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0
forked from 0ad/0ad
0ad/source/maths/BoundingBoxAligned.cpp
2011-11-25 06:36:13 +00:00

272 lines
8.7 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/>.
*/
/*
* Axis-aligned bounding box
*/
#include "precompiled.h"
#include "BoundingBoxAligned.h"
#include "lib/ogl.h"
#include <float.h>
#include "graphics/Frustum.h"
#include "maths/BoundingBoxOriented.h"
#include "maths/Brush.h"
#include "maths/Matrix3D.h"
const CBoundingBoxAligned CBoundingBoxAligned::EMPTY = CBoundingBoxAligned(); // initializes to an empty bound
///////////////////////////////////////////////////////////////////////////////
// RayIntersect: intersect ray with this bound; return true
// if ray hits (and store entry and exit times), or false
// otherwise
// note: incoming ray direction must be normalised
bool CBoundingBoxAligned::RayIntersect(const CVector3D& origin,const CVector3D& dir,
float& tmin,float& tmax) const
{
float t1,t2;
float tnear,tfar;
if (dir[0]==0) {
if (origin[0]<m_Data[0][0] || origin[0]>m_Data[1][0])
return false;
else {
tnear=(float) -FLT_MAX;
tfar=(float) FLT_MAX;
}
} else {
t1=(m_Data[0][0]-origin[0])/dir[0];
t2=(m_Data[1][0]-origin[0])/dir[0];
if (dir[0]<0) {
tnear = t2;
tfar = t1;
} else {
tnear = t1;
tfar = t2;
}
if (tfar<0)
return false;
}
if (dir[1]==0 && (origin[1]<m_Data[0][1] || origin[1]>m_Data[1][1]))
return false;
else {
t1=(m_Data[0][1]-origin[1])/dir[1];
t2=(m_Data[1][1]-origin[1])/dir[1];
if (dir[1]<0) {
if (t2>tnear)
tnear = t2;
if (t1<tfar)
tfar = t1;
} else {
if (t1>tnear)
tnear = t1;
if (t2<tfar)
tfar = t2;
}
if (tnear>tfar || tfar<0)
return false;
}
if (dir[2]==0 && (origin[2]<m_Data[0][2] || origin[2]>m_Data[1][2]))
return false;
else {
t1=(m_Data[0][2]-origin[2])/dir[2];
t2=(m_Data[1][2]-origin[2])/dir[2];
if (dir[2]<0) {
if (t2>tnear)
tnear = t2;
if (t1<tfar)
tfar = t1;
} else {
if (t1>tnear)
tnear = t1;
if (t2<tfar)
tfar = t2;
}
if (tnear>tfar || tfar<0)
return false;
}
tmin=tnear;
tmax=tfar;
return true;
}
///////////////////////////////////////////////////////////////////////////////
// SetEmpty: initialise this bound as empty
void CBoundingBoxAligned::SetEmpty()
{
m_Data[0]=CVector3D( FLT_MAX, FLT_MAX, FLT_MAX);
m_Data[1]=CVector3D(-FLT_MAX,-FLT_MAX,-FLT_MAX);
}
///////////////////////////////////////////////////////////////////////////////
// IsEmpty: tests whether this bound is empty
bool CBoundingBoxAligned::IsEmpty() const
{
return (m_Data[0].X == FLT_MAX && m_Data[0].Y == FLT_MAX && m_Data[0].Z == FLT_MAX
&& m_Data[1].X == -FLT_MAX && m_Data[1].Y == -FLT_MAX && m_Data[1].Z == -FLT_MAX);
}
///////////////////////////////////////////////////////////////////////////////
// Transform: transform this bound by given matrix; return transformed bound
// in 'result' parameter - slightly modified version of code in Graphic Gems
// (can't remember which one it was, though)
void CBoundingBoxAligned::Transform(const CMatrix3D& m, CBoundingBoxAligned& result) const
{
ENSURE(this!=&result);
for (int i=0;i<3;++i) {
// handle translation
result[0][i]=result[1][i]=m(i,3);
// Now find the extreme points by considering the product of the
// min and max with each component of matrix
for(int j=0;j<3;j++) {
float a=m(i,j)*m_Data[0][j];
float b=m(i,j)*m_Data[1][j];
if (a<b) {
result[0][i]+=a;
result[1][i]+=b;
} else {
result[0][i]+=b;
result[1][i]+=a;
}
}
}
}
void CBoundingBoxAligned::Transform(const CMatrix3D& transform, CBoundingBoxOriented& result) const
{
// The idea is this: compute the corners of this bounding box, transform them according to the specified matrix,
// then derive the box center, orientation vectors, and half-sizes.
// TODO: this implementation can be further optimized; see Philip's comments on http://trac.wildfiregames.com/ticket/914
const CVector3D& pMin = m_Data[0];
const CVector3D& pMax = m_Data[1];
// Find the corners of these bounds. We only need some of the corners to derive the information we need, so let's
// not actually compute all of them. The corners are numbered starting from the minimum position (m_Data[0]), going
// counter-clockwise in the bottom plane, and then in the same order for the top plane (starting from the corner
// that's directly above the minimum position). Hence, corner0 is pMin and corner6 is pMax, so we don't need to
// custom-create those.
CVector3D corner0; // corner0 is pMin, no need to copy it
CVector3D corner1(pMax.X, pMin.Y, pMin.Z);
CVector3D corner3(pMin.X, pMin.Y, pMax.Z);
CVector3D corner4(pMin.X, pMax.Y, pMin.Z);
CVector3D corner6; // corner6 is pMax, no need to copy it
// transform corners to world space
corner0 = transform.Transform(pMin); // = corner0
corner1 = transform.Transform(corner1);
corner3 = transform.Transform(corner3);
corner4 = transform.Transform(corner4);
corner6 = transform.Transform(pMax); // = corner6
// Compute orientation vectors, half-size vector, and box center. We can get the orientation vectors by just taking
// the directional vectors from a specific corner point (corner0) to the other corners, once in each direction. The
// half-sizes are similarly computed by taking the distances of those sides and dividing them by 2. Finally, the
// center is simply the middle between the transformed pMin and pMax corners.
const CVector3D sideU(corner1 - corner0);
const CVector3D sideV(corner4 - corner0);
const CVector3D sideW(corner3 - corner0);
result.m_Basis[0] = sideU.Normalized();
result.m_Basis[1] = sideV.Normalized();
result.m_Basis[2] = sideW.Normalized();
result.m_HalfSizes = CVector3D(
sideU.Length()/2.f,
sideV.Length()/2.f,
sideW.Length()/2.f
);
result.m_Center = (corner0 + corner6) * 0.5f;
}
///////////////////////////////////////////////////////////////////////////////
// Intersect with the given frustum in a conservative manner
void CBoundingBoxAligned::IntersectFrustumConservative(const CFrustum& frustum)
{
CBrush brush(*this);
CBrush buf;
brush.Intersect(frustum, buf);
buf.Bounds(*this);
}
///////////////////////////////////////////////////////////////////////////////
void CBoundingBoxAligned::Expand(float amount)
{
m_Data[0] -= CVector3D(amount, amount, amount);
m_Data[1] += CVector3D(amount, amount, amount);
}
///////////////////////////////////////////////////////////////////////////////
// Render the bounding box
void CBoundingBoxAligned::Render() const
{
glBegin(GL_QUADS);
glTexCoord2f(0, 0); glVertex3f(m_Data[0].X, m_Data[0].Y, m_Data[0].Z);
glTexCoord2f(1, 0); glVertex3f(m_Data[1].X, m_Data[0].Y, m_Data[0].Z);
glTexCoord2f(1, 1); glVertex3f(m_Data[1].X, m_Data[1].Y, m_Data[0].Z);
glTexCoord2f(0, 1); glVertex3f(m_Data[0].X, m_Data[1].Y, m_Data[0].Z);
glTexCoord2f(0, 0); glVertex3f(m_Data[0].X, m_Data[0].Y, m_Data[0].Z);
glTexCoord2f(1, 0); glVertex3f(m_Data[0].X, m_Data[1].Y, m_Data[0].Z);
glTexCoord2f(1, 1); glVertex3f(m_Data[0].X, m_Data[1].Y, m_Data[1].Z);
glTexCoord2f(0, 1); glVertex3f(m_Data[0].X, m_Data[0].Y, m_Data[1].Z);
glTexCoord2f(0, 0); glVertex3f(m_Data[0].X, m_Data[0].Y, m_Data[1].Z);
glTexCoord2f(1, 0); glVertex3f(m_Data[1].X, m_Data[0].Y, m_Data[1].Z);
glTexCoord2f(1, 1); glVertex3f(m_Data[1].X, m_Data[0].Y, m_Data[0].Z);
glTexCoord2f(0, 1); glVertex3f(m_Data[0].X, m_Data[0].Y, m_Data[0].Z);
glTexCoord2f(0, 0); glVertex3f(m_Data[0].X, m_Data[1].Y, m_Data[1].Z);
glTexCoord2f(1, 0); glVertex3f(m_Data[1].X, m_Data[1].Y, m_Data[1].Z);
glTexCoord2f(1, 1); glVertex3f(m_Data[1].X, m_Data[0].Y, m_Data[1].Z);
glTexCoord2f(0, 1); glVertex3f(m_Data[0].X, m_Data[0].Y, m_Data[1].Z);
glTexCoord2f(0, 0); glVertex3f(m_Data[1].X, m_Data[0].Y, m_Data[1].Z);
glTexCoord2f(1, 0); glVertex3f(m_Data[1].X, m_Data[1].Y, m_Data[1].Z);
glTexCoord2f(1, 1); glVertex3f(m_Data[1].X, m_Data[1].Y, m_Data[0].Z);
glTexCoord2f(0, 1); glVertex3f(m_Data[1].X, m_Data[0].Y, m_Data[0].Z);
glTexCoord2f(0, 0); glVertex3f(m_Data[0].X, m_Data[1].Y, m_Data[0].Z);
glTexCoord2f(1, 0); glVertex3f(m_Data[1].X, m_Data[1].Y, m_Data[0].Z);
glTexCoord2f(1, 1); glVertex3f(m_Data[1].X, m_Data[1].Y, m_Data[1].Z);
glTexCoord2f(0, 1); glVertex3f(m_Data[0].X, m_Data[1].Y, m_Data[1].Z);
glEnd();
}