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-rw-r--r--src/BoundingBox.cpp331
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diff --git a/src/BoundingBox.cpp b/src/BoundingBox.cpp
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+++ b/src/BoundingBox.cpp
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+
+// BoundingBox.cpp
+
+// Implements the cBoundingBox class representing an axis-aligned bounding box with floatingpoint coords
+
+#include "Globals.h"
+#include "BoundingBox.h"
+#include "Defines.h"
+
+
+
+
+
+#if 0
+
+/// A simple self-test that is executed on program start, used to verify bbox functionality
+class SelfTest
+{
+public:
+ SelfTest(void)
+ {
+ Vector3d Min(1, 1, 1);
+ Vector3d Max(2, 2, 2);
+ Vector3d LineDefs[] =
+ {
+ Vector3d(1.5, 4, 1.5), Vector3d(1.5, 3, 1.5), // Should intersect at 2, face 1 (YP)
+ Vector3d(1.5, 0, 1.5), Vector3d(1.5, 4, 1.5), // Should intersect at 0.25, face 0 (YM)
+ Vector3d(0, 0, 0), Vector3d(2, 2, 2), // Should intersect at 0.5, face 0, 3 or 5 (anyM)
+ Vector3d(0.999, 0, 1.5), Vector3d(0.999, 4, 1.5), // Should not intersect
+ Vector3d(1.999, 0, 1.5), Vector3d(1.999, 4, 1.5), // Should intersect at 0.25, face 0 (YM)
+ Vector3d(2.001, 0, 1.5), Vector3d(2.001, 4, 1.5), // Should not intersect
+ } ;
+ for (int i = 0; i < ARRAYCOUNT(LineDefs) / 2; i++)
+ {
+ double LineCoeff;
+ char Face;
+ Vector3d Line1 = LineDefs[2 * i];
+ Vector3d Line2 = LineDefs[2 * i + 1];
+ bool res = cBoundingBox::CalcLineIntersection(Min, Max, Line1, Line2, LineCoeff, Face);
+ printf("LineIntersection({%.02f, %.02f, %.02f}, {%.02f, %.02f, %.02f}) -> %d, %.05f, %d\n",
+ Line1.x, Line1.y, Line1.z,
+ Line2.x, Line2.y, Line2.z,
+ res ? 1 : 0, LineCoeff, Face
+ );
+ } // for i - LineDefs[]
+ printf("BoundingBox selftest complete.");
+ }
+} Test;
+
+#endif
+
+
+
+
+
+cBoundingBox::cBoundingBox(double a_MinX, double a_MaxX, double a_MinY, double a_MaxY, double a_MinZ, double a_MaxZ) :
+ m_Min(a_MinX, a_MinY, a_MinZ),
+ m_Max(a_MaxX, a_MaxY, a_MaxZ)
+{
+}
+
+
+
+
+
+cBoundingBox::cBoundingBox(const Vector3d & a_Min, const Vector3d & a_Max) :
+ m_Min(a_Min),
+ m_Max(a_Max)
+{
+}
+
+
+
+
+
+cBoundingBox::cBoundingBox(const Vector3d & a_Pos, double a_Radius, double a_Height) :
+ m_Min(a_Pos.x - a_Radius, a_Pos.y, a_Pos.z - a_Radius),
+ m_Max(a_Pos.x + a_Radius, a_Pos.y + a_Height, a_Pos.z + a_Radius)
+{
+}
+
+
+
+
+
+cBoundingBox::cBoundingBox(const cBoundingBox & a_Orig) :
+ m_Min(a_Orig.m_Min),
+ m_Max(a_Orig.m_Max)
+{
+}
+
+
+
+
+
+void cBoundingBox::Move(double a_OffX, double a_OffY, double a_OffZ)
+{
+ m_Min.x += a_OffX;
+ m_Min.y += a_OffY;
+ m_Min.z += a_OffZ;
+ m_Max.x += a_OffX;
+ m_Max.y += a_OffY;
+ m_Max.z += a_OffZ;
+}
+
+
+
+
+
+void cBoundingBox::Move(const Vector3d & a_Off)
+{
+ m_Min.x += a_Off.x;
+ m_Min.y += a_Off.y;
+ m_Min.z += a_Off.z;
+ m_Max.x += a_Off.x;
+ m_Max.y += a_Off.y;
+ m_Max.z += a_Off.z;
+}
+
+
+
+
+
+void cBoundingBox::Expand(double a_ExpandX, double a_ExpandY, double a_ExpandZ)
+{
+ m_Min.x -= a_ExpandX;
+ m_Min.y -= a_ExpandY;
+ m_Min.z -= a_ExpandZ;
+ m_Max.x += a_ExpandX;
+ m_Max.y += a_ExpandY;
+ m_Max.z += a_ExpandZ;
+}
+
+
+
+
+
+bool cBoundingBox::DoesIntersect(const cBoundingBox & a_Other)
+{
+ return (
+ ((a_Other.m_Min.x <= m_Max.x) && (a_Other.m_Max.x >= m_Min.x)) && // X coords intersect
+ ((a_Other.m_Min.y <= m_Max.y) && (a_Other.m_Max.y >= m_Min.y)) && // Y coords intersect
+ ((a_Other.m_Min.z <= m_Max.z) && (a_Other.m_Max.z >= m_Min.z)) // Z coords intersect
+ );
+}
+
+
+
+
+
+cBoundingBox cBoundingBox::Union(const cBoundingBox & a_Other)
+{
+ return cBoundingBox(
+ std::min(m_Min.x, a_Other.m_Min.x),
+ std::min(m_Min.y, a_Other.m_Min.y),
+ std::min(m_Min.z, a_Other.m_Min.z),
+ std::max(m_Max.x, a_Other.m_Max.x),
+ std::max(m_Max.y, a_Other.m_Max.y),
+ std::max(m_Max.z, a_Other.m_Max.z)
+ );
+}
+
+
+
+
+
+bool cBoundingBox::IsInside(const Vector3d & a_Point)
+{
+ return IsInside(m_Min, m_Max, a_Point);
+}
+
+
+
+
+
+bool cBoundingBox::IsInside(double a_X, double a_Y,double a_Z)
+{
+ return IsInside(m_Min, m_Max, a_X, a_Y, a_Z);
+}
+
+
+
+
+
+bool cBoundingBox::IsInside(cBoundingBox & a_Other)
+{
+ // If both a_Other's coords are inside this, then the entire a_Other is inside
+ return (IsInside(a_Other.m_Min) && IsInside(a_Other.m_Max));
+}
+
+
+
+
+
+bool cBoundingBox::IsInside(const Vector3d & a_Min, const Vector3d & a_Max)
+{
+ // If both coords are inside this, then the entire a_Other is inside
+ return (IsInside(a_Min) && IsInside(a_Max));
+}
+
+
+
+
+
+bool cBoundingBox::IsInside(const Vector3d & a_Min, const Vector3d & a_Max, const Vector3d & a_Point)
+{
+ return (
+ ((a_Point.x >= a_Min.x) && (a_Point.x <= a_Max.x)) &&
+ ((a_Point.y >= a_Min.y) && (a_Point.y <= a_Max.y)) &&
+ ((a_Point.z >= a_Min.z) && (a_Point.z <= a_Max.z))
+ );
+}
+
+
+
+
+
+bool cBoundingBox::IsInside(const Vector3d & a_Min, const Vector3d & a_Max, double a_X, double a_Y, double a_Z)
+{
+ return (
+ ((a_X >= a_Min.x) && (a_X <= a_Max.x)) &&
+ ((a_Y >= a_Min.y) && (a_Y <= a_Max.y)) &&
+ ((a_Z >= a_Min.z) && (a_Z <= a_Max.z))
+ );
+}
+
+
+
+
+
+bool cBoundingBox::CalcLineIntersection(const Vector3d & a_Line1, const Vector3d & a_Line2, double & a_LineCoeff, char & a_Face)
+{
+ return CalcLineIntersection(m_Min, m_Max, a_Line1, a_Line2, a_LineCoeff, a_Face);
+}
+
+
+
+
+
+bool cBoundingBox::CalcLineIntersection(const Vector3d & a_Min, const Vector3d & a_Max, const Vector3d & a_Line1, const Vector3d & a_Line2, double & a_LineCoeff, char & a_Face)
+{
+ if (IsInside(a_Min, a_Max, a_Line1))
+ {
+ // The starting point is inside the bounding box.
+ a_LineCoeff = 0;
+ a_Face = BLOCK_FACE_NONE; // No faces hit
+ return true;
+ }
+
+ char Face = BLOCK_FACE_NONE;
+ double Coeff = Vector3d::NO_INTERSECTION;
+
+ // Check each individual bbox face for intersection with the line, remember the one with the lowest coeff
+ double c = a_Line1.LineCoeffToXYPlane(a_Line2, a_Min.z);
+ if ((c >= 0) && (c < Coeff) && IsInside(a_Min, a_Max, a_Line1 + (a_Line2 - a_Line1) * c))
+ {
+ Face = (a_Line1.z > a_Line2.z) ? BLOCK_FACE_ZP : BLOCK_FACE_ZM;
+ Coeff = c;
+ }
+ c = a_Line1.LineCoeffToXYPlane(a_Line2, a_Max.z);
+ if ((c >= 0) && (c < Coeff) && IsInside(a_Min, a_Max, a_Line1 + (a_Line2 - a_Line1) * c))
+ {
+ Face = (a_Line1.z > a_Line2.z) ? BLOCK_FACE_ZP : BLOCK_FACE_ZM;
+ Coeff = c;
+ }
+ c = a_Line1.LineCoeffToXZPlane(a_Line2, a_Min.y);
+ if ((c >= 0) && (c < Coeff) && IsInside(a_Min, a_Max, a_Line1 + (a_Line2 - a_Line1) * c))
+ {
+ Face = (a_Line1.y > a_Line2.y) ? BLOCK_FACE_YP : BLOCK_FACE_YM;
+ Coeff = c;
+ }
+ c = a_Line1.LineCoeffToXZPlane(a_Line2, a_Max.y);
+ if ((c >= 0) && (c >= 0) && (c < Coeff) && IsInside(a_Min, a_Max, a_Line1 + (a_Line2 - a_Line1) * c))
+ {
+ Face = (a_Line1.y > a_Line2.y) ? BLOCK_FACE_YP : BLOCK_FACE_YM;
+ Coeff = c;
+ }
+ c = a_Line1.LineCoeffToYZPlane(a_Line2, a_Min.x);
+ if ((c >= 0) && (c < Coeff) && IsInside(a_Min, a_Max, a_Line1 + (a_Line2 - a_Line1) * c))
+ {
+ Face = (a_Line1.x > a_Line2.x) ? BLOCK_FACE_XP : BLOCK_FACE_XM;
+ Coeff = c;
+ }
+ c = a_Line1.LineCoeffToYZPlane(a_Line2, a_Max.x);
+ if ((c >= 0) && (c < Coeff) && IsInside(a_Min, a_Max, a_Line1 + (a_Line2 - a_Line1) * c))
+ {
+ Face = (a_Line1.x > a_Line2.x) ? BLOCK_FACE_XP : BLOCK_FACE_XM;
+ Coeff = c;
+ }
+
+ if (Coeff >= Vector3d::NO_INTERSECTION)
+ {
+ // There has been no intersection
+ return false;
+ }
+
+ a_LineCoeff = Coeff;
+ a_Face = Face;
+ return true;
+}
+
+
+
+
+
+bool cBoundingBox::Intersect(const cBoundingBox & a_Other, cBoundingBox & a_Intersection)
+{
+ a_Intersection.m_Min.x = std::max(m_Min.x, a_Other.m_Min.x);
+ a_Intersection.m_Max.x = std::min(m_Max.x, a_Other.m_Max.x);
+ if (a_Intersection.m_Min.x >= a_Intersection.m_Max.x)
+ {
+ return false;
+ }
+ a_Intersection.m_Min.y = std::max(m_Min.y, a_Other.m_Min.y);
+ a_Intersection.m_Max.y = std::min(m_Max.y, a_Other.m_Max.y);
+ if (a_Intersection.m_Min.y >= a_Intersection.m_Max.y)
+ {
+ return false;
+ }
+ a_Intersection.m_Min.z = std::max(m_Min.z, a_Other.m_Min.z);
+ a_Intersection.m_Max.z = std::min(m_Max.z, a_Other.m_Max.z);
+ if (a_Intersection.m_Min.z >= a_Intersection.m_Max.z)
+ {
+ return false;
+ }
+ return true;
+}
+
+
+
+