/* Copyright (C) 2019 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 . */ #include "precompiled.h" #include "BoundingBoxOriented.h" #include "maths/BoundingBoxAligned.h" #include const CBoundingBoxOriented CBoundingBoxOriented::EMPTY = CBoundingBoxOriented(); CBoundingBoxOriented::CBoundingBoxOriented(const CBoundingBoxAligned& bound) { if (bound.IsEmpty()) { SetEmpty(); } else { bound.GetCenter(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) { // test the ray for intersections with the slab whose normal vector is m_Basis[i] float e = m_Basis[i].Dot(p); // distance between the ray origin and the box center projected onto the slab normal float f = m_Basis[i].Dot(dir); // cosine of the angle between the slab normal and the ray direction if(fabsf(f) > 1e-10f) { // Determine the distances t1 and t2 from the origin of the ray to the points where it intersects // the slab. See docs/ray_intersect.pdf for why/how this works. float invF = 1.f/f; float t1 = (e + m_HalfSizes[i]) * invF; float t2 = (e - m_HalfSizes[i]) * invF; // make sure t1 <= t2, swap if necessary if (t1 > t2) { float tmp = t1; t1 = t2; t2 = tmp; } // update the overall tMin and tMax if necessary if (t1 > tMin) tMin = t1; if (t2 < tMax) tMax = t2; // try to break out of the loop as fast as possible by checking for some conditions if (tMin > tMax) return false; // ray misses the box if (tMax < 0) return false; // box is behind the ray origin } else { // the ray is parallel to the slab currently being tested, or is as close to parallel // as makes no difference; return false if the ray is outside of the slab. if (e > m_HalfSizes[i] || -e > m_HalfSizes[i]) return false; } } tMin_out = tMin; tMax_out = tMax; return true; }