332 lines
		
	
	
		
			7.5 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			332 lines
		
	
	
		
			7.5 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
 | 
						|
// 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_YM;  // Make it look as the top face was hit, although none really are.
 | 
						|
		return true;
 | 
						|
	}
 | 
						|
	
 | 
						|
	char Face = 0;
 | 
						|
	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;
 | 
						|
}
 | 
						|
 | 
						|
 | 
						|
 | 
						|
 |