0ad/source/maths/BoundingBoxOriented.cpp
historic_bruno 41e3bad341 More build fixes for FreeBSD.
Adds BSD sysdep.
Adds support for MAKE variable, overriding make command in our build
scripts.
Fixes more files not ending with newline.

This was SVN commit r10994.
2012-01-31 00:06:56 +00:00

87 lines
2.2 KiB
C++

/* Copyright (C) 2011 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
#include "precompiled.h"
#include "BoundingBoxOriented.h"
#include "maths/BoundingBoxAligned.h"
#include <float.h>
const CBoundingBoxOriented CBoundingBoxOriented::EMPTY = CBoundingBoxOriented();
CBoundingBoxOriented::CBoundingBoxOriented(const CBoundingBoxAligned& bound)
{
if (bound.IsEmpty())
{
SetEmpty();
}
else
{
bound.GetCentre(m_Center);
// the axes of an AABB are the world-space axes
m_Basis[0].X = 1.f; m_Basis[0].Y = 0.f; m_Basis[0].Z = 0.f;
m_Basis[1].X = 0.f; m_Basis[1].Y = 1.f; m_Basis[1].Z = 0.f;
m_Basis[2].X = 0.f; m_Basis[2].Y = 0.f; m_Basis[2].Z = 1.f;
// element-wise division by two to get half sizes (remember, [1] and [0] are the max and min coord points)
m_HalfSizes = (bound[1] - bound[0]) * 0.5f;
}
}
bool CBoundingBoxOriented::RayIntersect(const CVector3D& origin, const CVector3D& dir, float& tMin_out, float& tMax_out) const
{
// See Real-Time Rendering, Third Edition, p. 743
float tMin = -FLT_MAX;
float tMax = FLT_MAX;
CVector3D p = m_Center - origin;
for (int i = 0; i < 3; ++i)
{
float e = m_Basis[i].Dot(p);
float f = m_Basis[i].Dot(dir);
if(fabs(f) > 1e-10f)
{
float invF = 1.f/f;
float t1 = (e + m_HalfSizes[i]) * invF;
float t2 = (e - m_HalfSizes[i]) * invF;
if (t1 > t2)
{
float tmp = t1;
t1 = t2;
t2 = tmp;
}
if (t1 > tMin) tMin = t1;
if (t2 < tMax) tMax = t2;
if (tMin > tMax) return false;
if (tMax < 0) return false;
}
else
{
if(-e - m_HalfSizes[i] > 0 || -e + m_HalfSizes[i] < 0) return false;
}
}
tMin_out = tMin;
tMax_out = tMax;
return true;
}