314 lines
9.2 KiB
C++
314 lines
9.2 KiB
C++
// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
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// SPDX-FileCopyrightText: 2021 Jorrit Rouwe
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// SPDX-License-Identifier: MIT
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#pragma once
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#include <Jolt/Geometry/Triangle.h>
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#include <Jolt/Geometry/IndexedTriangle.h>
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#include <Jolt/Geometry/Plane.h>
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#include <Jolt/Math/Mat44.h>
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JPH_NAMESPACE_BEGIN
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/// Axis aligned box
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class [[nodiscard]] AABox
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{
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public:
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JPH_OVERRIDE_NEW_DELETE
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/// Constructor
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AABox() : mMin(Vec3::sReplicate(FLT_MAX)), mMax(Vec3::sReplicate(-FLT_MAX)) { }
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AABox(Vec3Arg inMin, Vec3Arg inMax) : mMin(inMin), mMax(inMax) { }
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AABox(DVec3Arg inMin, DVec3Arg inMax) : mMin(inMin.ToVec3RoundDown()), mMax(inMax.ToVec3RoundUp()) { }
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AABox(Vec3Arg inCenter, float inRadius) : mMin(inCenter - Vec3::sReplicate(inRadius)), mMax(inCenter + Vec3::sReplicate(inRadius)) { }
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/// Create box from 2 points
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static AABox sFromTwoPoints(Vec3Arg inP1, Vec3Arg inP2) { return AABox(Vec3::sMin(inP1, inP2), Vec3::sMax(inP1, inP2)); }
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/// Create box from indexed triangle
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static AABox sFromTriangle(const VertexList &inVertices, const IndexedTriangle &inTriangle)
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{
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AABox box = sFromTwoPoints(Vec3(inVertices[inTriangle.mIdx[0]]), Vec3(inVertices[inTriangle.mIdx[1]]));
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box.Encapsulate(Vec3(inVertices[inTriangle.mIdx[2]]));
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return box;
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}
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/// Get bounding box of size FLT_MAX
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static AABox sBiggest()
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{
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/// Max half extent of AABox is 0.5 * FLT_MAX so that GetSize() remains finite
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return AABox(Vec3::sReplicate(-0.5f * FLT_MAX), Vec3::sReplicate(0.5f * FLT_MAX));
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}
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/// Comparison operators
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bool operator == (const AABox &inRHS) const { return mMin == inRHS.mMin && mMax == inRHS.mMax; }
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bool operator != (const AABox &inRHS) const { return mMin != inRHS.mMin || mMax != inRHS.mMax; }
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/// Reset the bounding box to an empty bounding box
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void SetEmpty()
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{
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mMin = Vec3::sReplicate(FLT_MAX);
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mMax = Vec3::sReplicate(-FLT_MAX);
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}
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/// Check if the bounding box is valid (max >= min)
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bool IsValid() const
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{
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return mMin.GetX() <= mMax.GetX() && mMin.GetY() <= mMax.GetY() && mMin.GetZ() <= mMax.GetZ();
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}
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/// Encapsulate point in bounding box
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void Encapsulate(Vec3Arg inPos)
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{
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mMin = Vec3::sMin(mMin, inPos);
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mMax = Vec3::sMax(mMax, inPos);
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}
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/// Encapsulate bounding box in bounding box
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void Encapsulate(const AABox &inRHS)
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{
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mMin = Vec3::sMin(mMin, inRHS.mMin);
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mMax = Vec3::sMax(mMax, inRHS.mMax);
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}
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/// Encapsulate triangle in bounding box
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void Encapsulate(const Triangle &inRHS)
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{
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Vec3 v = Vec3::sLoadFloat3Unsafe(inRHS.mV[0]);
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Encapsulate(v);
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v = Vec3::sLoadFloat3Unsafe(inRHS.mV[1]);
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Encapsulate(v);
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v = Vec3::sLoadFloat3Unsafe(inRHS.mV[2]);
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Encapsulate(v);
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}
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/// Encapsulate triangle in bounding box
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void Encapsulate(const VertexList &inVertices, const IndexedTriangle &inTriangle)
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{
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for (uint32 idx : inTriangle.mIdx)
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Encapsulate(Vec3(inVertices[idx]));
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}
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/// Intersect this bounding box with inOther, returns the intersection
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AABox Intersect(const AABox &inOther) const
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{
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return AABox(Vec3::sMax(mMin, inOther.mMin), Vec3::sMin(mMax, inOther.mMax));
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}
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/// Make sure that each edge of the bounding box has a minimal length
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void EnsureMinimalEdgeLength(float inMinEdgeLength)
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{
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Vec3 min_length = Vec3::sReplicate(inMinEdgeLength);
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mMax = Vec3::sSelect(mMax, mMin + min_length, Vec3::sLess(mMax - mMin, min_length));
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}
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/// Widen the box on both sides by inVector
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void ExpandBy(Vec3Arg inVector)
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{
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mMin -= inVector;
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mMax += inVector;
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}
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/// Get center of bounding box
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Vec3 GetCenter() const
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{
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return 0.5f * (mMin + mMax);
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}
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/// Get extent of bounding box (half of the size)
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Vec3 GetExtent() const
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{
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return 0.5f * (mMax - mMin);
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}
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/// Get size of bounding box
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Vec3 GetSize() const
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{
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return mMax - mMin;
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}
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/// Get surface area of bounding box
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float GetSurfaceArea() const
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{
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Vec3 extent = mMax - mMin;
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return 2.0f * (extent.GetX() * extent.GetY() + extent.GetX() * extent.GetZ() + extent.GetY() * extent.GetZ());
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}
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/// Get volume of bounding box
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float GetVolume() const
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{
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Vec3 extent = mMax - mMin;
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return extent.GetX() * extent.GetY() * extent.GetZ();
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}
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/// Check if this box contains another box
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bool Contains(const AABox &inOther) const
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{
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return UVec4::sAnd(Vec3::sLessOrEqual(mMin, inOther.mMin), Vec3::sGreaterOrEqual(mMax, inOther.mMax)).TestAllXYZTrue();
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}
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/// Check if this box contains a point
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bool Contains(Vec3Arg inOther) const
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{
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return UVec4::sAnd(Vec3::sLessOrEqual(mMin, inOther), Vec3::sGreaterOrEqual(mMax, inOther)).TestAllXYZTrue();
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}
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/// Check if this box contains a point
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bool Contains(DVec3Arg inOther) const
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{
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return Contains(Vec3(inOther));
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}
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/// Check if this box overlaps with another box
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bool Overlaps(const AABox &inOther) const
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{
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return !UVec4::sOr(Vec3::sGreater(mMin, inOther.mMax), Vec3::sLess(mMax, inOther.mMin)).TestAnyXYZTrue();
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}
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/// Check if this box overlaps with a plane
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bool Overlaps(const Plane &inPlane) const
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{
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Vec3 normal = inPlane.GetNormal();
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float dist_normal = inPlane.SignedDistance(GetSupport(normal));
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float dist_min_normal = inPlane.SignedDistance(GetSupport(-normal));
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return dist_normal * dist_min_normal <= 0.0f; // If both support points are on the same side of the plane we don't overlap
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}
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/// Translate bounding box
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void Translate(Vec3Arg inTranslation)
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{
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mMin += inTranslation;
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mMax += inTranslation;
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}
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/// Translate bounding box
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void Translate(DVec3Arg inTranslation)
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{
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mMin = (DVec3(mMin) + inTranslation).ToVec3RoundDown();
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mMax = (DVec3(mMax) + inTranslation).ToVec3RoundUp();
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}
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/// Transform bounding box
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AABox Transformed(Mat44Arg inMatrix) const
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{
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// Start with the translation of the matrix
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Vec3 new_min, new_max;
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new_min = new_max = inMatrix.GetTranslation();
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// Now find the extreme points by considering the product of the min and max with each column of inMatrix
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for (int c = 0; c < 3; ++c)
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{
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Vec3 col = inMatrix.GetColumn3(c);
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Vec3 a = col * mMin[c];
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Vec3 b = col * mMax[c];
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new_min += Vec3::sMin(a, b);
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new_max += Vec3::sMax(a, b);
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}
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// Return the new bounding box
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return AABox(new_min, new_max);
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}
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/// Transform bounding box
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AABox Transformed(DMat44Arg inMatrix) const
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{
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AABox transformed = Transformed(inMatrix.GetRotation());
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transformed.Translate(inMatrix.GetTranslation());
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return transformed;
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}
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/// Scale this bounding box, can handle non-uniform and negative scaling
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AABox Scaled(Vec3Arg inScale) const
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{
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return AABox::sFromTwoPoints(mMin * inScale, mMax * inScale);
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}
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/// Calculate the support vector for this convex shape.
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Vec3 GetSupport(Vec3Arg inDirection) const
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{
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return Vec3::sSelect(mMax, mMin, Vec3::sLess(inDirection, Vec3::sZero()));
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}
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/// Get the vertices of the face that faces inDirection the most
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template <class VERTEX_ARRAY>
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void GetSupportingFace(Vec3Arg inDirection, VERTEX_ARRAY &outVertices) const
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{
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outVertices.resize(4);
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int axis = inDirection.Abs().GetHighestComponentIndex();
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if (inDirection[axis] < 0.0f)
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{
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switch (axis)
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{
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case 0:
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outVertices[0] = Vec3(mMax.GetX(), mMin.GetY(), mMin.GetZ());
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outVertices[1] = Vec3(mMax.GetX(), mMax.GetY(), mMin.GetZ());
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outVertices[2] = Vec3(mMax.GetX(), mMax.GetY(), mMax.GetZ());
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outVertices[3] = Vec3(mMax.GetX(), mMin.GetY(), mMax.GetZ());
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break;
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case 1:
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outVertices[0] = Vec3(mMin.GetX(), mMax.GetY(), mMin.GetZ());
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outVertices[1] = Vec3(mMin.GetX(), mMax.GetY(), mMax.GetZ());
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outVertices[2] = Vec3(mMax.GetX(), mMax.GetY(), mMax.GetZ());
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outVertices[3] = Vec3(mMax.GetX(), mMax.GetY(), mMin.GetZ());
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break;
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case 2:
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outVertices[0] = Vec3(mMin.GetX(), mMin.GetY(), mMax.GetZ());
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outVertices[1] = Vec3(mMax.GetX(), mMin.GetY(), mMax.GetZ());
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outVertices[2] = Vec3(mMax.GetX(), mMax.GetY(), mMax.GetZ());
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outVertices[3] = Vec3(mMin.GetX(), mMax.GetY(), mMax.GetZ());
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break;
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}
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}
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else
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{
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switch (axis)
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{
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case 0:
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outVertices[0] = Vec3(mMin.GetX(), mMin.GetY(), mMin.GetZ());
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outVertices[1] = Vec3(mMin.GetX(), mMin.GetY(), mMax.GetZ());
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outVertices[2] = Vec3(mMin.GetX(), mMax.GetY(), mMax.GetZ());
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outVertices[3] = Vec3(mMin.GetX(), mMax.GetY(), mMin.GetZ());
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break;
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case 1:
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outVertices[0] = Vec3(mMin.GetX(), mMin.GetY(), mMin.GetZ());
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outVertices[1] = Vec3(mMax.GetX(), mMin.GetY(), mMin.GetZ());
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outVertices[2] = Vec3(mMax.GetX(), mMin.GetY(), mMax.GetZ());
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outVertices[3] = Vec3(mMin.GetX(), mMin.GetY(), mMax.GetZ());
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break;
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case 2:
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outVertices[0] = Vec3(mMin.GetX(), mMin.GetY(), mMin.GetZ());
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outVertices[1] = Vec3(mMin.GetX(), mMax.GetY(), mMin.GetZ());
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outVertices[2] = Vec3(mMax.GetX(), mMax.GetY(), mMin.GetZ());
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outVertices[3] = Vec3(mMax.GetX(), mMin.GetY(), mMin.GetZ());
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break;
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}
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}
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}
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/// Get the closest point on or in this box to inPoint
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Vec3 GetClosestPoint(Vec3Arg inPoint) const
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{
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return Vec3::sMin(Vec3::sMax(inPoint, mMin), mMax);
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}
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/// Get the squared distance between inPoint and this box (will be 0 if in Point is inside the box)
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inline float GetSqDistanceTo(Vec3Arg inPoint) const
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{
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return (GetClosestPoint(inPoint) - inPoint).LengthSq();
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}
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/// Bounding box min and max
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Vec3 mMin;
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Vec3 mMax;
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};
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JPH_NAMESPACE_END
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