mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2024-12-15 06:51:22 +00:00
334 lines
9.9 KiB
C++
334 lines
9.9 KiB
C++
/*
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===========================================================================
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Doom 3 BFG Edition GPL Source Code
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Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
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Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
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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.
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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.
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===========================================================================
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*/
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#ifndef __BV_BOX_H__
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#define __BV_BOX_H__
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/*
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===============================================================================
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Oriented Bounding Box
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===============================================================================
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*/
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class idBox
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{
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public:
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idBox();
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explicit idBox( const idVec3& center, const idVec3& extents, const idMat3& axis );
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explicit idBox( const idVec3& point );
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explicit idBox( const idBounds& bounds );
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explicit idBox( const idBounds& bounds, const idVec3& origin, const idMat3& axis );
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idBox operator+( const idVec3& t ) const; // returns translated box
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idBox& operator+=( const idVec3& t ); // translate the box
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idBox operator*( const idMat3& r ) const; // returns rotated box
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idBox& operator*=( const idMat3& r ); // rotate the box
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idBox operator+( const idBox& a ) const;
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idBox& operator+=( const idBox& a );
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idBox operator-( const idBox& a ) const;
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idBox& operator-=( const idBox& a );
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bool Compare( const idBox& a ) const; // exact compare, no epsilon
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bool Compare( const idBox& a, const float epsilon ) const; // compare with epsilon
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bool operator==( const idBox& a ) const; // exact compare, no epsilon
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bool operator!=( const idBox& a ) const; // exact compare, no epsilon
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void Clear(); // inside out box
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void Zero(); // single point at origin
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const idVec3& GetCenter() const; // returns center of the box
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const idVec3& GetExtents() const; // returns extents of the box
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const idMat3& GetAxis() const; // returns the axis of the box
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float GetVolume() const; // returns the volume of the box
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bool IsCleared() const; // returns true if box are inside out
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bool AddPoint( const idVec3& v ); // add the point, returns true if the box expanded
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bool AddBox( const idBox& a ); // add the box, returns true if the box expanded
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idBox Expand( const float d ) const; // return box expanded in all directions with the given value
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idBox& ExpandSelf( const float d ); // expand box in all directions with the given value
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idBox Translate( const idVec3& translation ) const; // return translated box
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idBox& TranslateSelf( const idVec3& translation ); // translate this box
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idBox Rotate( const idMat3& rotation ) const; // return rotated box
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idBox& RotateSelf( const idMat3& rotation ); // rotate this box
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float PlaneDistance( const idPlane& plane ) const;
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int PlaneSide( const idPlane& plane, const float epsilon = ON_EPSILON ) const;
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bool ContainsPoint( const idVec3& p ) const; // includes touching
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bool IntersectsBox( const idBox& a ) const; // includes touching
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bool LineIntersection( const idVec3& start, const idVec3& end ) const;
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// intersection points are (start + dir * scale1) and (start + dir * scale2)
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bool RayIntersection( const idVec3& start, const idVec3& dir, float& scale1, float& scale2 ) const;
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// tight box for a collection of points
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void FromPoints( const idVec3* points, const int numPoints );
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// most tight box for a translation
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void FromPointTranslation( const idVec3& point, const idVec3& translation );
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void FromBoxTranslation( const idBox& box, const idVec3& translation );
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// most tight box for a rotation
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void FromPointRotation( const idVec3& point, const idRotation& rotation );
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void FromBoxRotation( const idBox& box, const idRotation& rotation );
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void ToPoints( idVec3 points[8] ) const;
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idSphere ToSphere() const;
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// calculates the projection of this box onto the given axis
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void AxisProjection( const idVec3& dir, float& min, float& max ) const;
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void AxisProjection( const idMat3& ax, idBounds& bounds ) const;
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// calculates the silhouette of the box
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int GetProjectionSilhouetteVerts( const idVec3& projectionOrigin, idVec3 silVerts[6] ) const;
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int GetParallelProjectionSilhouetteVerts( const idVec3& projectionDir, idVec3 silVerts[6] ) const;
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private:
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idVec3 center;
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idVec3 extents;
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idMat3 axis;
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};
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extern idBox box_zero;
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ID_INLINE idBox::idBox()
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{
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}
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ID_INLINE idBox::idBox( const idVec3& center, const idVec3& extents, const idMat3& axis )
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{
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this->center = center;
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this->extents = extents;
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this->axis = axis;
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}
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ID_INLINE idBox::idBox( const idVec3& point )
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{
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this->center = point;
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this->extents.Zero();
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this->axis.Identity();
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}
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ID_INLINE idBox::idBox( const idBounds& bounds )
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{
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this->center = ( bounds[0] + bounds[1] ) * 0.5f;
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this->extents = bounds[1] - this->center;
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this->axis.Identity();
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}
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ID_INLINE idBox::idBox( const idBounds& bounds, const idVec3& origin, const idMat3& axis )
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{
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this->center = ( bounds[0] + bounds[1] ) * 0.5f;
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this->extents = bounds[1] - this->center;
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this->center = origin + this->center * axis;
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this->axis = axis;
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}
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ID_INLINE idBox idBox::operator+( const idVec3& t ) const
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{
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return idBox( center + t, extents, axis );
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}
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ID_INLINE idBox& idBox::operator+=( const idVec3& t )
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{
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center += t;
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return *this;
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}
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ID_INLINE idBox idBox::operator*( const idMat3& r ) const
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{
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return idBox( center * r, extents, axis * r );
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}
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ID_INLINE idBox& idBox::operator*=( const idMat3& r )
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{
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center *= r;
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axis *= r;
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return *this;
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}
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ID_INLINE idBox idBox::operator+( const idBox& a ) const
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{
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idBox newBox;
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newBox = *this;
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newBox.AddBox( a );
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return newBox;
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}
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ID_INLINE idBox& idBox::operator+=( const idBox& a )
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{
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idBox::AddBox( a );
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return *this;
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}
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ID_INLINE idBox idBox::operator-( const idBox& a ) const
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{
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return idBox( center, extents - a.extents, axis );
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}
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ID_INLINE idBox& idBox::operator-=( const idBox& a )
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{
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extents -= a.extents;
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return *this;
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}
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ID_INLINE bool idBox::Compare( const idBox& a ) const
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{
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return ( center.Compare( a.center ) && extents.Compare( a.extents ) && axis.Compare( a.axis ) );
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}
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ID_INLINE bool idBox::Compare( const idBox& a, const float epsilon ) const
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{
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return ( center.Compare( a.center, epsilon ) && extents.Compare( a.extents, epsilon ) && axis.Compare( a.axis, epsilon ) );
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}
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ID_INLINE bool idBox::operator==( const idBox& a ) const
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{
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return Compare( a );
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}
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ID_INLINE bool idBox::operator!=( const idBox& a ) const
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{
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return !Compare( a );
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}
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ID_INLINE void idBox::Clear()
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{
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center.Zero();
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extents[0] = extents[1] = extents[2] = -idMath::INFINITY;
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axis.Identity();
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}
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ID_INLINE void idBox::Zero()
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{
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center.Zero();
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extents.Zero();
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axis.Identity();
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}
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ID_INLINE const idVec3& idBox::GetCenter() const
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{
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return center;
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}
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ID_INLINE const idVec3& idBox::GetExtents() const
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{
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return extents;
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}
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ID_INLINE const idMat3& idBox::GetAxis() const
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{
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return axis;
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}
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ID_INLINE float idBox::GetVolume() const
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{
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return ( extents * 2.0f ).LengthSqr();
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}
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ID_INLINE bool idBox::IsCleared() const
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{
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return extents[0] < 0.0f;
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}
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ID_INLINE idBox idBox::Expand( const float d ) const
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{
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return idBox( center, extents + idVec3( d, d, d ), axis );
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}
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ID_INLINE idBox& idBox::ExpandSelf( const float d )
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{
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extents[0] += d;
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extents[1] += d;
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extents[2] += d;
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return *this;
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}
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ID_INLINE idBox idBox::Translate( const idVec3& translation ) const
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{
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return idBox( center + translation, extents, axis );
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}
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ID_INLINE idBox& idBox::TranslateSelf( const idVec3& translation )
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{
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center += translation;
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return *this;
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}
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ID_INLINE idBox idBox::Rotate( const idMat3& rotation ) const
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{
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return idBox( center * rotation, extents, axis * rotation );
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}
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ID_INLINE idBox& idBox::RotateSelf( const idMat3& rotation )
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{
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center *= rotation;
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axis *= rotation;
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return *this;
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}
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ID_INLINE bool idBox::ContainsPoint( const idVec3& p ) const
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{
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idVec3 lp = p - center;
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if( idMath::Fabs( lp * axis[0] ) > extents[0] ||
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idMath::Fabs( lp * axis[1] ) > extents[1] ||
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idMath::Fabs( lp * axis[2] ) > extents[2] )
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{
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return false;
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}
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return true;
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}
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ID_INLINE idSphere idBox::ToSphere() const
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{
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return idSphere( center, extents.Length() );
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}
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ID_INLINE void idBox::AxisProjection( const idVec3& dir, float& min, float& max ) const
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{
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float d1 = dir * center;
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float d2 = idMath::Fabs( extents[0] * ( dir * axis[0] ) ) +
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idMath::Fabs( extents[1] * ( dir * axis[1] ) ) +
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idMath::Fabs( extents[2] * ( dir * axis[2] ) );
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min = d1 - d2;
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max = d1 + d2;
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}
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ID_INLINE void idBox::AxisProjection( const idMat3& ax, idBounds& bounds ) const
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{
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for( int i = 0; i < 3; i++ )
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{
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float d1 = ax[i] * center;
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float d2 = idMath::Fabs( extents[0] * ( ax[i] * axis[0] ) ) +
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idMath::Fabs( extents[1] * ( ax[i] * axis[1] ) ) +
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idMath::Fabs( extents[2] * ( ax[i] * axis[2] ) );
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bounds[0][i] = d1 - d2;
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bounds[1][i] = d1 + d2;
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}
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}
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#endif /* !__BV_BOX_H__ */
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