 1;
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425 | }
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426 | if (maxy < 0.0)
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427 | return 0;
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428 | }
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429 |
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430 | if (fabs(ray.dir.z) < 0.001) {
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431 | if (mMin.z < ray.loc.z && mMax.z > ray.loc.z) {
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432 | minz = -MAXFLOAT;
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433 | maxz = MAXFLOAT;
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434 | }
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435 | else
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436 | return 0;
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437 | }
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438 | else {
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439 | float t1 = (mMin.z - ray.loc.z) / ray.dir.z;
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440 | float t2 = (mMax.z - ray.loc.z) / ray.dir.z;
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441 | if (t1 < t2) {
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442 | minz = t1;
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443 | maxz = t2;
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444 | swapped[2] = 0;
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445 | }
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446 | else {
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447 | minz = t2;
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448 | maxz = t1;
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449 | swapped[2] = 1;
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450 | }
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451 | if (maxz < 0.0)
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452 | return 0;
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453 | }
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454 |
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455 | *tmin = minx;
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456 | entryFace = ID_Back;
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457 | if (miny > *tmin) {
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458 | *tmin = miny;
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459 | entryFace = ID_Left;
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460 | }
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461 | if (minz > *tmin) {
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462 | *tmin = minz;
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463 | entryFace = ID_Bottom;
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464 | }
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---|
465 |
|
---|
466 | *tmax = maxx;
|
---|
467 | exitFace = ID_Back;
|
---|
468 | if (maxy < *tmax) {
|
---|
469 | *tmax = maxy;
|
---|
470 | exitFace = ID_Left;
|
---|
471 | }
|
---|
472 | if (maxz < *tmax) {
|
---|
473 | *tmax = maxz;
|
---|
474 | exitFace = ID_Bottom;
|
---|
475 | }
|
---|
476 |
|
---|
477 | if (swapped[entryFace])
|
---|
478 | entryFace = (EFaces)(entryFace + 3);
|
---|
479 |
|
---|
480 | if (!swapped[exitFace])
|
---|
481 | exitFace = (EFaces)(exitFace + 3);
|
---|
482 |
|
---|
483 | return 1; // yes, intersection was found
|
---|
484 | }
|
---|
485 |
|
---|
486 | void
|
---|
487 | AxisAlignedBox3::Describe(ostream &app, int ind) const
|
---|
488 | {
|
---|
489 | indent(app, ind);
|
---|
490 | app << "AxisAlignedBox3: min at(" << mMin << "), max at(" << mMax << ")\n";
|
---|
491 | }
|
---|
492 |
|
---|
493 | // computes the passing through parameters for case tmin<tmax and tmax>0
|
---|
494 | int
|
---|
495 | AxisAlignedBox3::GetMinMaxT(const Ray &ray, float *tmin, float *tmax) const
|
---|
496 | {
|
---|
497 | if (!ComputeMinMaxT(ray, tmin, tmax))
|
---|
498 | return 0;
|
---|
499 | if ( *tmax < *tmin)
|
---|
500 | return 0; // the ray passes outside the box
|
---|
501 |
|
---|
502 | if ( *tmax < 0.0)
|
---|
503 | return 0; // the intersection is not on the positive halfline
|
---|
504 |
|
---|
505 | return 1; // ray hits the box .. origin can be outside or inside the box
|
---|
506 | }
|
---|
507 |
|
---|
508 | // computes the signed distances for case tmin<tmax and tmax>0
|
---|
509 | int
|
---|
510 | AxisAlignedBox3::GetMinMaxT(const Ray &ray, float *tmin, float *tmax,
|
---|
511 | EFaces &entryFace, EFaces &exitFace) const
|
---|
512 | {
|
---|
513 | if (!ComputeMinMaxT(ray, tmin, tmax, entryFace, exitFace))
|
---|
514 | return 0;
|
---|
515 | if ( *tmax < *tmin)
|
---|
516 | return 0; // the ray passes outside the box
|
---|
517 |
|
---|
518 | if ( *tmax < 0.0)
|
---|
519 | return 0; // the intersection is not on the positive halfline
|
---|
520 |
|
---|
521 | return 1; // ray hits the box .. origin can be outside or inside the box
|
---|
522 | }
|
---|
523 |
|
---|
524 | #if 0
|
---|
525 | int
|
---|
526 | AxisAlignedBox3::IsInside(const Vector3 &point) const
|
---|
527 | {
|
---|
528 | return (point.x >= mMin.x) && (point.x <= mMax.x) &&
|
---|
529 | (point.y >= mMin.y) && (point.y <= mMax.y) &&
|
---|
530 | (point.z >= mMin.z) && (point.z <= mMax.z);
|
---|
531 | }
|
---|
532 | #else
|
---|
533 | int
|
---|
534 | AxisAlignedBox3::IsInside(const Vector3 &v) const
|
---|
535 | {
|
---|
536 | return ! (v.x < mMin.x ||
|
---|
537 | v.x > mMax.x ||
|
---|
538 | v.y < mMin.y ||
|
---|
539 | v.y > mMax.y ||
|
---|
540 | v.z < mMin.z ||
|
---|
541 | v.z > mMax.z);
|
---|
542 | }
|
---|
543 | #endif
|
---|
544 |
|
---|
545 | bool
|
---|
546 | AxisAlignedBox3::Includes(const AxisAlignedBox3 &b) const
|
---|
547 | {
|
---|
548 | return (b.mMin.x >= mMin.x &&
|
---|
549 | b.mMin.y >= mMin.y &&
|
---|
550 | b.mMin.z >= mMin.z &&
|
---|
551 | b.mMax.x <= mMax.x &&
|
---|
552 | b.mMax.y <= mMax.y &&
|
---|
553 | b.mMax.z <= mMax.z);
|
---|
554 |
|
---|
555 | }
|
---|
556 |
|
---|
557 |
|
---|
558 | // compute the coordinates of one vertex of the box
|
---|
559 | Vector3
|
---|
560 | AxisAlignedBox3::GetVertex(int xAxis, int yAxis, int zAxis) const
|
---|
561 | {
|
---|
562 | Vector3 p;
|
---|
563 | if (xAxis)
|
---|
564 | p.x = mMax.x;
|
---|
565 | else
|
---|
566 | p.x = mMin.x;
|
---|
567 |
|
---|
568 | if (yAxis)
|
---|
569 | p.y = mMax.y;
|
---|
570 | else
|
---|
571 | p.y = mMin.y;
|
---|
572 |
|
---|
573 | if (zAxis)
|
---|
574 | p.z = mMax.z;
|
---|
575 | else
|
---|
576 | p.z = mMin.z;
|
---|
577 | return p;
|
---|
578 | }
|
---|
579 |
|
---|
580 | // compute the vertex for number N = <0..7>, N = 4.x + 2.y + z, where
|
---|
581 | // x,y,z are either 0 or 1; (0 .. min coordinate, 1 .. max coordinate)
|
---|
582 | void
|
---|
583 | AxisAlignedBox3::GetVertex(const int N, Vector3 &vertex) const
|
---|
584 | {
|
---|
585 | switch (N) {
|
---|
586 | case 0: vertex = mMin; break;
|
---|
587 | case 1: vertex.SetValue(mMin.x, mMin.y, mMax.z); break;
|
---|
588 | case 2: vertex.SetValue(mMin.x, mMax.y, mMin.z); break;
|
---|
589 | case 3: vertex.SetValue(mMin.x, mMax.y, mMax.z); break;
|
---|
590 | case 4: vertex.SetValue(mMax.x, mMin.y, mMin.z); break;
|
---|
591 | case 5: vertex.SetValue(mMax.x, mMin.y, mMax.z); break;
|
---|
592 | case 6: vertex.SetValue(mMax.x, mMax.y, mMin.z); break;
|
---|
593 | case 7: vertex = mMax; break;
|
---|
594 | default: {
|
---|
595 | FATAL << "ERROR in AxisAlignedBox3::GetVertex N=" << N << "\n";
|
---|
596 | FATAL_ABORT;
|
---|
597 | }
|
---|
598 | }
|
---|
599 | }
|
---|
600 |
|
---|
601 | // Returns region 0 .. 26 ; R = 9*x + 3*y + z ; (x,y,z) \in {0,1,2}
|
---|
602 | int
|
---|
603 | AxisAlignedBox3::GetRegionID(const Vector3 &point) const
|
---|
604 | {
|
---|
605 | int ID = 0;
|
---|
606 |
|
---|
607 | if (point.z >= mMin.z) {
|
---|
608 | if (point.z <= mMax.z)
|
---|
609 | ID += 1; // inside the two boundary planes
|
---|
610 | else
|
---|
611 | ID += 2; // outside
|
---|
612 | }
|
---|
613 |
|
---|
614 | if (point.y >= mMin.y) {
|
---|
615 | if (point.y <= mMax.y)
|
---|
616 | ID += 3; // inside the two boundary planes
|
---|
617 | else
|
---|
618 | ID += 6; // outside
|
---|
619 | }
|
---|
620 |
|
---|
621 | if (point.x >= mMin.x) {
|
---|
622 | if (point.x <= mMax.x)
|
---|
623 | ID += 9; // inside the two boundary planes
|
---|
624 | else
|
---|
625 | ID += 18; // outside
|
---|
626 | }
|
---|
627 | return ID;
|
---|
628 | }
|
---|
629 |
|
---|
630 |
|
---|
631 |
|
---|
632 | // computes if a given box (smaller) lies at least in one
|
---|
633 | // projection whole in the box (larger) = this encompasses given
|
---|
634 | // ;-----;
|
---|
635 | // | ;-; |
|
---|
636 | // | '-' |
|
---|
637 | // '-----'
|
---|
638 | int
|
---|
639 | AxisAlignedBox3::IsPiercedByBox(const AxisAlignedBox3 &box, int &axis) const
|
---|
640 | {
|
---|
641 | // test on x-axis
|
---|
642 | if ( (mMax.x < box.mMin.x) ||
|
---|
643 | (mMin.x > box.mMax.x) )
|
---|
644 | return 0; // the boxes do not overlap at all at x-axis
|
---|
645 | if ( (box.mMin.y > mMin.y) &&
|
---|
646 | (box.mMax.y < mMax.y) &&
|
---|
647 | (box.mMin.z > mMin.z) &&
|
---|
648 | (box.mMax.z < mMax.z) ) {
|
---|
649 | axis = 0;
|
---|
650 | return 1; // the boxes overlap in x-axis
|
---|
651 | }
|
---|
652 | // test on y-axis
|
---|
653 | if ( (mMax.y < box.mMin.y) ||
|
---|
654 | (mMin.y > box.mMax.y) )
|
---|
655 | return 0; // the boxes do not overlap at all at y-axis
|
---|
656 | if ( (box.mMin.x > mMin.x) &&
|
---|
657 | (box.mMax.x < mMax.x) &&
|
---|
658 | (box.mMin.z > mMin.z) &&
|
---|
659 | (box.mMax.z < mMax.z) ) {
|
---|
660 | axis = 1;
|
---|
661 | return 1; // the boxes overlap in y-axis
|
---|
662 | }
|
---|
663 | // test on z-axis
|
---|
664 | if ( (mMax.z < box.mMin.z) ||
|
---|
665 | (mMin.z > box.mMax.z) )
|
---|
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.y > mMin.y) &&
|
---|
670 | (box.mMax.y < mMax.y) ) {
|
---|
671 | axis = 2;
|
---|
672 | return 1; // the boxes overlap in z-axis
|
---|
673 | }
|
---|
674 | return 0;
|
---|
675 | }
|
---|
676 |
|
---|
677 | float
|
---|
678 | AxisAlignedBox3::SurfaceArea() const
|
---|
679 | {
|
---|
680 | Vector3 ext = mMax - mMin;
|
---|
681 |
|
---|
682 | return 2.0f * (ext.x * ext.y +
|
---|
683 | ext.x * ext.z +
|
---|
684 | ext.y * ext.z);
|
---|
685 | }
|
---|
686 |
|
---|
687 | const int AxisAlignedBox3::bvertices[27][9] =
|
---|
688 | { // region number.. position
|
---|
689 | {5,1,3,2,6,4,-1,-1,-1}, // 0 .. x=0 y=0 z=0
|
---|
690 | {4,5,1,3,2,0,-1,-1,-1}, // 1 .. x=0 y=0 z=1
|
---|
691 | {4,5,7,3,2,0,-1,-1,-1}, // 2 .. x=0 y=0 z=2
|
---|
692 |
|
---|
693 | {0,1,3,2,6,4,-1,-1,-1}, // 3 .. x=0 y=1 z=0
|
---|
694 | {0,1,3,2,-1,-1,-1,-1,-1}, // 4 .. x=0 y=1 z=1
|
---|
695 | {1,5,7,3,2,0,-1,-1,-1}, // 5 .. x=0 y=1 z=2
|
---|
696 |
|
---|
697 | {0,1,3,7,6,4,-1,-1,-1}, // 6 .. x=0 y=2 z=0
|
---|
698 | {0,1,3,7,6,2,-1,-1,-1}, // 7 .. x=0 y=2 z=1
|
---|
699 | {1,5,7,6,2,0,-1,-1,-1}, // 8 .. x=0 y=2 z=2
|
---|
700 |
|
---|
701 | // the regions number <9,17>
|
---|
702 | {5,1,0,2,6,4,-1,-1,-1}, // 9 .. x=1 y=0 z=0
|
---|
703 | {5,1,0,4,-1,-1,-1,-1,-1}, // 10 .. x=1 y=0 z=1
|
---|
704 | {7,3,1,0,4,5,-1,-1,-1}, // 11 .. x=1 y=0 z=2
|
---|
705 |
|
---|
706 | {4,0,2,6,-1,-1,-1,-1,-1}, // 12 .. x=1 y=1 z=0
|
---|
707 | {0,2,3,1,5,4,6,7,-1}, // 13 .. x=1 y=1 z=1 .. inside the box
|
---|
708 | {1,5,7,3,-1,-1,-1,-1,-1}, // 14 .. x=1 y=1 z=2
|
---|
709 |
|
---|
710 | {4,0,2,3,7,6,-1,-1,-1}, // 15 .. x=1 y=2 z=0
|
---|
711 | {6,2,3,7,-1,-1,-1,-1,-1}, // 16 .. x=1 y=2 z=1
|
---|
712 | {1,5,7,6,2,3,-1,-1,-1}, // 17 .. x=1 y=2 z=2
|
---|
713 |
|
---|
714 | // the regions number <18,26>
|
---|
715 | {1,0,2,6,7,5,-1,-1,-1}, // 18 .. x=2 y=0 z=0
|
---|
716 | {1,0,4,6,7,5,-1,-1,-1}, // 19 .. x=2 y=0 z=1
|
---|
717 | {0,4,6,7,3,1,-1,-1,-1}, // 20 .. x=2 y=0 z=2
|
---|
718 |
|
---|
719 | {4,0,2,6,7,5,-1,-1,-1}, // 21 .. x=2 y=1 z=0
|
---|
720 | {5,4,6,7,-1,-1,-1,-1,-1}, // 22 .. x=2 y=1 z=1
|
---|
721 | {5,4,6,7,3,1,-1,-1,-1}, // 23 .. x=2 y=1 z=2
|
---|
722 |
|
---|
723 | {4,0,2,3,7,5,-1,-1,-1}, // 24 .. x=2 y=2 z=0
|
---|
724 | {5,4,6,2,3,7,-1,-1,-1}, // 25 .. x=2 y=2 z=1
|
---|
725 | {5,4,6,2,3,1,-1,-1,-1}, // 26 .. x=2 y=2 z=2
|
---|
726 | };
|
---|
727 |
|
---|
728 | // the visibility of boundary faces from a given region
|
---|
729 | // one to three triples: (axis, min_vertex, max_vertex), axis==-1(terminator)
|
---|
730 | const int AxisAlignedBox3::bfaces[27][10] =
|
---|
731 | { // region number .. position
|
---|
732 | {0,0,3,1,0,5,2,0,6,-1}, // 0 .. x=0 y=0 z=0
|
---|
733 | {0,0,3,1,0,5,-1,-1,-1,-1}, // 1 .. x=0 y=0 z=1
|
---|
734 | {0,0,3,1,0,5,2,1,7,-1}, // 2 .. x=0 y=0 z=2
|
---|
735 |
|
---|
736 | {0,0,3,2,0,6,-1,-1,-1,-1}, // 3 .. x=0 y=1 z=0
|
---|
737 | {0,0,3,-1,-1,-1,-1,-1,-1,-1},// 4 .. x=0 y=1 z=1
|
---|
738 | {0,0,3,2,1,7,-1,-1,-1,-1}, // 5 .. x=0 y=1 z=2
|
---|
739 |
|
---|
740 | {0,0,3,1,2,7,2,0,6,-1}, // 6 .. x=0 y=2 z=0
|
---|
741 | {0,0,3,1,2,7,-1,-1,-1,-1}, // 7 .. x=0 y=2 z=1
|
---|
742 | {0,0,3,1,2,7,2,1,7,-1}, // 8 .. x=0 y=2 z=2
|
---|
743 |
|
---|
744 | // the regions number <9,17>
|
---|
745 | {1,0,5,2,0,6,-1,-1,-1,-1}, // 9 .. x=1 y=0 z=0
|
---|
746 | {1,0,5,-1,-1,-1,-1,-1,-1,-1},// 10 .. x=1 y=0 z=1
|
---|
747 | {1,0,5,2,1,7,-1,-1,-1,-1}, // 11 .. x=1 y=0 z=2
|
---|
748 |
|
---|
749 | {2,0,6,-1,-1,-1,-1,-1,-1,-1},// 12 .. x=1 y=1 z=0
|
---|
750 | {-1,-1,-1,-1,-1,-1,-1,-1,-1,-1},// 13 .. x=1 y=1 z=1 .. inside the box
|
---|
751 | {2,1,7,-1,-1,-1,-1,-1,-1,-1},// 14 .. x=1 y=1 z=2
|
---|
752 |
|
---|
753 | {1,2,7,2,0,6,-1,-1,-1,-1}, // 15 .. x=1 y=2 z=0
|
---|
754 | {1,2,7,-1,-1,-1,-1,-1,-1,-1},// 16 .. x=1 y=2 z=1
|
---|
755 | {1,2,7,2,1,7,-1,-1,-1,-1}, // 17 .. x=1 y=2 z=2
|
---|
756 |
|
---|
757 | // the region number <18,26>
|
---|
758 | {0,4,7,1,0,5,2,0,6,-1}, // 18 .. x=2 y=0 z=0
|
---|
759 | {0,4,7,1,0,5,-1,-1,-1,-1}, // 19 .. x=2 y=0 z=1
|
---|
760 | {0,4,7,1,0,5,2,1,7,-1}, // 20 .. x=2 y=0 z=2
|
---|
761 |
|
---|
762 | {0,4,7,2,0,6,-1,-1,-1,-1}, // 21 .. x=2 y=1 z=0
|
---|
763 | {0,4,7,-1,-1,-1,-1,-1,-1,-1},// 22 .. x=2 y=1 z=1
|
---|
764 | {0,4,7,2,1,7,-1,-1,-1,-1}, // 23 .. x=2 y=1 z=2
|
---|
765 |
|
---|
766 | {0,4,7,1,2,7,2,0,6,-1}, // 24 .. x=2 y=2 z=0
|
---|
767 | {0,4,7,1,2,7,-1,-1,-1,-1}, // 25 .. x=2 y=2 z=1
|
---|
768 | {0,4,7,1,2,7,2,1,7,-1}, // 26 .. x=2 y=2 z=2
|
---|
769 | };
|
---|
770 |
|
---|
771 | // the correct corners indexing from entry face to exit face
|
---|
772 | // first index determines entry face, second index exit face, and
|
---|
773 | // the two numbers (indx, inc) determines: ind = the index on the exit
|
---|
774 | // face, when starting from the vertex 0 on entry face, 'inc' is
|
---|
775 | // the increment when we go on entry face in order 0,1,2,3 to create
|
---|
776 | // convex shaft with the rectangle on exit face. That is, inc = -1 or 1.
|
---|
777 | const int AxisAlignedBox3::pairFaceRects[6][6][2] = {
|
---|
778 | { // entry face = 0
|
---|
779 | {-1,0}, // exit face 0 .. no meaning
|
---|
780 | {0,-1}, // 1
|
---|
781 | {0,-1}, // 2
|
---|
782 | {0,1}, // 3 .. opposite face
|
---|
783 | {3,1}, // 4
|
---|
784 | {1,1} // 5
|
---|
785 | },
|
---|
786 | { // entry face = 1
|
---|
787 | {0,-1}, // exit face 0
|
---|
788 | {-1,0}, // 1 .. no meaning
|
---|
789 | {0,-1}, // 2
|
---|
790 | {1,1}, // 3
|
---|
791 | {0,1}, // 4 .. opposite face
|
---|
792 | {3,1} // 5
|
---|
793 | },
|
---|
794 | { // entry face = 2
|
---|
795 | {0,-1}, // 0
|
---|
796 | {0,-1}, // 1
|
---|
797 | {-1,0}, // 2 .. no meaning
|
---|
798 | {3,1}, // 3
|
---|
799 | {1,1}, // 4
|
---|
800 | {0,1} // 5 .. opposite face
|
---|
801 | },
|
---|
802 | { // entry face = 3
|
---|
803 | {0,1}, // 0 .. opposite face
|
---|
804 | {3,-1}, // 1
|
---|
805 | {1,1}, // 2
|
---|
806 | {-1,0}, // 3 .. no meaning
|
---|
807 | {0,-1}, // 4
|
---|
808 | {0,-1} // 5
|
---|
809 | },
|
---|
810 | { // entry face = 4
|
---|
811 | {1,1}, // 0
|
---|
812 | {0,1}, // 1 .. opposite face
|
---|
813 | {3,1}, // 2
|
---|
814 | {0,-1}, // 3
|
---|
815 | {-1,0}, // 4 .. no meaning
|
---|
816 | {0,-1} // 5
|
---|
817 | },
|
---|
818 | { // entry face = 5
|
---|
819 | {3,-1}, // 0
|
---|
820 | {1,1}, // 1
|
---|
821 | {0,1}, // 2 .. opposite face
|
---|
822 | {0,-1}, // 3
|
---|
823 | {0,-1}, // 4
|
---|
824 | {-1,0} // 5 .. no meaning
|
---|
825 | }
|
---|
826 | };
|
---|
827 |
|
---|
828 |
|
---|
829 | // ------------------------------------------------------------
|
---|
830 | // The vertices that form CLOSEST points with respect to the region
|
---|
831 | // for all the regions possible, number of regions is 3^3 = 27,
|
---|
832 | // since two parallel sides of bbox forms three disjoint spaces.
|
---|
833 | // The vertices are given in anti-clockwise order, stopped by value 15,
|
---|
834 | // at most 8 points, at least 1 point.
|
---|
835 | // The table includes the closest 1/2/4/8 points, followed possibly
|
---|
836 | // by the set of coordinates that should be used for testing for
|
---|
837 | // the proximity queries. The coordinates to be tested are described by
|
---|
838 | // the pair (a,b), when a=0, we want to test min vector of the box,
|
---|
839 | // when a=1, we want to test max vector of the box
|
---|
840 | // b=0,1,2 corresponds to the axis (0=x,1=y,2=z)
|
---|
841 | // The sequence is ended by 15, number -1 is used as the separator
|
---|
842 | // between the vertices and coordinates.
|
---|
843 | const int
|
---|
844 | AxisAlignedBox3::cvertices[27][9] =
|
---|
845 | { // region number.. position
|
---|
846 | {0,15,15,15,15,15,15,15,15}, // 0 .. x=0 y=0 z=0 D one vertex
|
---|
847 | {0,1,-1,0,0,0,1,15,15}, // 1 .. x=0 y=0 z=1 D two vertices foll. by 2
|
---|
848 | {1,15,15,15,15,15,15,15,15}, // 2 .. x=0 y=0 z=2 D one vertex
|
---|
849 |
|
---|
850 | {0,2,-1,0,0,0,2,15,15}, // 3 .. x=0 y=1 z=0 D
|
---|
851 | {0,1,3,2,-1,0,0,15,15}, // 4 .. x=0 y=1 z=1 D
|
---|
852 | {1,3,-1,0,0,1,2,15,15}, // 5 .. x=0 y=1 z=2 D
|
---|
853 |
|
---|
854 | {2,15,15,15,15,15,15,15,15}, // 6 .. x=0 y=2 z=0 D
|
---|
855 | {2,3,-1,0,0,1,1,15,15}, // 7 .. x=0 y=2 z=1 D
|
---|
856 | {3,15,15,15,15,15,15,15,15}, // 8 .. x=0 y=2 z=2 D
|
---|
857 |
|
---|
858 | // the regions number <9,17>
|
---|
859 | {0,4,-1,0,1,0,2,15,15}, // 9 .. x=1 y=0 z=0 D
|
---|
860 | {5,1,0,4,-1,0,1,15,15}, // 10 .. x=1 y=0 z=1 D
|
---|
861 | {1,5,-1,0,1,1,2,15,15}, // 11 .. x=1 y=0 z=2 D
|
---|
862 |
|
---|
863 | {4,0,2,6,-1,0,2,15,15}, // 12 .. x=1 y=1 z=0 D
|
---|
864 | {0,2,3,1,5,4,6,7,15}, // 13 .. x=1 y=1 z=1 .. inside the box
|
---|
865 | {1,5,7,3,-1,1,2,15,15}, // 14 .. x=1 y=1 z=2 D
|
---|
866 |
|
---|
867 | {6,2,-1,0,2,1,1,15,15}, // 15 .. x=1 y=2 z=0 D
|
---|
868 | {6,2,3,7,-1,1,1,15,15}, // 16 .. x=1 y=2 z=1 D
|
---|
869 | {3,7,-1,1,1,1,2,15,15}, // 17 .. x=1 y=2 z=2 D
|
---|
870 |
|
---|
871 | // the regions number <18,26>
|
---|
872 | {4,15,15,15,15,15,15,15,15}, // 18 .. x=2 y=0 z=0 D
|
---|
873 | {4,5,-1,0,1,1,0,15,15}, // 19 .. x=2 y=0 z=1 D
|
---|
874 | {5,15,15,15,15,15,15,15,15}, // 20 .. x=2 y=0 z=2 D
|
---|
875 |
|
---|
876 | {4,6,-1,0,2,1,0,15,15}, // 21 .. x=2 y=1 z=0 D
|
---|
877 | {5,4,6,7,-1,1,0,15,15}, // 22 .. x=2 y=1 z=1 D
|
---|
878 | {7,5,-1,1,0,1,2,15,15}, // 23 .. x=2 y=1 z=2 D
|
---|
879 |
|
---|
880 | {6,15,15,15,15,15,15,15,15}, // 24 .. x=2 y=2 z=0 D
|
---|
881 | {6,7,-1,1,0,1,1,15,15}, // 25 .. x=2 y=2 z=1 D
|
---|
882 | {7,15,15,15,15,15,15,15,15}, // 26 .. x=2 y=2 z=2 D
|
---|
883 | };
|
---|
884 |
|
---|
885 | // Table for Sphere-AABB intersection based on the region knowledge
|
---|
886 | // Similar array to previous cvertices, but we omit the surfaces
|
---|
887 | // which are not necessary for testing. First are vertices,
|
---|
888 | // they are finished with -1. Second, there are indexes in
|
---|
889 | // the pair (a,b), when a=0, we want to test min vector of the box,
|
---|
890 | // when a=1, we want to test max vector of the box
|
---|
891 | // b=0,1,2 corresponds to the axis (0=x,1=y,2=z)
|
---|
892 | //
|
---|
893 | // So either we check the vertices or only the distance in specified
|
---|
894 | // dimensions. There are at all four possible cases:
|
---|
895 | //
|
---|
896 | // 1) we check one vertex - then sequence start with non-negative index
|
---|
897 | // and is finished with 15
|
---|
898 | // 2) we check two coordinates of min/max vector describe by the pair
|
---|
899 | // (a,b) .. a=min/max(0/1) b=x/y/z (0/1/2), sequence starts with 8
|
---|
900 | // and finishes with 15
|
---|
901 | // 3) we check only one coordinate of min/max, as for 2), sequence start
|
---|
902 | // with 9 and ends with 15
|
---|
903 | // 4) Position 13 - sphere is inside the box, intersection always exist
|
---|
904 | // the sequence start with 15 .. no further testing is necessary
|
---|
905 | // in this case
|
---|
906 | const int
|
---|
907 | AxisAlignedBox3::csvertices[27][6] =
|
---|
908 | { // region number.. position
|
---|
909 | {0,15,15,15,15,15}, // 0 .. x=0 y=0 z=0 D vertex only
|
---|
910 | {8,0,0,0,1,15}, // 1 .. x=0 y=0 z=1 D two coords.
|
---|
911 | {1,15,15,15,15,15}, // 2 .. x=0 y=0 z=2 D vertex only
|
---|
912 |
|
---|
913 | {8,0,0,0,2,15}, // 3 .. x=0 y=1 z=0 D two coords
|
---|
914 | {9,0,0,15,15,15}, // 4 .. x=0 y=1 z=1 D one coord
|
---|
915 | {8,0,0,1,2,15}, // 5 .. x=0 y=1 z=2 D two coords.
|
---|
916 |
|
---|
917 | {2,15,15,15,15,15}, // 6 .. x=0 y=2 z=0 D one vertex
|
---|
918 | {8,0,0,1,1,15}, // 7 .. x=0 y=2 z=1 D two coords
|
---|
919 | {3,15,15,15,15,15}, // 8 .. x=0 y=2 z=2 D one vertex
|
---|
920 |
|
---|
921 | // the regions number <9,17>
|
---|
922 | {8,0,1,0,2,15}, // 9 .. x=1 y=0 z=0 D two coords
|
---|
923 | {9,0,1,15,15,15}, // 10 .. x=1 y=0 z=1 D one coord
|
---|
924 | {8,0,1,1,2,15}, // 11 .. x=1 y=0 z=2 D two coords
|
---|
925 |
|
---|
926 | {9,0,2,15,15,15}, // 12 .. x=1 y=1 z=0 D one coord
|
---|
927 | {15,15,15,15,15,15}, // 13 .. x=1 y=1 z=1 inside the box, special case/value
|
---|
928 | {9,1,2,15,15,15}, // 14 .. x=1 y=1 z=2 D one corrd
|
---|
929 |
|
---|
930 | {8,0,2,1,1,15}, // 15 .. x=1 y=2 z=0 D two coords
|
---|
931 | {9,1,1,15,15}, // 16 .. x=1 y=2 z=1 D one coord
|
---|
932 | {8,1,1,1,2,15}, // 17 .. x=1 y=2 z=2 D two coords
|
---|
933 |
|
---|
934 | // the regions number <18,26>
|
---|
935 | {4,15,15,15,15,15}, // 18 .. x=2 y=0 z=0 D one vertex
|
---|
936 | {8,0,1,1,0,15}, // 19 .. x=2 y=0 z=1 D two coords
|
---|
937 | {5,15,15,15,15,15}, // 20 .. x=2 y=0 z=2 D one vertex
|
---|
938 |
|
---|
939 | {8,0,2,1,0,15}, // 21 .. x=2 y=1 z=0 D two coords
|
---|
940 | {9,1,0,15,15,15}, // 22 .. x=2 y=1 z=1 D one coord
|
---|
941 | {8,1,0,1,2,15}, // 23 .. x=2 y=1 z=2 D two coords
|
---|
942 |
|
---|
943 | {6,15,15,15,15,15}, // 24 .. x=2 y=2 z=0 D one vertex
|
---|
944 | {8,1,0,1,1,15}, // 25 .. x=2 y=2 z=1 D two coords
|
---|
945 | {7,15,15,15,15,15}, // 26 .. x=2 y=2 z=2 D one vertex
|
---|
946 | };
|
---|
947 |
|
---|
948 |
|
---|
949 | // The vertices that form all FARTHEST points with respect to the region
|
---|
950 | // for all the regions possible, number of regions is 3^3 = 27,
|
---|
951 | // since two parallel sides of bbox forms three disjoint spaces.
|
---|
952 | // The vertices are given in anti-clockwise order, stopped by value 15,
|
---|
953 | // at most 8 points, at least 1 point.
|
---|
954 | // For testing, if the AABB is whole in the sphere, it is enough
|
---|
955 | // to test only vertices, either 1,2,4, or 8.
|
---|
956 | const int
|
---|
957 | AxisAlignedBox3::fvertices[27][9] =
|
---|
958 | { // region number.. position
|
---|
959 | {7,15,15,15,15,15,15,15,15}, // 0 .. x=0 y=0 z=0 D
|
---|
960 | {6,7,15,15,15,15,15,15,15}, // 1 .. x=0 y=0 z=1 D
|
---|
961 | {6,15,15,15,15,15,15,15,15}, // 2 .. x=0 y=0 z=2 D
|
---|
962 |
|
---|
963 | {5,7,15,15,15,15,15,15,15}, // 3 .. x=0 y=1 z=0 D
|
---|
964 | {4,5,7,6,15,15,15,15,15}, // 4 .. x=0 y=1 z=1 D
|
---|
965 | {4,6,15,15,15,15,15,15,15}, // 5 .. x=0 y=1 z=2 D
|
---|
966 |
|
---|
967 | {5,15,15,15,15,15,15,15,15}, // 6 .. x=0 y=2 z=0 D
|
---|
968 | {4,5,15,15,15,15,15,15,15}, // 7 .. x=0 y=2 z=1 D
|
---|
969 | {4,15,15,15,15,15,15,15,15}, // 8 .. x=0 y=2 z=2 D
|
---|
970 |
|
---|
971 | // the regions number <9,17>
|
---|
972 | {3,7,15,15,15,15,15,15,15}, // 9 .. x=1 y=0 z=0 D
|
---|
973 | {7,3,2,6,15,15,15,15,15}, // 10 .. x=1 y=0 z=1 D
|
---|
974 | {2,6,15,15,15,15,15,15,15}, // 11 .. x=1 y=0 z=2 D
|
---|
975 |
|
---|
976 | {5,1,3,7,15,15,15,15,15}, // 12 .. x=1 y=1 z=0 D
|
---|
977 | {0,7,1,6,3,4,5,2,15}, // 13 .. x=1 y=1 z=1 .. inside the box
|
---|
978 | {0,4,6,2,15,15,15,15,15}, // 14 .. x=1 y=1 z=2 D
|
---|
979 |
|
---|
980 | {5,1,15,15,15,15,15,15,15}, // 15 .. x=1 y=2 z=0 D
|
---|
981 | {4,0,1,5,15,15,15,15,15}, // 16 .. x=1 y=2 z=1 D
|
---|
982 | {4,0,15,15,15,15,15,15,15}, // 17 .. x=1 y=2 z=2 D
|
---|
983 |
|
---|
984 | // the regions number <18,26>
|
---|
985 | {3,15,15,15,15,15,15,15,15}, // 18 .. x=2 y=0 z=0 D
|
---|
986 | {2,3,15,15,15,15,15,15,15}, // 19 .. x=2 y=0 z=1 D
|
---|
987 | {2,15,15,15,15,15,15,15,15}, // 20 .. x=2 y=0 z=2 D
|
---|
988 |
|
---|
989 | {1,3,15,15,15,15,15,15,15}, // 21 .. x=2 y=1 z=0 D
|
---|
990 | {1,0,2,3,15,15,15,15,15}, // 22 .. x=2 y=1 z=1 D
|
---|
991 | {2,0,15,15,15,15,15,15,15}, // 23 .. x=2 y=1 z=2 D
|
---|
992 |
|
---|
993 | {1,15,15,15,15,15,15,15,15}, // 24 .. x=2 y=2 z=0 D
|
---|
994 | {0,1,15,15,15,15,15,15,15}, // 25 .. x=2 y=2 z=1 D
|
---|
995 | {0,15,15,15,15,15,15,15,15}, // 26 .. x=2 y=2 z=2 D
|
---|
996 | };
|
---|
997 |
|
---|
998 | // Similar table as above, farthest points, but only the ones
|
---|
999 | // necessary for testing the intersection problem. If we do
|
---|
1000 | // not consider the case 13, center of the sphere is inside the
|
---|
1001 | // box, then we can always test at most 2 box vertices to say whether
|
---|
1002 | // the whole box is inside the sphere.
|
---|
1003 | // The number of vertices is minimized using some assumptions
|
---|
1004 | // about the ortogonality of vertices and sphere properties.
|
---|
1005 | const int
|
---|
1006 | AxisAlignedBox3::fsvertices[27][9] =
|
---|
1007 | { // region number.. position
|
---|
1008 | {7,15,15,15,15,15,15,15,15}, // 0 .. x=0 y=0 z=0 D 1 vertex
|
---|
1009 | {6,7,15,15,15,15,15,15,15}, // 1 .. x=0 y=0 z=1 D 2 vertices
|
---|
1010 | {6,15,15,15,15,15,15,15,15}, // 2 .. x=0 y=0 z=2 D 1 vertex
|
---|
1011 |
|
---|
1012 | {5,7,15,15,15,15,15,15,15}, // 3 .. x=0 y=1 z=0 D 2 vertices
|
---|
1013 | {4,7,15,5,6,15,15,15,15}, // 4 .. x=0 y=1 z=1 D 4/2 vertices
|
---|
1014 | {4,6,15,15,15,15,15,15,15}, // 5 .. x=0 y=1 z=2 D 2 vertices
|
---|
1015 |
|
---|
1016 | {5,15,15,15,15,15,15,15,15}, // 6 .. x=0 y=2 z=0 D 1 vertex
|
---|
1017 | {4,5,15,15,15,15,15,15,15}, // 7 .. x=0 y=2 z=1 D 2 vertices
|
---|
1018 | {4,15,15,15,15,15,15,15,15}, // 8 .. x=0 y=2 z=2 D 1 vertex
|
---|
1019 |
|
---|
1020 | // the regions number <9,17>
|
---|
1021 | {3,7,15,15,15,15,15,15,15}, // 9 .. x=1 y=0 z=0 D 2 vertices
|
---|
1022 | {7,2,15,3,6,15,15,15,15}, // 10 .. x=1 y=0 z=1 D 4/2 vertices
|
---|
1023 | {2,6,15,15,15,15,15,15,15}, // 11 .. x=1 y=0 z=2 D 2 vertices
|
---|
1024 |
|
---|
1025 | {5,3,15,1,7,15,15,15,15}, // 12 .. x=1 y=1 z=0 D 4/2 vertices
|
---|
1026 | {0,7,1,6,3,4,5,2,15}, // 13 .. x=1 y=1 z=1 .. inside the box
|
---|
1027 | {0,6,15,4,2,15,15,15,15}, // 14 .. x=1 y=1 z=2 D 4/2 vertices
|
---|
1028 |
|
---|
1029 | {5,1,15,15,15,15,15,15,15}, // 15 .. x=1 y=2 z=0 D 2 vertices
|
---|
1030 | {4,1,15,0,5,15,15,15,15}, // 16 .. x=1 y=2 z=1 D 4/2 vertices
|
---|
1031 | {4,0,15,15,15,15,15,15,15}, // 17 .. x=1 y=2 z=2 D 2 vertices
|
---|
1032 |
|
---|
1033 | // the regions number <18,26>
|
---|
1034 | {3,15,15,15,15,15,15,15,15}, // 18 .. x=2 y=0 z=0 D 1 vertex
|
---|
1035 | {2,3,15,15,15,15,15,15,15}, // 19 .. x=2 y=0 z=1 D 2 vertices
|
---|
1036 | {2,15,15,15,15,15,15,15,15}, // 20 .. x=2 y=0 z=2 D 1 vertex
|
---|
1037 |
|
---|
1038 | {1,3,15,15,15,15,15,15,15}, // 21 .. x=2 y=1 z=0 D 2 vertices
|
---|
1039 | {1,2,15,0,3,15,15,15,15}, // 22 .. x=2 y=1 z=1 D 4/2 vertices
|
---|
1040 | {2,0,15,15,15,15,15,15,15}, // 23 .. x=2 y=1 z=2 D 2 vertices
|
---|
1041 |
|
---|
1042 | {1,15,15,15,15,15,15,15,15}, // 24 .. x=2 y=2 z=0 D 1 vertex
|
---|
1043 | {0,1,15,15,15,15,15,15,15}, // 25 .. x=2 y=2 z=1 D 2 vertices
|
---|
1044 | {0,15,15,15,15,15,15,15,15}, // 26 .. x=2 y=2 z=2 D 1 vertex
|
---|
1045 | };
|
---|
1046 |
|
---|
1047 |
|
---|
1048 | // The fast computation of arctangent .. the maximal error is less
|
---|
1049 | // than 4.1 degrees, according to Graphics GEMSII, 1991, pages 389--391
|
---|
1050 | // Ron Capelli: "Fast approximation to the arctangent"
|
---|
1051 | float
|
---|
1052 | atan22(const float& y)
|
---|
1053 | {
|
---|
1054 | const float x = 1.0;
|
---|
1055 | const float c = (float)(M_PI * 0.25);
|
---|
1056 |
|
---|
1057 | if (y < 0.0) {
|
---|
1058 | if (y < -1.0)
|
---|
1059 | return c * (-2.0f + x / y); // for angle in <-PI/2, -PI/4)
|
---|
1060 | else
|
---|
1061 | return c * (y / x); // for angle in <-PI/4 , 0>
|
---|
1062 | }
|
---|
1063 | else {
|
---|
1064 | if (y > 1.0)
|
---|
1065 | return c * (2.0f - x / y); // for angle in <PI/4, PI/2>
|
---|
1066 | else
|
---|
1067 | return c * (y / x); // for angle in <0, PI/2>
|
---|
1068 | }
|
---|
1069 | }
|
---|
1070 |
|
---|
1071 |
|
---|
1072 | float
|
---|
1073 | AxisAlignedBox3::ProjectToSphereSA(const Vector3 &viewpoint, int *tcase) const
|
---|
1074 | {
|
---|
1075 | int id = GetRegionID(viewpoint);
|
---|
1076 | *tcase = id;
|
---|
1077 |
|
---|
1078 | // spherical projection .. SA represents solid angle
|
---|
1079 | if (id == 13) // .. inside the box
|
---|
1080 | return (float)(4.0*M_PI); // the whole sphere
|
---|
1081 | float SA = 0.0; // inital value
|
---|
1082 |
|
---|
1083 | int i = 0; // the pointer in the array of vertices
|
---|
1084 | while (bfaces[id][i] >= 0) {
|
---|
1085 | int axisO = bfaces[id][i++];
|
---|
1086 | int minvIdx = bfaces[id][i++];
|
---|
1087 | int maxvIdx = bfaces[id][i++];
|
---|
1088 | Vector3 vmin, vmax;
|
---|
1089 | GetVertex(minvIdx, vmin);
|
---|
1090 | GetVertex(maxvIdx, vmax);
|
---|
1091 | float h = fabs(vmin[axisO] - viewpoint[axisO]);
|
---|
1092 | int axis = (axisO + 1) % 3; // next axis
|
---|
1093 | float a = (vmin[axis] - viewpoint[axis]) / h; // minimum for v-range
|
---|
1094 | float b = (vmax[axis] - viewpoint[axis]) / h; // maximum for v-range
|
---|
1095 | //if (a > b) {
|
---|
1096 | // FATAL << "ProjectToSphereSA::Error a > b\n";
|
---|
1097 | // FATAL_ABORT;
|
---|
1098 | //}
|
---|
1099 | //if (vmin[axisO] != vmax[axisO]) {
|
---|
1100 | // FATAL << "ProjectToSphereSA::Error a-axis != b-axis\n";
|
---|
1101 | // FATAL_ABORT;
|
---|
1102 | //}
|
---|
1103 | axis = (axisO + 2) % 3; // next second axis
|
---|
1104 | float c = (vmin[axis] - viewpoint[axis]) / h; // minimum for u-range
|
---|
1105 | float d = (vmax[axis] - viewpoint[axis]) / h; // maximum for u-range
|
---|
1106 | //if (c > d) {
|
---|
1107 | // FATAL << "ProjectToSphereSA::Error c > d\n";
|
---|
1108 | // FATAL_ABORT;
|
---|
1109 | //}
|
---|
1110 | SA +=atan22(d*b/sqrt(b*b + d*d + 1.0f)) - atan22(b*c/sqrt(b*b + c*c + 1.0f))
|
---|
1111 | - atan22(d*a/sqrt(a*a + d*d + 1.0f)) + atan22(a*c/sqrt(a*a + c*c + 1.0f));
|
---|
1112 | }
|
---|
1113 |
|
---|
1114 | #if 0
|
---|
1115 | if ((SA > 2.0*M_PI) ||
|
---|
1116 | (SA < 0.0)) {
|
---|
1117 | FATAL << "The solid angle has strange value: ";
|
---|
1118 | FATAL << "SA = "<< SA << endl;
|
---|
1119 | FATAL_ABORT;
|
---|
1120 | }
|
---|
1121 | #endif
|
---|
1122 |
|
---|
1123 | return SA;
|
---|
1124 | }
|
---|
1125 |
|
---|
1126 | // Projects the box to a plane given a normal vector only and
|
---|
1127 | // computes the surface area of the projected silhouette
|
---|
1128 | // no clipping of the box is performed.
|
---|
1129 | float
|
---|
1130 | AxisAlignedBox3::ProjectToPlaneSA(const Vector3 &normal) const
|
---|
1131 | {
|
---|
1132 | Vector3 size = Size();
|
---|
1133 |
|
---|
1134 | // the surface area of the box to a yz-plane - perpendicular to x-axis
|
---|
1135 | float sax = size.y * size.z;
|
---|
1136 |
|
---|
1137 | // the surface area of the box to a zx-plane - perpendicular to y-axis
|
---|
1138 | float say = size.z * size.x;
|
---|
1139 |
|
---|
1140 | // the surface area of the box to a xy-plane - perpendicular to z-axis
|
---|
1141 | float saz = size.x * size.y;
|
---|
1142 |
|
---|
1143 | return sax * fabs(normal.x) + say * fabs(normal.y) + saz * fabs(normal.z);
|
---|
1144 | }
|
---|
1145 |
|
---|
1146 |
|
---|
1147 |
|
---|
1148 | // This definition allows to be a point when answering true
|
---|
1149 | bool
|
---|
1150 | AxisAlignedBox3::IsCorrectAndNotPoint() const
|
---|
1151 | {
|
---|
1152 | if ( (mMin.x > mMax.x) ||
|
---|
1153 | (mMin.y > mMax.y) ||
|
---|
1154 | (mMin.z > mMax.z) )
|
---|
1155 | return false; // box is not formed
|
---|
1156 |
|
---|
1157 | if ( (mMin.x == mMax.x) &&
|
---|
1158 | (mMin.y == mMax.y) &&
|
---|
1159 | (mMin.z == mMax.z) )
|
---|
1160 | return false; // degenerates to a point
|
---|
1161 |
|
---|
1162 | return true;
|
---|
1163 | }
|
---|
1164 |
|
---|
1165 | // This definition allows to be a point when answering true
|
---|
1166 | bool
|
---|
1167 | AxisAlignedBox3::IsPoint() const
|
---|
1168 | {
|
---|
1169 | if ( (mMin.x == mMax.x) &&
|
---|
1170 | (mMin.y == mMax.y) &&
|
---|
1171 | (mMin.z == mMax.z) )
|
---|
1172 | return true; // degenerates to a point
|
---|
1173 |
|
---|
1174 | return false;
|
---|
1175 | }
|
---|
1176 |
|
---|
1177 | // This definition requires shape of non-zero volume
|
---|
1178 | bool
|
---|
1179 | AxisAlignedBox3::IsSingularOrIncorrect() const
|
---|
1180 | {
|
---|
1181 | if ( (mMin.x >= mMax.x) ||
|
---|
1182 | (mMin.y >= mMax.y) ||
|
---|
1183 | (mMin.z >= mMax.z) )
|
---|
1184 | return true; // box is not formed
|
---|
1185 |
|
---|
1186 | return false; // has non-zero volume
|
---|
1187 | }
|
---|
1188 |
|
---|
1189 | // returns true, when the sphere specified by the origin and radius
|
---|
1190 | // fully contains the box
|
---|
1191 | bool
|
---|
1192 | AxisAlignedBox3::IsFullyContainedInSphere(const Vector3 ¢er, float rad) const
|
---|
1193 | {
|
---|
1194 | int region = GetRegionID(center);
|
---|
1195 | float rad2 = rad*rad;
|
---|
1196 |
|
---|
1197 | // vertex of the box
|
---|
1198 | Vector3 vertex;
|
---|
1199 |
|
---|
1200 | int i = 0;
|
---|
1201 | for (i = 0 ; ; i++) {
|
---|
1202 | int a = fsvertices[region][i];
|
---|
1203 | if (a == 15)
|
---|
1204 | return true; // if was not false untill now, it must be contained
|
---|
1205 |
|
---|
1206 | assert( (a>=0) && (a<8) );
|
---|
1207 |
|
---|
1208 | // normal vertex
|
---|
1209 | GetVertex(a, vertex);
|
---|
1210 |
|
---|
1211 | if (SqrMagnitude(vertex - center) > rad2)
|
---|
1212 | return false;
|
---|
1213 | } // for
|
---|
1214 |
|
---|
1215 | }
|
---|
1216 |
|
---|
1217 | // returns true, when the volume of the sphere and volume of the
|
---|
1218 | // axis aligned box has no intersection
|
---|
1219 | bool
|
---|
1220 | AxisAlignedBox3::HasNoIntersectionWithSphere(const Vector3 ¢er, float rad) const
|
---|
1221 | {
|
---|
1222 | int region = GetRegionID(center);
|
---|
1223 | float rad2 = rad*rad;
|
---|
1224 |
|
---|
1225 | // vertex of the box
|
---|
1226 | Vector3 vertex;
|
---|
1227 |
|
---|
1228 | switch (csvertices[region][0]) {
|
---|
1229 | case 8: {
|
---|
1230 | // test two coordinates described within the field
|
---|
1231 | int face = 3*csvertices[region][1] + csvertices[region][2];
|
---|
1232 | float dist = GetExtent(face) - center[csvertices[region][2]];
|
---|
1233 | dist *= dist;
|
---|
1234 | face = 3 * (csvertices[region][3]) + csvertices[region][4];
|
---|
1235 | float dist2 = GetExtent(face) - center[csvertices[region][4]];
|
---|
1236 | dist += (dist2 * dist2);
|
---|
1237 | if (dist > rad2)
|
---|
1238 | return true; // no intersection is possible
|
---|
1239 | }
|
---|
1240 | case 9: {
|
---|
1241 | // test one coordinate described within the field
|
---|
1242 | int face = 3*csvertices[region][1] + csvertices[region][2];
|
---|
1243 | float dist = fabs(GetExtent(face) - center[csvertices[region][2]]);
|
---|
1244 | if (dist > rad)
|
---|
1245 | return true; // no intersection is possible
|
---|
1246 | }
|
---|
1247 | case 15:
|
---|
1248 | return false; // box and sphere surely has intersection
|
---|
1249 | default: {
|
---|
1250 | // test using normal vertices
|
---|
1251 | assert( (csvertices[region][0]>=0) && (csvertices[region][0]<8) );
|
---|
1252 |
|
---|
1253 | // normal vertex
|
---|
1254 | GetVertex(csvertices[region][0], vertex);
|
---|
1255 |
|
---|
1256 | if (SqrMagnitude(vertex - center) > rad2)
|
---|
1257 | return true; // no intersectino is possible
|
---|
1258 | }
|
---|
1259 | } // switch
|
---|
1260 |
|
---|
1261 | return false; // partial or full containtment
|
---|
1262 | }
|
---|
1263 |
|
---|
1264 | #if 0
|
---|
1265 | // Given the sphere, determine the mutual position between the
|
---|
1266 | // sphere and box
|
---|
1267 |
|
---|
1268 | // SOME BUG IS INSIDE !!!! V.H. 25/4/2001
|
---|
1269 | int
|
---|
1270 | AxisAlignedBox3::MutualPositionWithSphere(const Vector3 ¢er, float rad) const
|
---|
1271 | {
|
---|
1272 | int region = GetRegionID(center);
|
---|
1273 | float rad2 = rad*rad;
|
---|
1274 |
|
---|
1275 | // vertex of the box
|
---|
1276 | Vector3 vertex;
|
---|
1277 |
|
---|
1278 | // first testing for full containtment - whether sphere fully
|
---|
1279 | // contains the box
|
---|
1280 | int countInside = 0; // how many points were found inside
|
---|
1281 |
|
---|
1282 | int i = 0;
|
---|
1283 | for (i = 0 ; ; i++) {
|
---|
1284 | int a = fsvertices[region][i];
|
---|
1285 | if (a == 15)
|
---|
1286 | return 1; // the sphere fully contain the box
|
---|
1287 |
|
---|
1288 | assert( (a>=0) && (a<8) );
|
---|
1289 |
|
---|
1290 | // normal vertex
|
---|
1291 | GetVertex(a, vertex);
|
---|
1292 |
|
---|
1293 | if (SqrMagnitude(vertex - center) <= rad2)
|
---|
1294 | countInside++; // the number of vertices inside the sphere
|
---|
1295 | else {
|
---|
1296 | if (countInside)
|
---|
1297 | return 0; // partiall overlap has been found
|
---|
1298 | // the sphere does not fully contain the box .. only way to break
|
---|
1299 | // this loop and go for other testing
|
---|
1300 | break;
|
---|
1301 | }
|
---|
1302 | } // for
|
---|
1303 |
|
---|
1304 | // now only box and sphere can partially overlap or no intersection
|
---|
1305 | switch (csvertices[region][0]) {
|
---|
1306 | case 8: {
|
---|
1307 | // test two coordinates described within the field
|
---|
1308 | int face = 3*csvertices[region][1] + csvertices[region][2];
|
---|
1309 | float dist = GetExtent(face) - center[csvertices[region][2]];
|
---|
1310 | dist *= dist;
|
---|
1311 | face = 3 * (csvertices[region][3]) + csvertices[region][4];
|
---|
1312 | float dist2 = GetExtent(face) - center[csvertices[region][4]];
|
---|
1313 | dist += (dist2 * dist2);
|
---|
1314 | if (dist > rad2 )
|
---|
1315 | return -1; // no intersection is possible
|
---|
1316 | }
|
---|
1317 | case 9: {
|
---|
1318 | // test one coordinate described within the field
|
---|
1319 | int face = 3*csvertices[region][1] + csvertices[region][2];
|
---|
1320 | float dist = fabs(GetExtent(face) - center[csvertices[region][2]]);
|
---|
1321 | if (dist > rad)
|
---|
1322 | return -1; // no intersection is possible
|
---|
1323 | }
|
---|
1324 | case 15:
|
---|
1325 | return 0 ; // partial overlap is now guaranteed
|
---|
1326 | default: {
|
---|
1327 | // test using normal vertices
|
---|
1328 | assert( (csvertices[region][0]>=0) && (csvertices[region][0]<8) );
|
---|
1329 |
|
---|
1330 | // normal vertex
|
---|
1331 | GetVertex(csvertices[region][0], vertex);
|
---|
1332 |
|
---|
1333 | if (SqrMagnitude(vertex - center) > rad2)
|
---|
1334 | return -1; // no intersection is possible
|
---|
1335 | }
|
---|
1336 | } // switch
|
---|
1337 |
|
---|
1338 | return 0; // partial intersection is guaranteed
|
---|
1339 | }
|
---|
1340 | #else
|
---|
1341 |
|
---|
1342 | // Some maybe smarter version, extendible easily to d-dimensional
|
---|
1343 | // space!
|
---|
1344 | // Given a sphere described by the center and radius,
|
---|
1345 | // the fullowing function returns:
|
---|
1346 | // -1 ... the sphere and the box are completely separate
|
---|
1347 | // 0 ... the sphere and the box only partially overlap
|
---|
1348 | // 1 ... the sphere contains fully the box
|
---|
1349 | // Note: the case when box fully contains the sphere is not reported
|
---|
1350 | // since it was not required.
|
---|
1351 | int
|
---|
1352 | AxisAlignedBox3::MutualPositionWithSphere(const Vector3 ¢er, float rad) const
|
---|
1353 | {
|
---|
1354 | //#define SPEED_UP
|
---|
1355 |
|
---|
1356 | #ifndef SPEED_UP
|
---|
1357 | // slow version, instructively written
|
---|
1358 | #if 0
|
---|
1359 | // does it make sense to test
|
---|
1360 | // checking the sides of the box for possible non-intersection
|
---|
1361 | if ( ((center.x + rad) < mMin.x) ||
|
---|
1362 | ((center.x - rad) > mMax.x) ||
|
---|
1363 | ((center.y + rad) < mMin.y) ||
|
---|
1364 | ((center.y - rad) > mMax.y) ||
|
---|
1365 | ((center.z + rad) < mMin.z) ||
|
---|
1366 | ((center.z - rad) > mMax.z) ) {
|
---|
1367 | // cout << "r ";
|
---|
1368 | return -1; // no overlap is possible
|
---|
1369 | }
|
---|
1370 | #endif
|
---|
1371 |
|
---|
1372 | // someoverlap is possible, check the distance of vertices
|
---|
1373 | rad = rad*rad;
|
---|
1374 | float sumMin = 0;
|
---|
1375 | // Try to minimize the function of a distance
|
---|
1376 | // from the sphere center
|
---|
1377 |
|
---|
1378 | // for x-axis
|
---|
1379 | float minSqrX = sqr(mMin.x - center.x);
|
---|
1380 | float maxSqrX = sqr(mMax.x - center.x);
|
---|
1381 | if (center.x < mMin.x)
|
---|
1382 | sumMin = minSqrX;
|
---|
1383 | else
|
---|
1384 | if (center.x > mMax.x)
|
---|
1385 | sumMin = maxSqrX;
|
---|
1386 |
|
---|
1387 | // for y-axis
|
---|
1388 | float minSqrY = sqr(mMin.y - center.y);
|
---|
1389 | float maxSqrY = sqr(mMax.y - center.y);
|
---|
1390 | if (center.y < mMin.y)
|
---|
1391 | sumMin += minSqrY;
|
---|
1392 | else
|
---|
1393 | if (center.y > mMax.y)
|
---|
1394 | sumMin += maxSqrY;
|
---|
1395 |
|
---|
1396 | // for z-axis
|
---|
1397 | float minSqrZ = sqr(mMin.z - center.z);
|
---|
1398 | float maxSqrZ = sqr(mMax.z - center.z);
|
---|
1399 | if (center.z < mMin.z)
|
---|
1400 | sumMin += minSqrZ;
|
---|
1401 | else
|
---|
1402 | if (center.z > mMax.z)
|
---|
1403 | sumMin += maxSqrZ;
|
---|
1404 |
|
---|
1405 | if (sumMin > rad)
|
---|
1406 | return -1; // no intersection between sphere and box
|
---|
1407 |
|
---|
1408 | // try to find out the maximum distance between the
|
---|
1409 | // sphere center and vertices
|
---|
1410 | float sumMax = 0;
|
---|
1411 |
|
---|
1412 | if (minSqrX > maxSqrX)
|
---|
1413 | sumMax = minSqrX;
|
---|
1414 | else
|
---|
1415 | sumMax = maxSqrX;
|
---|
1416 |
|
---|
1417 | if (minSqrY > maxSqrY)
|
---|
1418 | sumMax += minSqrY;
|
---|
1419 | else
|
---|
1420 | sumMax += maxSqrY;
|
---|
1421 |
|
---|
1422 | if (minSqrZ > maxSqrZ)
|
---|
1423 | sumMax += minSqrZ;
|
---|
1424 | else
|
---|
1425 | sumMax += maxSqrZ;
|
---|
1426 |
|
---|
1427 | // sumMin < rad
|
---|
1428 | if (sumMax < rad)
|
---|
1429 | return 1; // the sphere contains the box completely
|
---|
1430 |
|
---|
1431 | // partial intersection, part of the box is outside the sphere
|
---|
1432 | return 0;
|
---|
1433 | #else
|
---|
1434 |
|
---|
1435 | // Optimized version of the test
|
---|
1436 |
|
---|
1437 | #ifndef __VECTOR_HACK
|
---|
1438 | #error "__VECTOR_HACK for Vector3 was not defined"
|
---|
1439 | #endif
|
---|
1440 |
|
---|
1441 | // some overlap is possible, check the distance of vertices
|
---|
1442 | rad = rad*rad;
|
---|
1443 | float sumMin = 0;
|
---|
1444 | float sumMax = 0;
|
---|
1445 | // Try to minimize the function of a distance
|
---|
1446 | // from the sphere center
|
---|
1447 |
|
---|
1448 | const float *minp = &(min[0]);
|
---|
1449 | const float *maxp = &(max[0]);
|
---|
1450 | const float *pcenter = &(center[0]);
|
---|
1451 |
|
---|
1452 | // for x-axis
|
---|
1453 | for (int i = 0; i < 3; i++, minp++, maxp++, pcenter++) {
|
---|
1454 | float minsqr = sqr(*minp - *pcenter);
|
---|
1455 | float maxsqr = sqr(*maxp - *pcenter);
|
---|
1456 | if (*pcenter < *minp)
|
---|
1457 | sumMin += minsqr;
|
---|
1458 | else
|
---|
1459 | if (*pcenter > *maxp)
|
---|
1460 | sumMin += maxsqr;
|
---|
1461 | sumMax += (minsqr > maxsqr) ? minsqr : maxsqr;
|
---|
1462 | }
|
---|
1463 |
|
---|
1464 | if (sumMin > rad)
|
---|
1465 | return -1; // no intersection between sphere and box
|
---|
1466 |
|
---|
1467 | // sumMin < rad
|
---|
1468 | if (sumMax < rad)
|
---|
1469 | return 1; // the sphere contains the box completely
|
---|
1470 |
|
---|
1471 | // partial intersection, part of the box is outside the sphere
|
---|
1472 | return 0;
|
---|
1473 | #endif
|
---|
1474 | }
|
---|
1475 | #endif
|
---|
1476 |
|
---|
1477 | // Given the cube describe by the center and the half-sie,
|
---|
1478 | // determine the mutual position between the cube and the box
|
---|
1479 | int
|
---|
1480 | AxisAlignedBox3::MutualPositionWithCube(const Vector3 ¢er, float radius) const
|
---|
1481 | {
|
---|
1482 | // the cube is described by the center and the distance to the any face
|
---|
1483 | // along the axes
|
---|
1484 |
|
---|
1485 | // Note on efficiency!
|
---|
1486 | // Can be quite optimized using tables, but I do not have time
|
---|
1487 | // V.H. 18/11/2001
|
---|
1488 |
|
---|
1489 | AxisAlignedBox3 a =
|
---|
1490 | AxisAlignedBox3(Vector3(center.x - radius, center.y - radius, center.z - radius),
|
---|
1491 | Vector3(center.x + radius, center.y + radius, center.z + radius));
|
---|
1492 |
|
---|
1493 | if (a.Includes(*this))
|
---|
1494 | return 1; // cube contains the box
|
---|
1495 |
|
---|
1496 | if (OverlapS(a,*this))
|
---|
1497 | return 0; // cube partially overlap the box
|
---|
1498 |
|
---|
1499 | return -1; // completely separate
|
---|
1500 | }
|
---|
1501 |
|
---|
1502 | void
|
---|
1503 | AxisAlignedBox3::GetSqrDistances(const Vector3 &point,
|
---|
1504 | float &minDistance,
|
---|
1505 | float &maxDistance
|
---|
1506 | ) const
|
---|
1507 | {
|
---|
1508 |
|
---|
1509 |
|
---|
1510 | #ifndef __VECTOR_HACK
|
---|
1511 | #error "__VECTOR_HACK for Vector3 was not defined"
|
---|
1512 | #endif
|
---|
1513 |
|
---|
1514 | // some overlap is possible, check the distance of vertices
|
---|
1515 | float sumMin = 0;
|
---|
1516 | float sumMax = 0;
|
---|
1517 |
|
---|
1518 | // Try to minimize the function of a distance
|
---|
1519 | // from the sphere center
|
---|
1520 |
|
---|
1521 | const float *minp = &(mMin[0]);
|
---|
1522 | const float *maxp = &(mMax[0]);
|
---|
1523 | const float *pcenter = &(point[0]);
|
---|
1524 |
|
---|
1525 | // for x-axis
|
---|
1526 | for (int i = 0; i < 3; i++, minp++, maxp++, pcenter++) {
|
---|
1527 | float minsqr = sqr(*minp - *pcenter);
|
---|
1528 | float maxsqr = sqr(*maxp - *pcenter);
|
---|
1529 | if (*pcenter < *minp)
|
---|
1530 | sumMin += minsqr;
|
---|
1531 | else
|
---|
1532 | if (*pcenter > *maxp)
|
---|
1533 | sumMin += maxsqr;
|
---|
1534 | sumMax += (minsqr > maxsqr) ? minsqr : maxsqr;
|
---|
1535 | }
|
---|
1536 |
|
---|
1537 | minDistance = sumMin;
|
---|
1538 | maxDistance = sumMax;
|
---|
1539 | }
|
---|
1540 |
|
---|
1541 |
|
---|
1542 | int
|
---|
1543 | AxisAlignedBox3::Side(const Plane3 &plane) const
|
---|
1544 | {
|
---|
1545 | Vector3 v;
|
---|
1546 | int i, m=3, M=-3, s;
|
---|
1547 |
|
---|
1548 | for (i=0;i<8;i++) {
|
---|
1549 | GetVertex(i, v);
|
---|
1550 | if((s = plane.Side(v)) < m)
|
---|
1551 | m=s;
|
---|
1552 | if(s > M)
|
---|
1553 | M=s;
|
---|
1554 | if (m && m==-M)
|
---|
1555 | return 0;
|
---|
1556 | }
|
---|
1557 |
|
---|
1558 | return (m == M) ? m : m + M;
|
---|
1559 | }
|
---|
1560 |
|
---|
1561 | int
|
---|
1562 | AxisAlignedBox3::GetFaceVisibilityMask(const Rectangle3 &rectangle) const
|
---|
1563 | {
|
---|
1564 | int mask = 0;
|
---|
1565 | for (int i=0; i < 4; i++)
|
---|
1566 | mask |= GetFaceVisibilityMask(rectangle.mVertices[i]);
|
---|
1567 | return mask;
|
---|
1568 | }
|
---|
1569 |
|
---|
1570 | int
|
---|
1571 | AxisAlignedBox3::GetFaceVisibilityMask(const Vector3 &position) const {
|
---|
1572 |
|
---|
1573 | // assume that we are not inside the box
|
---|
1574 | int c=0;
|
---|
1575 |
|
---|
1576 | if (position.x<(mMin.x-Limits::Small))
|
---|
1577 | c|=1;
|
---|
1578 | else
|
---|
1579 | if (position.x>(mMax.x+Limits::Small))
|
---|
1580 | c|=2;
|
---|
1581 |
|
---|
1582 | if (position.y<(mMin.y-Limits::Small))
|
---|
1583 | c|=4;
|
---|
1584 | else
|
---|
1585 | if (position.y>(mMax.y+Limits::Small))
|
---|
1586 | c|=8;
|
---|
1587 |
|
---|
1588 | if (position.z<(mMin.z-Limits::Small))
|
---|
1589 | c|=16;
|
---|
1590 | else
|
---|
1591 | if (position.z>(mMax.z+Limits::Small))
|
---|
1592 | c|=32;
|
---|
1593 |
|
---|
1594 | return c;
|
---|
1595 | }
|
---|
1596 |
|
---|
1597 |
|
---|
1598 | Rectangle3
|
---|
1599 | AxisAlignedBox3::GetFace(const int face) const
|
---|
1600 | {
|
---|
1601 | Vector3 v[4];
|
---|
1602 | switch (face) {
|
---|
1603 |
|
---|
1604 | case 0:
|
---|
1605 | v[3].SetValue(mMin.x,mMin.y,mMin.z);
|
---|
1606 | v[2].SetValue(mMin.x,mMax.y,mMin.z);
|
---|
1607 | v[1].SetValue(mMin.x,mMax.y,mMax.z);
|
---|
1608 | v[0].SetValue(mMin.x,mMin.y,mMax.z);
|
---|
1609 | break;
|
---|
1610 |
|
---|
1611 | case 1:
|
---|
1612 | v[0].SetValue(mMax.x,mMin.y,mMin.z);
|
---|
1613 | v[1].SetValue(mMax.x,mMax.y,mMin.z);
|
---|
1614 | v[2].SetValue(mMax.x,mMax.y,mMax.z);
|
---|
1615 | v[3].SetValue(mMax.x,mMin.y,mMax.z);
|
---|
1616 | break;
|
---|
1617 |
|
---|
1618 | case 2:
|
---|
1619 | v[3].SetValue(mMin.x,mMin.y,mMin.z);
|
---|
1620 | v[2].SetValue(mMin.x,mMin.y,mMax.z);
|
---|
1621 | v[1].SetValue(mMax.x,mMin.y,mMax.z);
|
---|
1622 | v[0].SetValue(mMax.x,mMin.y,mMin.z);
|
---|
1623 | break;
|
---|
1624 |
|
---|
1625 | case 3:
|
---|
1626 | v[0].SetValue(mMin.x,mMax.y,mMin.z);
|
---|
1627 | v[1].SetValue(mMin.x,mMax.y,mMax.z);
|
---|
1628 | v[2].SetValue(mMax.x,mMax.y,mMax.z);
|
---|
1629 | v[3].SetValue(mMax.x,mMax.y,mMin.z);
|
---|
1630 | break;
|
---|
1631 |
|
---|
1632 | case 4:
|
---|
1633 | v[3].SetValue(mMin.x,mMin.y,mMin.z);
|
---|
1634 | v[2].SetValue(mMax.x,mMin.y,mMin.z);
|
---|
1635 | v[1].SetValue(mMax.x,mMax.y,mMin.z);
|
---|
1636 | v[0].SetValue(mMin.x,mMax.y,mMin.z);
|
---|
1637 | break;
|
---|
1638 |
|
---|
1639 | case 5:
|
---|
1640 | v[0].SetValue(mMin.x,mMin.y,mMax.z);
|
---|
1641 | v[1].SetValue(mMax.x,mMin.y,mMax.z);
|
---|
1642 | v[2].SetValue(mMax.x,mMax.y,mMax.z);
|
---|
1643 | v[3].SetValue(mMin.x,mMax.y,mMax.z);
|
---|
1644 | break;
|
---|
1645 | }
|
---|
1646 |
|
---|
1647 | return Rectangle3(v[0], v[1], v[2], v[3]);
|
---|
1648 | }
|
---|
1649 |
|
---|
1650 | struct VertexData
|
---|
1651 | {
|
---|
1652 | Vector3 mVertex;
|
---|
1653 | float mAngle;
|
---|
1654 |
|
---|
1655 | VertexData(Vector3 vtx, float angle): mVertex(vtx), mAngle(angle)
|
---|
1656 | {}
|
---|
1657 |
|
---|
1658 | bool operator<(const VertexData &b) const
|
---|
1659 | {
|
---|
1660 | return mAngle > b.mAngle;
|
---|
1661 | }
|
---|
1662 | };
|
---|
1663 |
|
---|
1664 | // TODO: use a table to avoid normal and distance computations
|
---|
1665 | Polygon3 *AxisAlignedBox3::CrossSection(const Plane3 &plane) const
|
---|
1666 | {
|
---|
1667 | Polygon3 *planePoly = new Polygon3();
|
---|
1668 |
|
---|
1669 | int side[8];
|
---|
1670 | bool onFrontSide = false, onBackSide = false;
|
---|
1671 |
|
---|
1672 | Vector3 vtx;
|
---|
1673 | //-- compute classification of vertices
|
---|
1674 | for (int i = 0; i < 8; ++i)
|
---|
1675 | {
|
---|
1676 | GetVertex(i, vtx);
|
---|
1677 | side[i] = plane.Side(vtx);
|
---|
1678 | if (side[i] > 0)
|
---|
1679 | onFrontSide = true;
|
---|
1680 | else if (side[i] < 0)
|
---|
1681 | onBackSide = true;
|
---|
1682 | else // vertex coincident => push_back
|
---|
1683 | planePoly->mVertices.push_back(vtx);
|
---|
1684 | }
|
---|
1685 |
|
---|
1686 | //-- find intersections
|
---|
1687 | if (onFrontSide && onBackSide)
|
---|
1688 | {
|
---|
1689 | Vector3 ptA, ptB;
|
---|
1690 | for (int i = 0; i < 12; ++ i)
|
---|
1691 | {
|
---|
1692 | int aIdx, bIdx;
|
---|
1693 | GetEdge(i, aIdx, bIdx);
|
---|
1694 |
|
---|
1695 | ptA = GetVertex(aIdx);
|
---|
1696 | ptB = GetVertex(bIdx);
|
---|
1697 |
|
---|
1698 | int sideA = side[aIdx];
|
---|
1699 | int sideB = side[bIdx];
|
---|
1700 |
|
---|
1701 | if (((sideA > 0) && (sideB < 0)) || (sideA < 0) && (sideB > 0))
|
---|
1702 | planePoly->mVertices.push_back(plane.FindIntersection(ptA, ptB));
|
---|
1703 | }
|
---|
1704 | }
|
---|
1705 |
|
---|
1706 | // order intersectioins
|
---|
1707 | if (planePoly->mVertices.size() > 3)
|
---|
1708 | {
|
---|
1709 | Vector3 centerOfMass(0);
|
---|
1710 | int i;
|
---|
1711 | // compute center of mass
|
---|
1712 | for (i = 0; i < (int)planePoly->mVertices.size(); ++ i)
|
---|
1713 | centerOfMass += planePoly->mVertices[i];
|
---|
1714 |
|
---|
1715 | centerOfMass /= (float)planePoly->mVertices.size();
|
---|
1716 |
|
---|
1717 | vector<VertexData> vertexData;
|
---|
1718 |
|
---|
1719 | Vector3 refVec = Normalize(centerOfMass - planePoly->mVertices[0]);
|
---|
1720 |
|
---|
1721 | // compute angle to reference point
|
---|
1722 | for (i = 1; i < (int)planePoly->mVertices.size(); ++ i)
|
---|
1723 | {
|
---|
1724 | float angle =
|
---|
1725 | Angle(refVec, centerOfMass - planePoly->mVertices[i], plane.mNormal);
|
---|
1726 |
|
---|
1727 | vertexData.push_back(VertexData(planePoly->mVertices[i], angle));
|
---|
1728 | }
|
---|
1729 |
|
---|
1730 | std::stable_sort(vertexData.begin(), vertexData.end());
|
---|
1731 |
|
---|
1732 | // update vertices
|
---|
1733 | for (i = 1; i < (int)planePoly->mVertices.size(); ++ i)
|
---|
1734 | planePoly->mVertices[i] = vertexData[i - 1].mVertex;
|
---|
1735 | }
|
---|
1736 | else if (planePoly->mVertices.size() == 3)
|
---|
1737 | {
|
---|
1738 | // fix orientation if needed
|
---|
1739 | if (DotProd(planePoly->GetNormal(), plane.mNormal) < 0)
|
---|
1740 | {
|
---|
1741 | Vector3 v = planePoly->mVertices[1];
|
---|
1742 | planePoly->mVertices[1] = planePoly->mVertices[2];
|
---|
1743 | planePoly->mVertices[2] = v;
|
---|
1744 | }
|
---|
1745 | }
|
---|
1746 |
|
---|
1747 | return planePoly;
|
---|
1748 | }
|
---|
1749 |
|
---|
1750 | bool AxisAlignedBox3::GetRaySegment(const Ray &ray,
|
---|
1751 | float &minT,
|
---|
1752 | float &maxT) const
|
---|
1753 | {
|
---|
1754 | maxT = 1e6;
|
---|
1755 | minT = 0;
|
---|
1756 |
|
---|
1757 | // test with bounding box
|
---|
1758 | if (!GetMinMaxT(ray, &minT, &maxT))
|
---|
1759 | return false;
|
---|
1760 |
|
---|
1761 | if (minT < 0) // start ray from origin
|
---|
1762 | minT = 0;
|
---|
1763 |
|
---|
1764 | // bound ray or line segment
|
---|
1765 | if (//(ray.GetType() == Ray::LOCAL_RAY) &&
|
---|
1766 | !ray.intersections.empty() &&
|
---|
1767 | (ray.intersections[0].mT <= maxT))
|
---|
1768 | {
|
---|
1769 | maxT = ray.intersections[0].mT;
|
---|
1770 | }
|
---|
1771 |
|
---|
1772 | return true;
|
---|
1773 | }
|
---|
1774 |
|
---|
1775 |
|
---|
1776 | // Compute tmin and tmax for a ray, whenever required .. need not pierce box
|
---|
1777 | int
|
---|
1778 | AxisAlignedBox3::ComputeMinMaxT(const Vector3 &origin,
|
---|
1779 | const Vector3 &direction,
|
---|
1780 | float *tmin,
|
---|
1781 | float *tmax) const
|
---|
1782 | {
|
---|
1783 |
|
---|
1784 | register float minx, maxx;
|
---|
1785 |
|
---|
1786 |
|
---|
1787 | Vector3 invDirection;
|
---|
1788 | const float eps = 1e-6;
|
---|
1789 | const float invEps = 1e6;
|
---|
1790 |
|
---|
1791 | // it does change the ray direction very slightly,
|
---|
1792 | // but the size direction vector is not practically changed
|
---|
1793 |
|
---|
1794 | if (fabs(direction.x) < eps) {
|
---|
1795 | if (direction.x < 0.0)
|
---|
1796 | invDirection.x = -invEps;
|
---|
1797 | else
|
---|
1798 | invDirection.x = invEps;
|
---|
1799 | }
|
---|
1800 | else
|
---|
1801 | invDirection.x = 1.0 / direction.x;
|
---|
1802 |
|
---|
1803 | if (fabs(direction.y) < eps) {
|
---|
1804 | if (direction.y < 0.0)
|
---|
1805 | invDirection.y = -invEps;
|
---|
1806 | else
|
---|
1807 | invDirection.y = invEps;
|
---|
1808 | }
|
---|
1809 | else
|
---|
1810 | invDirection.y = 1.0 / direction.y;
|
---|
1811 |
|
---|
1812 | if (fabs(direction.z) < eps) {
|
---|
1813 | if (direction.z < 0.0)
|
---|
1814 | invDirection.z = -invEps;
|
---|
1815 | else
|
---|
1816 | invDirection.z = invEps;
|
---|
1817 | }
|
---|
1818 | else
|
---|
1819 | invDirection.z = 1.0 / direction.z;
|
---|
1820 |
|
---|
1821 |
|
---|
1822 |
|
---|
1823 | if (fabs(direction.x) < 0.001) {
|
---|
1824 | if (mMin.x < origin.x && mMax.x > origin.x) {
|
---|
1825 | minx = -MAXFLOAT;
|
---|
1826 | maxx = MAXFLOAT;
|
---|
1827 | }
|
---|
1828 | else
|
---|
1829 | return 0;
|
---|
1830 | }
|
---|
1831 | else {
|
---|
1832 | float t1 = (mMin.x - origin.x) * invDirection.x;
|
---|
1833 | float t2 = (mMax.x - origin.x) * invDirection.x;
|
---|
1834 | if (t1 < t2) {
|
---|
1835 | minx = t1;
|
---|
1836 | maxx = t2;
|
---|
1837 | }
|
---|
1838 | else {
|
---|
1839 | minx = t2;
|
---|
1840 | maxx = t1;
|
---|
1841 | }
|
---|
1842 | // if (maxx < 0.0)
|
---|
1843 | // return 0;
|
---|
1844 | }
|
---|
1845 |
|
---|
1846 | *tmin = minx;
|
---|
1847 | *tmax = maxx;
|
---|
1848 |
|
---|
1849 | if (fabs(direction.y) < 0.001) {
|
---|
1850 | if (mMin.y < origin.y && mMax.y > origin.y) {
|
---|
1851 | minx = -MAXFLOAT;
|
---|
1852 | maxx = MAXFLOAT;
|
---|
1853 | }
|
---|
1854 | else
|
---|
1855 | return 0;
|
---|
1856 | }
|
---|
1857 | else {
|
---|
1858 | float t1 = (mMin.y - origin.y) * invDirection.y;
|
---|
1859 | float t2 = (mMax.y - origin.y) * invDirection.y;
|
---|
1860 | if (t1 < t2) {
|
---|
1861 | minx = t1;
|
---|
1862 | maxx = t2;
|
---|
1863 | }
|
---|
1864 | else {
|
---|
1865 | minx = t2;
|
---|
1866 | maxx = t1;
|
---|
1867 | }
|
---|
1868 | // if (maxx < 0.0)
|
---|
1869 | // return 0;
|
---|
1870 | }
|
---|
1871 |
|
---|
1872 | if (minx > *tmin)
|
---|
1873 | *tmin = minx;
|
---|
1874 | if (maxx < *tmax)
|
---|
1875 | *tmax = maxx;
|
---|
1876 |
|
---|
1877 | if (fabs(direction.z) < 0.001) {
|
---|
1878 | if (mMin.z < origin.z && mMax.z > origin.z) {
|
---|
1879 | minx = -MAXFLOAT;
|
---|
1880 | maxx = MAXFLOAT;
|
---|
1881 | }
|
---|
1882 | else
|
---|
1883 | return 0;
|
---|
1884 | }
|
---|
1885 | else {
|
---|
1886 | float t1 = (mMin.z - origin.z) * invDirection.z;
|
---|
1887 | float t2 = (mMax.z - origin.z) * invDirection.z;
|
---|
1888 | if (t1 < t2) {
|
---|
1889 | minx = t1;
|
---|
1890 | maxx = t2;
|
---|
1891 | }
|
---|
1892 | else {
|
---|
1893 | minx = t2;
|
---|
1894 | maxx = t1;
|
---|
1895 | }
|
---|
1896 | // if (maxx < 0.0)
|
---|
1897 | // return 0;
|
---|
1898 | }
|
---|
1899 |
|
---|
1900 | if (minx > *tmin)
|
---|
1901 | *tmin = minx;
|
---|
1902 | if (maxx < *tmax)
|
---|
1903 | *tmax = maxx;
|
---|
1904 |
|
---|
1905 | return 1; // yes, intersection was found
|
---|
1906 | }
|
---|
1907 |
|
---|
1908 |
|
---|
1909 | bool AxisAlignedBox3::GetIntersectionFace(Rectangle3 &face,
|
---|
1910 | const AxisAlignedBox3 &neighbour) const
|
---|
1911 |
|
---|
1912 | {
|
---|
1913 | if (EpsilonEqual(mMin[0], neighbour.Max(0)))
|
---|
1914 | {
|
---|
1915 | float maxy = min(mMax.y, neighbour.mMax.y);
|
---|
1916 | float maxz = min(mMax.z, neighbour.mMax.z);
|
---|
1917 | float miny = max(mMin.y, neighbour.mMin.y);
|
---|
1918 | float minz = max(mMin.z, neighbour.mMin.z);
|
---|
1919 |
|
---|
1920 | face.mVertices[3].SetValue(mMin.x, miny, minz);
|
---|
1921 | face.mVertices[2].SetValue(mMin.x, maxy, minz);
|
---|
1922 | face.mVertices[1].SetValue(mMin.x, maxy, maxz);
|
---|
1923 | face.mVertices[0].SetValue(mMin.x, miny, maxz);
|
---|
1924 |
|
---|
1925 | return true;
|
---|
1926 | }
|
---|
1927 | if (EpsilonEqual(mMax[0], neighbour.Min(0)))
|
---|
1928 | {
|
---|
1929 | float maxy = min(mMax.y, neighbour.mMax.y);
|
---|
1930 | float maxz = min(mMax.z, neighbour.mMax.z);
|
---|
1931 | float miny = max(mMin.y, neighbour.mMin.y);
|
---|
1932 | float minz = max(mMin.z, neighbour.mMin.z);
|
---|
1933 |
|
---|
1934 | face.mVertices[0].SetValue(mMax.x, miny, minz);
|
---|
1935 | face.mVertices[1].SetValue(mMax.x, maxy, minz);
|
---|
1936 | face.mVertices[2].SetValue(mMax.x, maxy, maxz);
|
---|
1937 | face.mVertices[3].SetValue(mMax.x, miny, maxz);
|
---|
1938 |
|
---|
1939 | return true;
|
---|
1940 | }
|
---|
1941 | if (EpsilonEqual(mMin[1], neighbour.Max(1)))
|
---|
1942 | {
|
---|
1943 | float maxx = min(mMax.x, neighbour.mMax.x);
|
---|
1944 | float maxz = min(mMax.z, neighbour.mMax.z);
|
---|
1945 | float minx = max(mMin.x, neighbour.mMin.x);
|
---|
1946 | float minz = max(mMin.z, neighbour.mMin.z);
|
---|
1947 |
|
---|
1948 | face.mVertices[3].SetValue(minx, mMin.y, minz);
|
---|
1949 | face.mVertices[2].SetValue(minx, mMin.y, maxz);
|
---|
1950 | face.mVertices[1].SetValue(maxx, mMin.y, maxz);
|
---|
1951 | face.mVertices[0].SetValue(maxx, mMin.y, minz);
|
---|
1952 |
|
---|
1953 | return true;
|
---|
1954 | }
|
---|
1955 | if (EpsilonEqual(mMax[1], neighbour.Min(1)))
|
---|
1956 | {
|
---|
1957 | float maxx = min(mMax.x, neighbour.mMax.x);
|
---|
1958 | float maxz = min(mMax.z, neighbour.mMax.z);
|
---|
1959 | float minx = max(mMin.x, neighbour.mMin.x);
|
---|
1960 | float minz = max(mMin.z, neighbour.mMin.z);
|
---|
1961 |
|
---|
1962 | face.mVertices[0].SetValue(minx, mMax.y, minz);
|
---|
1963 | face.mVertices[1].SetValue(minx, mMax.y, maxz);
|
---|
1964 | face.mVertices[2].SetValue(maxx, mMax.y, maxz);
|
---|
1965 | face.mVertices[3].SetValue(maxx, mMax.y, minz);
|
---|
1966 |
|
---|
1967 | return true;
|
---|
1968 | }
|
---|
1969 | if (EpsilonEqual(mMin[2], neighbour.Max(2)))
|
---|
1970 | {
|
---|
1971 | float maxx = min(mMax.x, neighbour.mMax.x);
|
---|
1972 | float maxy = min(mMax.y, neighbour.mMax.y);
|
---|
1973 | float minx = max(mMin.x, neighbour.mMin.x);
|
---|
1974 | float miny = max(mMin.y, neighbour.mMin.y);
|
---|
1975 |
|
---|
1976 | face.mVertices[3].SetValue(minx, miny, mMin.z);
|
---|
1977 | face.mVertices[2].SetValue(maxx, miny, mMin.z);
|
---|
1978 | face.mVertices[1].SetValue(maxx, maxy, mMin.z);
|
---|
1979 | face.mVertices[0].SetValue(minx, maxy, mMin.z);
|
---|
1980 |
|
---|
1981 | return true;
|
---|
1982 | }
|
---|
1983 | if (EpsilonEqual(mMax[2], neighbour.Min(2)))
|
---|
1984 | {
|
---|
1985 | float maxx = min(mMax.x, neighbour.mMax.x);
|
---|
1986 | float maxy = min(mMax.y, neighbour.mMax.y);
|
---|
1987 | float minx = max(mMin.x, neighbour.mMin.x);
|
---|
1988 | float miny = max(mMin.y, neighbour.mMin.y);
|
---|
1989 |
|
---|
1990 | face.mVertices[0].SetValue(minx, miny, mMax.z);
|
---|
1991 | face.mVertices[1].SetValue(maxx, miny, mMax.z);
|
---|
1992 | face.mVertices[2].SetValue(maxx, maxy, mMax.z);
|
---|
1993 | face.mVertices[3].SetValue(minx, maxy, mMax.z);
|
---|
1994 |
|
---|
1995 | return true;
|
---|
1996 | }
|
---|
1997 |
|
---|
1998 | return false;
|
---|
1999 | }
|
---|
2000 |
|
---|
2001 |
|
---|
2002 | void AxisAlignedBox3::AddBoxToMesh(Mesh *mesh) const
|
---|
2003 | {
|
---|
2004 | // add 6 vertices of the box
|
---|
2005 | int index = (int)mesh->mVertices.size();
|
---|
2006 |
|
---|
2007 | for (int i=0; i < 8; i++)
|
---|
2008 | {
|
---|
2009 | Vector3 v;
|
---|
2010 | GetVertex(i, v);
|
---|
2011 | mesh->mVertices.push_back(v);
|
---|
2012 | }
|
---|
2013 |
|
---|
2014 | mesh->AddFace(new Face(index + 0, index + 1, index + 3, index + 2) );
|
---|
2015 | mesh->AddFace(new Face(index + 0, index + 2, index + 6, index + 4) );
|
---|
2016 | mesh->AddFace(new Face(index + 4, index + 6, index + 7, index + 5) );
|
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2017 |
|
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2018 | mesh->AddFace(new Face(index + 3, index + 1, index + 5, index + 7) );
|
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2019 | mesh->AddFace(new Face(index + 0, index + 4, index + 5, index + 1) );
|
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2020 | mesh->AddFace(new Face(index + 2, index + 3, index + 7, index + 6) );
|
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2021 |
|
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2022 | }
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