aabb.h 11 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) 2007-2019 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
  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 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. bool operator==(const AABB &p_rval) const;
  55. bool operator!=(const AABB &p_rval) const;
  56. _FORCE_INLINE_ bool intersects(const AABB &p_aabb) const; /// Both AABBs overlap
  57. _FORCE_INLINE_ bool intersects_inclusive(const AABB &p_aabb) const; /// Both AABBs (or their faces) overlap
  58. _FORCE_INLINE_ bool encloses(const AABB &p_aabb) const; /// p_aabb is completely inside this
  59. AABB merge(const AABB &p_with) const;
  60. void merge_with(const AABB &p_aabb); ///merge with another AABB
  61. AABB intersection(const AABB &p_aabb) const; ///get box where two intersect, empty if no intersection occurs
  62. bool intersects_segment(const Vector3 &p_from, const Vector3 &p_to, Vector3 *r_clip = NULL, Vector3 *r_normal = NULL) const;
  63. bool intersects_ray(const Vector3 &p_from, const Vector3 &p_dir, Vector3 *r_clip = NULL, Vector3 *r_normal = NULL) const;
  64. _FORCE_INLINE_ bool smits_intersect_ray(const Vector3 &p_from, const Vector3 &p_dir, real_t t0, real_t t1) const;
  65. _FORCE_INLINE_ bool intersects_convex_shape(const Plane *p_planes, int p_plane_count) const;
  66. _FORCE_INLINE_ bool inside_convex_shape(const Plane *p_planes, int p_plane_count) const;
  67. bool intersects_plane(const Plane &p_plane) const;
  68. _FORCE_INLINE_ bool has_point(const Vector3 &p_point) const;
  69. _FORCE_INLINE_ Vector3 get_support(const Vector3 &p_normal) const;
  70. Vector3 get_longest_axis() const;
  71. int get_longest_axis_index() const;
  72. _FORCE_INLINE_ real_t get_longest_axis_size() const;
  73. Vector3 get_shortest_axis() const;
  74. int get_shortest_axis_index() const;
  75. _FORCE_INLINE_ real_t get_shortest_axis_size() const;
  76. AABB grow(real_t p_by) const;
  77. _FORCE_INLINE_ void grow_by(real_t p_amount);
  78. void get_edge(int p_edge, Vector3 &r_from, Vector3 &r_to) const;
  79. _FORCE_INLINE_ Vector3 get_endpoint(int p_point) const;
  80. AABB expand(const Vector3 &p_vector) const;
  81. _FORCE_INLINE_ void project_range_in_plane(const Plane &p_plane, real_t &r_min, real_t &r_max) const;
  82. _FORCE_INLINE_ void expand_to(const Vector3 &p_vector); /** expand to contain a point if necessary */
  83. operator String() const;
  84. _FORCE_INLINE_ AABB() {}
  85. inline AABB(const Vector3 &p_pos, const Vector3 &p_size) :
  86. position(p_pos),
  87. size(p_size) {
  88. }
  89. };
  90. inline bool AABB::intersects(const AABB &p_aabb) const {
  91. if (position.x >= (p_aabb.position.x + p_aabb.size.x))
  92. return false;
  93. if ((position.x + size.x) <= p_aabb.position.x)
  94. return false;
  95. if (position.y >= (p_aabb.position.y + p_aabb.size.y))
  96. return false;
  97. if ((position.y + size.y) <= p_aabb.position.y)
  98. return false;
  99. if (position.z >= (p_aabb.position.z + p_aabb.size.z))
  100. return false;
  101. if ((position.z + size.z) <= p_aabb.position.z)
  102. return false;
  103. return true;
  104. }
  105. inline bool AABB::intersects_inclusive(const AABB &p_aabb) const {
  106. if (position.x > (p_aabb.position.x + p_aabb.size.x))
  107. return false;
  108. if ((position.x + size.x) < p_aabb.position.x)
  109. return false;
  110. if (position.y > (p_aabb.position.y + p_aabb.size.y))
  111. return false;
  112. if ((position.y + size.y) < p_aabb.position.y)
  113. return false;
  114. if (position.z > (p_aabb.position.z + p_aabb.size.z))
  115. return false;
  116. if ((position.z + size.z) < p_aabb.position.z)
  117. return false;
  118. return true;
  119. }
  120. inline bool AABB::encloses(const AABB &p_aabb) const {
  121. Vector3 src_min = position;
  122. Vector3 src_max = position + size;
  123. Vector3 dst_min = p_aabb.position;
  124. Vector3 dst_max = p_aabb.position + p_aabb.size;
  125. return (
  126. (src_min.x <= dst_min.x) &&
  127. (src_max.x > dst_max.x) &&
  128. (src_min.y <= dst_min.y) &&
  129. (src_max.y > dst_max.y) &&
  130. (src_min.z <= dst_min.z) &&
  131. (src_max.z > dst_max.z));
  132. }
  133. Vector3 AABB::get_support(const Vector3 &p_normal) const {
  134. Vector3 half_extents = size * 0.5;
  135. Vector3 ofs = position + half_extents;
  136. return Vector3(
  137. (p_normal.x > 0) ? -half_extents.x : half_extents.x,
  138. (p_normal.y > 0) ? -half_extents.y : half_extents.y,
  139. (p_normal.z > 0) ? -half_extents.z : half_extents.z) +
  140. ofs;
  141. }
  142. Vector3 AABB::get_endpoint(int p_point) const {
  143. switch (p_point) {
  144. case 0: return Vector3(position.x, position.y, position.z);
  145. case 1: return Vector3(position.x, position.y, position.z + size.z);
  146. case 2: return Vector3(position.x, position.y + size.y, position.z);
  147. case 3: return Vector3(position.x, position.y + size.y, position.z + size.z);
  148. case 4: return Vector3(position.x + size.x, position.y, position.z);
  149. case 5: return Vector3(position.x + size.x, position.y, position.z + size.z);
  150. case 6: return Vector3(position.x + size.x, position.y + size.y, position.z);
  151. case 7: return Vector3(position.x + size.x, position.y + size.y, position.z + size.z);
  152. };
  153. ERR_FAIL_V(Vector3());
  154. }
  155. bool AABB::intersects_convex_shape(const Plane *p_planes, int p_plane_count) const {
  156. Vector3 half_extents = size * 0.5;
  157. Vector3 ofs = position + half_extents;
  158. for (int i = 0; i < p_plane_count; i++) {
  159. const Plane &p = p_planes[i];
  160. Vector3 point(
  161. (p.normal.x > 0) ? -half_extents.x : half_extents.x,
  162. (p.normal.y > 0) ? -half_extents.y : half_extents.y,
  163. (p.normal.z > 0) ? -half_extents.z : half_extents.z);
  164. point += ofs;
  165. if (p.is_point_over(point))
  166. return false;
  167. }
  168. return true;
  169. }
  170. bool AABB::inside_convex_shape(const Plane *p_planes, int p_plane_count) const {
  171. Vector3 half_extents = size * 0.5;
  172. Vector3 ofs = position + half_extents;
  173. for (int i = 0; i < p_plane_count; i++) {
  174. const Plane &p = p_planes[i];
  175. Vector3 point(
  176. (p.normal.x < 0) ? -half_extents.x : half_extents.x,
  177. (p.normal.y < 0) ? -half_extents.y : half_extents.y,
  178. (p.normal.z < 0) ? -half_extents.z : half_extents.z);
  179. point += ofs;
  180. if (p.is_point_over(point))
  181. return false;
  182. }
  183. return true;
  184. }
  185. bool AABB::has_point(const Vector3 &p_point) const {
  186. if (p_point.x < position.x)
  187. return false;
  188. if (p_point.y < position.y)
  189. return false;
  190. if (p_point.z < position.z)
  191. return false;
  192. if (p_point.x > position.x + size.x)
  193. return false;
  194. if (p_point.y > position.y + size.y)
  195. return false;
  196. if (p_point.z > position.z + size.z)
  197. return false;
  198. return true;
  199. }
  200. inline void AABB::expand_to(const Vector3 &p_vector) {
  201. Vector3 begin = position;
  202. Vector3 end = position + size;
  203. if (p_vector.x < begin.x)
  204. begin.x = p_vector.x;
  205. if (p_vector.y < begin.y)
  206. begin.y = p_vector.y;
  207. if (p_vector.z < begin.z)
  208. begin.z = p_vector.z;
  209. if (p_vector.x > end.x)
  210. end.x = p_vector.x;
  211. if (p_vector.y > end.y)
  212. end.y = p_vector.y;
  213. if (p_vector.z > end.z)
  214. end.z = p_vector.z;
  215. position = begin;
  216. size = end - begin;
  217. }
  218. void AABB::project_range_in_plane(const Plane &p_plane, real_t &r_min, real_t &r_max) const {
  219. Vector3 half_extents(size.x * 0.5, size.y * 0.5, size.z * 0.5);
  220. Vector3 center(position.x + half_extents.x, position.y + half_extents.y, position.z + half_extents.z);
  221. real_t length = p_plane.normal.abs().dot(half_extents);
  222. real_t distance = p_plane.distance_to(center);
  223. r_min = distance - length;
  224. r_max = distance + length;
  225. }
  226. inline real_t AABB::get_longest_axis_size() const {
  227. real_t max_size = size.x;
  228. if (size.y > max_size) {
  229. max_size = size.y;
  230. }
  231. if (size.z > max_size) {
  232. max_size = size.z;
  233. }
  234. return max_size;
  235. }
  236. inline real_t AABB::get_shortest_axis_size() const {
  237. real_t max_size = size.x;
  238. if (size.y < max_size) {
  239. max_size = size.y;
  240. }
  241. if (size.z < max_size) {
  242. max_size = size.z;
  243. }
  244. return max_size;
  245. }
  246. bool AABB::smits_intersect_ray(const Vector3 &p_from, const Vector3 &p_dir, real_t t0, real_t t1) const {
  247. real_t divx = 1.0 / p_dir.x;
  248. real_t divy = 1.0 / p_dir.y;
  249. real_t divz = 1.0 / p_dir.z;
  250. Vector3 upbound = position + size;
  251. real_t tmin, tmax, tymin, tymax, tzmin, tzmax;
  252. if (p_dir.x >= 0) {
  253. tmin = (position.x - p_from.x) * divx;
  254. tmax = (upbound.x - p_from.x) * divx;
  255. } else {
  256. tmin = (upbound.x - p_from.x) * divx;
  257. tmax = (position.x - p_from.x) * divx;
  258. }
  259. if (p_dir.y >= 0) {
  260. tymin = (position.y - p_from.y) * divy;
  261. tymax = (upbound.y - p_from.y) * divy;
  262. } else {
  263. tymin = (upbound.y - p_from.y) * divy;
  264. tymax = (position.y - p_from.y) * divy;
  265. }
  266. if ((tmin > tymax) || (tymin > tmax))
  267. return false;
  268. if (tymin > tmin)
  269. tmin = tymin;
  270. if (tymax < tmax)
  271. tmax = tymax;
  272. if (p_dir.z >= 0) {
  273. tzmin = (position.z - p_from.z) * divz;
  274. tzmax = (upbound.z - p_from.z) * divz;
  275. } else {
  276. tzmin = (upbound.z - p_from.z) * divz;
  277. tzmax = (position.z - p_from.z) * divz;
  278. }
  279. if ((tmin > tzmax) || (tzmin > tmax))
  280. return false;
  281. if (tzmin > tmin)
  282. tmin = tzmin;
  283. if (tzmax < tmax)
  284. tmax = tzmax;
  285. return ((tmin < t1) && (tmax > t0));
  286. }
  287. void AABB::grow_by(real_t p_amount) {
  288. position.x -= p_amount;
  289. position.y -= p_amount;
  290. position.z -= p_amount;
  291. size.x += 2.0 * p_amount;
  292. size.y += 2.0 * p_amount;
  293. size.z += 2.0 * p_amount;
  294. }
  295. #endif // AABB_H