godot-module-template/engine/thirdparty/jolt_physics/Jolt/Geometry/AABox.h
2025-04-12 18:40:44 +02:00

314 lines
9.2 KiB
C++

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