202 lines
4.9 KiB
C++

#include "CAABox.h"
#include "CRay.h"
#include "CTransform4f.h"
#include "MathUtil.h"
#include <float.h>
CAABox::CAABox()
: mMin(CVector3f::skInfinite)
, mMax(-CVector3f::skInfinite)
{
}
CAABox::CAABox(const CVector3f& rkMin, const CVector3f& rkMax)
: mMin(rkMin)
, mMax(rkMax)
{
}
CAABox::CAABox(IInputStream& rInput)
: mMin(rInput)
, mMax(rInput)
{
}
void CAABox::Serialize(IArchive& rArc)
{
rArc << SERIAL("Min", mMin)
<< SERIAL("Max", mMax);
}
void CAABox::Write(IOutputStream& rOutput)
{
mMin.Write(rOutput);
mMax.Write(rOutput);
}
CVector3f CAABox::Center() const
{
return (mMax - ((mMax - mMin) * 0.5f));
}
CVector3f CAABox::Size() const
{
return (mMax - mMin);
}
CVector3f CAABox::Min() const
{
return mMin;
}
CVector3f CAABox::Max() const
{
return mMax;
}
void CAABox::SetMin(const CVector3f& rkMin)
{
mMin = rkMin;
}
void CAABox::SetMax(const CVector3f& rkMax)
{
mMax = rkMax;
}
bool CAABox::IsNull() const
{
return (Size() == CVector3f::skZero);
}
bool CAABox::IsInfinite() const
{
return (Size() == CVector3f::skInfinite);
}
void CAABox::ExpandBounds(const CVector3f& rkVtx)
{
// take an input vertex coordinate and expand the bounding box to fit it, if necessary
if (rkVtx.X < mMin.X) mMin.X = rkVtx.X;
if (rkVtx.X > mMax.X) mMax.X = rkVtx.X;
if (rkVtx.Y < mMin.Y) mMin.Y = rkVtx.Y;
if (rkVtx.Y > mMax.Y) mMax.Y = rkVtx.Y;
if (rkVtx.Z < mMin.Z) mMin.Z = rkVtx.Z;
if (rkVtx.Z > mMax.Z) mMax.Z = rkVtx.Z;
}
void CAABox::ExpandBounds(const CAABox& rkAABox)
{
ExpandBounds(rkAABox.mMin);
ExpandBounds(rkAABox.mMax);
}
void CAABox::ExpandBy(const CVector3f& rkAmount)
{
CVector3f halfAmount = rkAmount / 2.f;
mMin -= halfAmount;
mMax += halfAmount;
}
CAABox CAABox::Transformed(const CTransform4f& rkTransform) const
{
CAABox AABox;
AABox.ExpandBounds(rkTransform * CVector3f(mMin.X, mMin.Y, mMin.Z));
AABox.ExpandBounds(rkTransform * CVector3f(mMin.X, mMin.Y, mMax.Z));
AABox.ExpandBounds(rkTransform * CVector3f(mMin.X, mMax.Y, mMax.Z));
AABox.ExpandBounds(rkTransform * CVector3f(mMin.X, mMax.Y, mMin.Z));
AABox.ExpandBounds(rkTransform * CVector3f(mMax.X, mMin.Y, mMin.Z));
AABox.ExpandBounds(rkTransform * CVector3f(mMax.X, mMin.Y, mMax.Z));
AABox.ExpandBounds(rkTransform * CVector3f(mMax.X, mMax.Y, mMax.Z));
AABox.ExpandBounds(rkTransform * CVector3f(mMax.X, mMax.Y, mMin.Z));
return AABox;
}
bool CAABox::IsPointInBox(const CVector3f& rkPoint) const
{
return ( ((rkPoint.X >= mMin.X) && (rkPoint.X <= mMax.X)) &&
((rkPoint.Y >= mMin.Y) && (rkPoint.Y <= mMax.Y)) &&
((rkPoint.Z >= mMin.Z) && (rkPoint.Z <= mMax.Z)) );
}
CVector3f CAABox::ClosestPointAlongVector(const CVector3f& rkDir) const
{
CVector3f out;
out.X = (rkDir.X >= 0.f) ? mMin.X : mMax.X;
out.Y = (rkDir.Y >= 0.f) ? mMin.Y : mMax.Y;
out.Z = (rkDir.Z >= 0.f) ? mMin.Z : mMax.Z;
return out;
}
CVector3f CAABox::FurthestPointAlongVector(const CVector3f& rkDir) const
{
CVector3f out;
out.X = (rkDir.X >= 0.f) ? mMax.X : mMin.X;
out.Y = (rkDir.Y >= 0.f) ? mMax.Y : mMin.Y;
out.Z = (rkDir.Z >= 0.f) ? mMax.Z : mMin.Z;
return out;
}
// ************ INTERSECTION TESTS ************
// These tests are kinda bad and probably inaccurate, they need rewrites
bool CAABox::IntersectsAABox(const CAABox& rkAABox)
{
return ((mMax > rkAABox.mMin) && (mMin < rkAABox.mMax));
}
bool CAABox::IntersectsSphere(const CVector3f& rkSphereCenter, float SphereRadius)
{
// Placeholder for proper sphere intersection test
// Generate an AABox for the sphere and do an AABox/AABox intersection test instead
return IntersectsAABox(CAABox(rkSphereCenter - SphereRadius, rkSphereCenter + SphereRadius));
}
std::pair<bool,float> CAABox::IntersectsRay(const CRay& rkRay) const
{
return Math::RayBoxIntersection(rkRay, *this);
}
// ************ OPERATORS ************
CAABox CAABox::operator+(const CVector3f& rkTranslate) const
{
return CAABox(mMin + rkTranslate, mMax + rkTranslate);
}
void CAABox::operator+=(const CVector3f& rkTranslate)
{
*this = *this + rkTranslate;
}
CAABox CAABox::operator*(float Scalar) const
{
return CAABox(mMin * Scalar, mMax * Scalar);
}
void CAABox::operator*=(float Scalar)
{
*this = *this * Scalar;
}
bool CAABox::operator==(const CAABox& rkOther) const
{
return ((mMin == rkOther.mMin) && (mMax == rkOther.mMax));
}
bool CAABox::operator!=(const CAABox& rkOther) const
{
return (!(*this == rkOther));
}
// ************ CONSTANTS ************
// min set to float maximum, max set to float minimum; ideal for creating an AABox from scratch
const CAABox CAABox::skInfinite = CAABox(CVector3f(FLT_MAX), CVector3f(-FLT_MAX));
// a 1x1x1 bounding box
const CAABox CAABox::skOne = CAABox( CVector3f(-0.5f, -0.5f, -0.5f), CVector3f(0.5f, 0.5f, 0.5f) );
// a 0x0x0 bounding box
const CAABox CAABox::skZero = CAABox(CVector3f(0), CVector3f(0));