aabb.h 13 KB

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  1. /**************************************************************************/
  2. /* aabb.h */
  3. /**************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /**************************************************************************/
  8. /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
  9. /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /**************************************************************************/
  30. #ifndef AABB_H
  31. #define AABB_H
  32. #include "core/math/math_defs.h"
  33. #include "core/math/plane.h"
  34. #include "core/math/vector3.h"
  35. /**
  36. * AABB / AABB (Axis Aligned Bounding Box)
  37. * This is implemented by a point (position) and the box size
  38. */
  39. class _NO_DISCARD_CLASS_ AABB {
  40. public:
  41. Vector3 position;
  42. Vector3 size;
  43. real_t get_area() const; /// get area
  44. _FORCE_INLINE_ bool has_no_area() const {
  45. return (size.x <= 0 || size.y <= 0 || size.z <= 0);
  46. }
  47. _FORCE_INLINE_ bool has_no_surface() const {
  48. return (size.x <= 0 && size.y <= 0 && size.z <= 0);
  49. }
  50. const Vector3 &get_position() const { return position; }
  51. void set_position(const Vector3 &p_pos) { position = p_pos; }
  52. const Vector3 &get_size() const { return size; }
  53. void set_size(const Vector3 &p_size) { size = p_size; }
  54. Vector3 get_center() const { return position + (size * 0.5f); }
  55. bool operator==(const AABB &p_rval) const;
  56. bool operator!=(const AABB &p_rval) const;
  57. bool is_equal_approx(const AABB &p_aabb) const;
  58. _FORCE_INLINE_ bool intersects(const AABB &p_aabb) const; /// Both AABBs overlap
  59. _FORCE_INLINE_ bool intersects_inclusive(const AABB &p_aabb) const; /// Both AABBs (or their faces) overlap
  60. _FORCE_INLINE_ bool encloses(const AABB &p_aabb) const; /// p_aabb is completely inside this
  61. AABB merge(const AABB &p_with) const;
  62. void merge_with(const AABB &p_aabb); ///merge with another AABB
  63. AABB intersection(const AABB &p_aabb) const; ///get box where two intersect, empty if no intersection occurs
  64. bool intersects_segment(const Vector3 &p_from, const Vector3 &p_to, Vector3 *r_clip = nullptr, Vector3 *r_normal = nullptr) const;
  65. bool intersects_ray(const Vector3 &p_from, const Vector3 &p_dir, Vector3 *r_clip = nullptr, Vector3 *r_normal = nullptr) const;
  66. _FORCE_INLINE_ bool smits_intersect_ray(const Vector3 &p_from, const Vector3 &p_dir, real_t t0, real_t t1) const;
  67. _FORCE_INLINE_ bool intersects_convex_shape(const Plane *p_planes, int p_plane_count, const Vector3 *p_points, int p_point_count) const;
  68. _FORCE_INLINE_ bool inside_convex_shape(const Plane *p_planes, int p_plane_count) const;
  69. bool intersects_plane(const Plane &p_plane) const;
  70. _FORCE_INLINE_ bool has_point(const Vector3 &p_point) const;
  71. _FORCE_INLINE_ Vector3 get_support(const Vector3 &p_normal) const;
  72. Vector3 get_longest_axis() const;
  73. int get_longest_axis_index() const;
  74. _FORCE_INLINE_ real_t get_longest_axis_size() const;
  75. Vector3 get_shortest_axis() const;
  76. int get_shortest_axis_index() const;
  77. _FORCE_INLINE_ real_t get_shortest_axis_size() const;
  78. AABB grow(real_t p_by) const;
  79. _FORCE_INLINE_ void grow_by(real_t p_amount);
  80. void get_edge(int p_edge, Vector3 &r_from, Vector3 &r_to) const;
  81. _FORCE_INLINE_ Vector3 get_endpoint(int p_point) const;
  82. AABB expand(const Vector3 &p_vector) const;
  83. _FORCE_INLINE_ void project_range_in_plane(const Plane &p_plane, real_t &r_min, real_t &r_max) const;
  84. _FORCE_INLINE_ void expand_to(const Vector3 &p_vector); /** expand to contain a point if necessary */
  85. bool create_from_points(const Vector<Vector3> &p_points);
  86. _FORCE_INLINE_ AABB abs() const {
  87. return AABB(Vector3(position.x + MIN(size.x, 0), position.y + MIN(size.y, 0), position.z + MIN(size.z, 0)), size.abs());
  88. }
  89. operator String() const;
  90. _FORCE_INLINE_ AABB() {}
  91. inline AABB(const Vector3 &p_pos, const Vector3 &p_size) :
  92. position(p_pos),
  93. size(p_size) {
  94. }
  95. };
  96. inline bool AABB::intersects(const AABB &p_aabb) const {
  97. if (position.x >= (p_aabb.position.x + p_aabb.size.x)) {
  98. return false;
  99. }
  100. if ((position.x + size.x) <= p_aabb.position.x) {
  101. return false;
  102. }
  103. if (position.y >= (p_aabb.position.y + p_aabb.size.y)) {
  104. return false;
  105. }
  106. if ((position.y + size.y) <= p_aabb.position.y) {
  107. return false;
  108. }
  109. if (position.z >= (p_aabb.position.z + p_aabb.size.z)) {
  110. return false;
  111. }
  112. if ((position.z + size.z) <= p_aabb.position.z) {
  113. return false;
  114. }
  115. return true;
  116. }
  117. inline bool AABB::intersects_inclusive(const AABB &p_aabb) const {
  118. if (position.x > (p_aabb.position.x + p_aabb.size.x)) {
  119. return false;
  120. }
  121. if ((position.x + size.x) < p_aabb.position.x) {
  122. return false;
  123. }
  124. if (position.y > (p_aabb.position.y + p_aabb.size.y)) {
  125. return false;
  126. }
  127. if ((position.y + size.y) < p_aabb.position.y) {
  128. return false;
  129. }
  130. if (position.z > (p_aabb.position.z + p_aabb.size.z)) {
  131. return false;
  132. }
  133. if ((position.z + size.z) < p_aabb.position.z) {
  134. return false;
  135. }
  136. return true;
  137. }
  138. inline bool AABB::encloses(const AABB &p_aabb) const {
  139. Vector3 src_min = position;
  140. Vector3 src_max = position + size;
  141. Vector3 dst_min = p_aabb.position;
  142. Vector3 dst_max = p_aabb.position + p_aabb.size;
  143. return (
  144. (src_min.x <= dst_min.x) &&
  145. (src_max.x > dst_max.x) &&
  146. (src_min.y <= dst_min.y) &&
  147. (src_max.y > dst_max.y) &&
  148. (src_min.z <= dst_min.z) &&
  149. (src_max.z > dst_max.z));
  150. }
  151. Vector3 AABB::get_support(const Vector3 &p_normal) const {
  152. Vector3 half_extents = size * 0.5f;
  153. Vector3 ofs = position + half_extents;
  154. return Vector3(
  155. (p_normal.x > 0) ? -half_extents.x : half_extents.x,
  156. (p_normal.y > 0) ? -half_extents.y : half_extents.y,
  157. (p_normal.z > 0) ? -half_extents.z : half_extents.z) +
  158. ofs;
  159. }
  160. Vector3 AABB::get_endpoint(int p_point) const {
  161. switch (p_point) {
  162. case 0:
  163. return Vector3(position.x, position.y, position.z);
  164. case 1:
  165. return Vector3(position.x, position.y, position.z + size.z);
  166. case 2:
  167. return Vector3(position.x, position.y + size.y, position.z);
  168. case 3:
  169. return Vector3(position.x, position.y + size.y, position.z + size.z);
  170. case 4:
  171. return Vector3(position.x + size.x, position.y, position.z);
  172. case 5:
  173. return Vector3(position.x + size.x, position.y, position.z + size.z);
  174. case 6:
  175. return Vector3(position.x + size.x, position.y + size.y, position.z);
  176. case 7:
  177. return Vector3(position.x + size.x, position.y + size.y, position.z + size.z);
  178. };
  179. ERR_FAIL_V(Vector3());
  180. }
  181. bool AABB::intersects_convex_shape(const Plane *p_planes, int p_plane_count, const Vector3 *p_points, int p_point_count) const {
  182. Vector3 half_extents = size * 0.5f;
  183. Vector3 ofs = position + half_extents;
  184. for (int i = 0; i < p_plane_count; i++) {
  185. const Plane &p = p_planes[i];
  186. Vector3 point(
  187. (p.normal.x > 0) ? -half_extents.x : half_extents.x,
  188. (p.normal.y > 0) ? -half_extents.y : half_extents.y,
  189. (p.normal.z > 0) ? -half_extents.z : half_extents.z);
  190. point += ofs;
  191. if (p.is_point_over(point)) {
  192. return false;
  193. }
  194. }
  195. // Make sure all points in the shape aren't fully separated from the AABB on
  196. // each axis.
  197. int bad_point_counts_positive[3] = { 0 };
  198. int bad_point_counts_negative[3] = { 0 };
  199. for (int k = 0; k < 3; k++) {
  200. for (int i = 0; i < p_point_count; i++) {
  201. if (p_points[i].coord[k] > ofs.coord[k] + half_extents.coord[k]) {
  202. bad_point_counts_positive[k]++;
  203. }
  204. if (p_points[i].coord[k] < ofs.coord[k] - half_extents.coord[k]) {
  205. bad_point_counts_negative[k]++;
  206. }
  207. }
  208. if (bad_point_counts_negative[k] == p_point_count) {
  209. return false;
  210. }
  211. if (bad_point_counts_positive[k] == p_point_count) {
  212. return false;
  213. }
  214. }
  215. return true;
  216. }
  217. bool AABB::inside_convex_shape(const Plane *p_planes, int p_plane_count) const {
  218. Vector3 half_extents = size * 0.5f;
  219. Vector3 ofs = position + half_extents;
  220. for (int i = 0; i < p_plane_count; i++) {
  221. const Plane &p = p_planes[i];
  222. Vector3 point(
  223. (p.normal.x < 0) ? -half_extents.x : half_extents.x,
  224. (p.normal.y < 0) ? -half_extents.y : half_extents.y,
  225. (p.normal.z < 0) ? -half_extents.z : half_extents.z);
  226. point += ofs;
  227. if (p.is_point_over(point)) {
  228. return false;
  229. }
  230. }
  231. return true;
  232. }
  233. bool AABB::has_point(const Vector3 &p_point) const {
  234. if (p_point.x < position.x) {
  235. return false;
  236. }
  237. if (p_point.y < position.y) {
  238. return false;
  239. }
  240. if (p_point.z < position.z) {
  241. return false;
  242. }
  243. if (p_point.x > position.x + size.x) {
  244. return false;
  245. }
  246. if (p_point.y > position.y + size.y) {
  247. return false;
  248. }
  249. if (p_point.z > position.z + size.z) {
  250. return false;
  251. }
  252. return true;
  253. }
  254. inline void AABB::expand_to(const Vector3 &p_vector) {
  255. Vector3 begin = position;
  256. Vector3 end = position + size;
  257. if (p_vector.x < begin.x) {
  258. begin.x = p_vector.x;
  259. }
  260. if (p_vector.y < begin.y) {
  261. begin.y = p_vector.y;
  262. }
  263. if (p_vector.z < begin.z) {
  264. begin.z = p_vector.z;
  265. }
  266. if (p_vector.x > end.x) {
  267. end.x = p_vector.x;
  268. }
  269. if (p_vector.y > end.y) {
  270. end.y = p_vector.y;
  271. }
  272. if (p_vector.z > end.z) {
  273. end.z = p_vector.z;
  274. }
  275. position = begin;
  276. size = end - begin;
  277. }
  278. void AABB::project_range_in_plane(const Plane &p_plane, real_t &r_min, real_t &r_max) const {
  279. Vector3 half_extents = size * 0.5f;
  280. Vector3 center(position.x + half_extents.x, position.y + half_extents.y, position.z + half_extents.z);
  281. real_t length = p_plane.normal.abs().dot(half_extents);
  282. real_t distance = p_plane.distance_to(center);
  283. r_min = distance - length;
  284. r_max = distance + length;
  285. }
  286. inline real_t AABB::get_longest_axis_size() const {
  287. real_t max_size = size.x;
  288. if (size.y > max_size) {
  289. max_size = size.y;
  290. }
  291. if (size.z > max_size) {
  292. max_size = size.z;
  293. }
  294. return max_size;
  295. }
  296. inline real_t AABB::get_shortest_axis_size() const {
  297. real_t max_size = size.x;
  298. if (size.y < max_size) {
  299. max_size = size.y;
  300. }
  301. if (size.z < max_size) {
  302. max_size = size.z;
  303. }
  304. return max_size;
  305. }
  306. bool AABB::smits_intersect_ray(const Vector3 &p_from, const Vector3 &p_dir, real_t t0, real_t t1) const {
  307. real_t divx = 1 / p_dir.x;
  308. real_t divy = 1 / p_dir.y;
  309. real_t divz = 1 / p_dir.z;
  310. Vector3 upbound = position + size;
  311. real_t tmin, tmax, tymin, tymax, tzmin, tzmax;
  312. if (p_dir.x >= 0) {
  313. tmin = (position.x - p_from.x) * divx;
  314. tmax = (upbound.x - p_from.x) * divx;
  315. } else {
  316. tmin = (upbound.x - p_from.x) * divx;
  317. tmax = (position.x - p_from.x) * divx;
  318. }
  319. if (p_dir.y >= 0) {
  320. tymin = (position.y - p_from.y) * divy;
  321. tymax = (upbound.y - p_from.y) * divy;
  322. } else {
  323. tymin = (upbound.y - p_from.y) * divy;
  324. tymax = (position.y - p_from.y) * divy;
  325. }
  326. if ((tmin > tymax) || (tymin > tmax)) {
  327. return false;
  328. }
  329. if (tymin > tmin) {
  330. tmin = tymin;
  331. }
  332. if (tymax < tmax) {
  333. tmax = tymax;
  334. }
  335. if (p_dir.z >= 0) {
  336. tzmin = (position.z - p_from.z) * divz;
  337. tzmax = (upbound.z - p_from.z) * divz;
  338. } else {
  339. tzmin = (upbound.z - p_from.z) * divz;
  340. tzmax = (position.z - p_from.z) * divz;
  341. }
  342. if ((tmin > tzmax) || (tzmin > tmax)) {
  343. return false;
  344. }
  345. if (tzmin > tmin) {
  346. tmin = tzmin;
  347. }
  348. if (tzmax < tmax) {
  349. tmax = tzmax;
  350. }
  351. return ((tmin < t1) && (tmax > t0));
  352. }
  353. void AABB::grow_by(real_t p_amount) {
  354. position.x -= p_amount;
  355. position.y -= p_amount;
  356. position.z -= p_amount;
  357. size.x += 2 * p_amount;
  358. size.y += 2 * p_amount;
  359. size.z += 2 * p_amount;
  360. }
  361. #endif // AABB_H