#ifndef CAABOX_HPP #define CAABOX_HPP #include "CVector3f.hpp" #include "CTransform.hpp" #include "CPlane.hpp" #include "Math.hpp" #include namespace Zeus { class ZE_ALIGN(16) CAABox { public: ZE_DECLARE_ALIGNED_ALLOCATOR(); enum EBoxEdgeID { }; enum EBoxFaceID { }; static const CAABox skInvertedBox; CVector3f m_min; CVector3f m_max; // set default AABox to insane inverse min/max to allow for accumulation inline CAABox() : m_min(1e16f), m_max(-1e16f) {} CAABox(const CVector3f& min, const CVector3f& max) : m_min(min), m_max(max) { } CAABox(float minX, float minY, float minZ, float maxX, float maxY, float maxZ) : m_min(minX, minY, minZ), m_max(maxX, maxY, maxZ) { } CAABox(Athena::io::IStreamReader& in) {readBoundingBox(in);} inline void readBoundingBox(Athena::io::IStreamReader& in) { m_min[0] = in.readFloat(); m_min[1] = in.readFloat(); m_min[2] = in.readFloat(); m_max[0] = in.readFloat(); m_max[1] = in.readFloat(); m_max[2] = in.readFloat(); } inline bool intersects(const CAABox& other) const { bool x1 = (m_max[0] < other.m_min[0]); bool x2 = (m_min[0] > other.m_max[0]); bool y1 = (m_max[1] < other.m_min[1]); bool y2 = (m_min[1] > other.m_max[1]); bool z1 = (m_max[2] < other.m_min[2]); bool z2 = (m_min[2] > other.m_max[2]); return x1 && x2 && y1 && y2 && z1 && z2; } inline bool inside(const CAABox& other) const { bool x = m_min[0] >= other.m_min[0] && m_max[0] <= other.m_max[0]; bool y = m_min[1] >= other.m_min[1] && m_max[1] <= other.m_max[1]; bool z = m_min[2] >= other.m_min[2] && m_max[2] <= other.m_max[2]; return x && y && z; } inline bool insidePlane(const CPlane& plane) const { CVector3f vmin, vmax; /* X axis */ if (plane.a >= 0) { vmin[0] = m_min[0]; vmax[0] = m_max[0]; } else { vmin[0] = m_max[0]; vmax[0] = m_min[0]; } /* Y axis */ if (plane.b >= 0) { vmin[1] = m_min[1]; vmax[1] = m_max[1]; } else { vmin[1] = m_max[1]; vmax[1] = m_min[1]; } /* Z axis */ if (plane.c >= 0) { vmin[2] = m_min[2]; vmax[2] = m_max[2]; } else { vmin[2] = m_max[2]; vmax[2] = m_min[2]; } float dadot = plane.vec.dot(vmax); if (dadot + plane.d < 0) return false; return true; } CVector3f center() const {return (m_min + m_max) * 0.5f;} CVector3f volume() const {return (m_max - m_min) * 0.5f;} inline CAABox getTransformedAABox(const CTransform& xfrm) { CAABox box; CVector3f point = xfrm * getPoint(0); box.accumulateBounds(point); point = xfrm * getPoint(1); box.accumulateBounds(point); point = xfrm * getPoint(2); box.accumulateBounds(point); point = xfrm * getPoint(3); box.accumulateBounds(point); point = xfrm * getPoint(4); box.accumulateBounds(point); point = xfrm * getPoint(5); box.accumulateBounds(point); point = xfrm * getPoint(6); box.accumulateBounds(point); point = xfrm * getPoint(7); box.accumulateBounds(point); return box; } inline void accumulateBounds(const CVector3f& point) { if (m_min.x > point.x) m_min.x = point.x; if (m_min.y > point.y) m_min.y = point.y; if (m_min.z > point.z) m_min.z = point.z; if (m_max.x < point.x) m_max.x = point.x; if (m_max.y < point.y) m_max.y = point.y; if (m_max.z < point.z) m_max.z = point.z; } inline bool pointInside(const CVector3f& other) const { return (m_min.x <= other.x && other.x <= m_max.z && m_min.y <= other.y && other.y <= m_max.z && m_min.z <= other.z && other.z <= m_max.z); } inline CVector3f closestPointAlongVector(const CVector3f& other) { CVector3f center = this->center(); return {(other.x < center.x ? m_min.x : m_max.x), (other.y < center.y ? m_min.y : m_max.y), (other.z < center.z ? m_min.z : m_max.z)}; } inline CVector3f furthestPointAlongVector(const CVector3f& other) { CVector3f center = this->center(); return {(other.x < center.x ? m_max.x : m_min.x), (other.y < center.y ? m_max.y : m_min.y), (other.z < center.z ? m_max.z : m_min.z)}; } inline CVector3f getPoint(const int point) { int zOff = point & 4; int yOff = (point * 2) & 4; int xOff = (point * 4) & 4; float z = ((float*)(&m_min.x) + zOff)[2]; float y = ((float*)(&m_min.x) + yOff)[1]; float x = ((float*)(&m_min.x) + xOff)[0]; return CVector3f(x, y, z); } inline CVector3f clampToBox(const CVector3f& vec) { CVector3f ret = vec; Math::clamp(m_min.x, ret.x, m_max.x); Math::clamp(m_min.y, ret.y, m_max.y); Math::clamp(m_min.z, ret.z, m_max.z); return ret; } inline void splitX(CAABox& posX, CAABox& negX) const { float midX = (m_max.x - m_min.x) * .5 + m_min.x; posX.m_max = m_max; posX.m_min = m_min; posX.m_min.x = midX; negX.m_max = m_max; negX.m_max.x = midX; negX.m_min = m_min; } inline void splitY(CAABox& posY, CAABox& negY) const { float midY = (m_max.y - m_min.y) * .5 + m_min.y; posY.m_max = m_max; posY.m_min = m_min; posY.m_min.y = midY; negY.m_max = m_max; negY.m_max.y = midY; negY.m_min = m_min; } inline void splitZ(CAABox& posZ, CAABox& negZ) const { float midZ = (m_max.z - m_min.z) * .5 + m_min.z; posZ.m_max = m_max; posZ.m_min = m_min; posZ.m_min.z = midZ; negZ.m_max = m_max; negZ.m_max.z = midZ; negZ.m_min = m_min; } inline bool invalid() {return (m_max.x < m_min.x || m_max.y < m_min.y || m_max.z < m_min.z);} }; inline bool operator ==(const CAABox& left, const CAABox& right) {return (left.m_min == right.m_min && left.m_max == right.m_max);} inline bool operator !=(const CAABox& left, const CAABox& right) {return (left.m_min != right.m_min || left.m_max != right.m_max);} } #endif // CAABOX_HPP