doom3-bfg/neo/idlib/bv/Box.h

334 lines
9.9 KiB
C++

/*
===========================================================================
Doom 3 BFG Edition GPL Source Code
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
#ifndef __BV_BOX_H__
#define __BV_BOX_H__
/*
===============================================================================
Oriented Bounding Box
===============================================================================
*/
class idBox
{
public:
idBox();
explicit idBox( const idVec3& center, const idVec3& extents, const idMat3& axis );
explicit idBox( const idVec3& point );
explicit idBox( const idBounds& bounds );
explicit idBox( const idBounds& bounds, const idVec3& origin, const idMat3& axis );
idBox operator+( const idVec3& t ) const; // returns translated box
idBox& operator+=( const idVec3& t ); // translate the box
idBox operator*( const idMat3& r ) const; // returns rotated box
idBox& operator*=( const idMat3& r ); // rotate the box
idBox operator+( const idBox& a ) const;
idBox& operator+=( const idBox& a );
idBox operator-( const idBox& a ) const;
idBox& operator-=( const idBox& a );
bool Compare( const idBox& a ) const; // exact compare, no epsilon
bool Compare( const idBox& a, const float epsilon ) const; // compare with epsilon
bool operator==( const idBox& a ) const; // exact compare, no epsilon
bool operator!=( const idBox& a ) const; // exact compare, no epsilon
void Clear(); // inside out box
void Zero(); // single point at origin
const idVec3& GetCenter() const; // returns center of the box
const idVec3& GetExtents() const; // returns extents of the box
const idMat3& GetAxis() const; // returns the axis of the box
float GetVolume() const; // returns the volume of the box
bool IsCleared() const; // returns true if box are inside out
bool AddPoint( const idVec3& v ); // add the point, returns true if the box expanded
bool AddBox( const idBox& a ); // add the box, returns true if the box expanded
idBox Expand( const float d ) const; // return box expanded in all directions with the given value
idBox& ExpandSelf( const float d ); // expand box in all directions with the given value
idBox Translate( const idVec3& translation ) const; // return translated box
idBox& TranslateSelf( const idVec3& translation ); // translate this box
idBox Rotate( const idMat3& rotation ) const; // return rotated box
idBox& RotateSelf( const idMat3& rotation ); // rotate this box
float PlaneDistance( const idPlane& plane ) const;
int PlaneSide( const idPlane& plane, const float epsilon = ON_EPSILON ) const;
bool ContainsPoint( const idVec3& p ) const; // includes touching
bool IntersectsBox( const idBox& a ) const; // includes touching
bool LineIntersection( const idVec3& start, const idVec3& end ) const;
// intersection points are (start + dir * scale1) and (start + dir * scale2)
bool RayIntersection( const idVec3& start, const idVec3& dir, float& scale1, float& scale2 ) const;
// tight box for a collection of points
void FromPoints( const idVec3* points, const int numPoints );
// most tight box for a translation
void FromPointTranslation( const idVec3& point, const idVec3& translation );
void FromBoxTranslation( const idBox& box, const idVec3& translation );
// most tight box for a rotation
void FromPointRotation( const idVec3& point, const idRotation& rotation );
void FromBoxRotation( const idBox& box, const idRotation& rotation );
void ToPoints( idVec3 points[8] ) const;
idSphere ToSphere() const;
// calculates the projection of this box onto the given axis
void AxisProjection( const idVec3& dir, float& min, float& max ) const;
void AxisProjection( const idMat3& ax, idBounds& bounds ) const;
// calculates the silhouette of the box
int GetProjectionSilhouetteVerts( const idVec3& projectionOrigin, idVec3 silVerts[6] ) const;
int GetParallelProjectionSilhouetteVerts( const idVec3& projectionDir, idVec3 silVerts[6] ) const;
private:
idVec3 center;
idVec3 extents;
idMat3 axis;
};
extern idBox box_zero;
ID_INLINE idBox::idBox()
{
}
ID_INLINE idBox::idBox( const idVec3& center, const idVec3& extents, const idMat3& axis )
{
this->center = center;
this->extents = extents;
this->axis = axis;
}
ID_INLINE idBox::idBox( const idVec3& point )
{
this->center = point;
this->extents.Zero();
this->axis.Identity();
}
ID_INLINE idBox::idBox( const idBounds& bounds )
{
this->center = ( bounds[0] + bounds[1] ) * 0.5f;
this->extents = bounds[1] - this->center;
this->axis.Identity();
}
ID_INLINE idBox::idBox( const idBounds& bounds, const idVec3& origin, const idMat3& axis )
{
this->center = ( bounds[0] + bounds[1] ) * 0.5f;
this->extents = bounds[1] - this->center;
this->center = origin + this->center * axis;
this->axis = axis;
}
ID_INLINE idBox idBox::operator+( const idVec3& t ) const
{
return idBox( center + t, extents, axis );
}
ID_INLINE idBox& idBox::operator+=( const idVec3& t )
{
center += t;
return *this;
}
ID_INLINE idBox idBox::operator*( const idMat3& r ) const
{
return idBox( center * r, extents, axis * r );
}
ID_INLINE idBox& idBox::operator*=( const idMat3& r )
{
center *= r;
axis *= r;
return *this;
}
ID_INLINE idBox idBox::operator+( const idBox& a ) const
{
idBox newBox;
newBox = *this;
newBox.AddBox( a );
return newBox;
}
ID_INLINE idBox& idBox::operator+=( const idBox& a )
{
idBox::AddBox( a );
return *this;
}
ID_INLINE idBox idBox::operator-( const idBox& a ) const
{
return idBox( center, extents - a.extents, axis );
}
ID_INLINE idBox& idBox::operator-=( const idBox& a )
{
extents -= a.extents;
return *this;
}
ID_INLINE bool idBox::Compare( const idBox& a ) const
{
return ( center.Compare( a.center ) && extents.Compare( a.extents ) && axis.Compare( a.axis ) );
}
ID_INLINE bool idBox::Compare( const idBox& a, const float epsilon ) const
{
return ( center.Compare( a.center, epsilon ) && extents.Compare( a.extents, epsilon ) && axis.Compare( a.axis, epsilon ) );
}
ID_INLINE bool idBox::operator==( const idBox& a ) const
{
return Compare( a );
}
ID_INLINE bool idBox::operator!=( const idBox& a ) const
{
return !Compare( a );
}
ID_INLINE void idBox::Clear()
{
center.Zero();
extents[0] = extents[1] = extents[2] = -idMath::INFINITY;
axis.Identity();
}
ID_INLINE void idBox::Zero()
{
center.Zero();
extents.Zero();
axis.Identity();
}
ID_INLINE const idVec3& idBox::GetCenter() const
{
return center;
}
ID_INLINE const idVec3& idBox::GetExtents() const
{
return extents;
}
ID_INLINE const idMat3& idBox::GetAxis() const
{
return axis;
}
ID_INLINE float idBox::GetVolume() const
{
return ( extents * 2.0f ).LengthSqr();
}
ID_INLINE bool idBox::IsCleared() const
{
return extents[0] < 0.0f;
}
ID_INLINE idBox idBox::Expand( const float d ) const
{
return idBox( center, extents + idVec3( d, d, d ), axis );
}
ID_INLINE idBox& idBox::ExpandSelf( const float d )
{
extents[0] += d;
extents[1] += d;
extents[2] += d;
return *this;
}
ID_INLINE idBox idBox::Translate( const idVec3& translation ) const
{
return idBox( center + translation, extents, axis );
}
ID_INLINE idBox& idBox::TranslateSelf( const idVec3& translation )
{
center += translation;
return *this;
}
ID_INLINE idBox idBox::Rotate( const idMat3& rotation ) const
{
return idBox( center * rotation, extents, axis * rotation );
}
ID_INLINE idBox& idBox::RotateSelf( const idMat3& rotation )
{
center *= rotation;
axis *= rotation;
return *this;
}
ID_INLINE bool idBox::ContainsPoint( const idVec3& p ) const
{
idVec3 lp = p - center;
if( idMath::Fabs( lp * axis[0] ) > extents[0] ||
idMath::Fabs( lp * axis[1] ) > extents[1] ||
idMath::Fabs( lp * axis[2] ) > extents[2] )
{
return false;
}
return true;
}
ID_INLINE idSphere idBox::ToSphere() const
{
return idSphere( center, extents.Length() );
}
ID_INLINE void idBox::AxisProjection( const idVec3& dir, float& min, float& max ) const
{
float d1 = dir * center;
float d2 = idMath::Fabs( extents[0] * ( dir * axis[0] ) ) +
idMath::Fabs( extents[1] * ( dir * axis[1] ) ) +
idMath::Fabs( extents[2] * ( dir * axis[2] ) );
min = d1 - d2;
max = d1 + d2;
}
ID_INLINE void idBox::AxisProjection( const idMat3& ax, idBounds& bounds ) const
{
for( int i = 0; i < 3; i++ )
{
float d1 = ax[i] * center;
float d2 = idMath::Fabs( extents[0] * ( ax[i] * axis[0] ) ) +
idMath::Fabs( extents[1] * ( ax[i] * axis[1] ) ) +
idMath::Fabs( extents[2] * ( ax[i] * axis[2] ) );
bounds[0][i] = d1 - d2;
bounds[1][i] = d1 + d2;
}
}
#endif /* !__BV_BOX_H__ */