summaryrefslogtreecommitdiffstats
path: root/src/BoundingBox.cpp
blob: 6498502673eb3c11ae465cca200f86c428b8d1f3 (plain) (blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
// BoundingBox.cpp

// Implements the cBoundingBox class representing an axis-aligned bounding box with floatingpoint coords

#include "Globals.h"
#include "BoundingBox.h"





cBoundingBox::cBoundingBox(double a_MinX, double a_MaxX, double a_MinY, double a_MaxY, double a_MinZ, double a_MaxZ) :
	m_Min(a_MinX, a_MinY, a_MinZ),
	m_Max(a_MaxX, a_MaxY, a_MaxZ)
{
}





cBoundingBox::cBoundingBox(Vector3d a_Min, Vector3d a_Max) :
	m_Min(a_Min),
	m_Max(a_Max)
{
}





cBoundingBox::cBoundingBox(Vector3d a_Pos, double a_Radius, double a_Height) :
	m_Min(a_Pos.x - a_Radius, a_Pos.y,            a_Pos.z - a_Radius),
	m_Max(a_Pos.x + a_Radius, a_Pos.y + a_Height, a_Pos.z + a_Radius)
{
}





cBoundingBox::cBoundingBox(Vector3d a_Pos, double a_Radius, double a_Height, double a_VerticalOffset) :
	m_Min(a_Pos.x - a_Radius, a_Pos.y + a_VerticalOffset, a_Pos.z - a_Radius),
	m_Max(a_Pos.x + a_Radius, a_Pos.y + a_VerticalOffset + a_Height, a_Pos.z + a_Radius)
{
}





cBoundingBox::cBoundingBox(Vector3d a_Pos, double a_CubeLength) :
	m_Min(a_Pos.x - a_CubeLength / 2, a_Pos.y - a_CubeLength / 2, a_Pos.z - a_CubeLength / 2),
	m_Max(a_Pos.x + a_CubeLength / 2, a_Pos.y + a_CubeLength / 2, a_Pos.z + a_CubeLength / 2)
{
}





void cBoundingBox::Move(double a_OffX, double a_OffY, double a_OffZ)
{
	m_Min.x += a_OffX;
	m_Min.y += a_OffY;
	m_Min.z += a_OffZ;
	m_Max.x += a_OffX;
	m_Max.y += a_OffY;
	m_Max.z += a_OffZ;
}





void cBoundingBox::Move(Vector3d a_Off)
{
	m_Min.x += a_Off.x;
	m_Min.y += a_Off.y;
	m_Min.z += a_Off.z;
	m_Max.x += a_Off.x;
	m_Max.y += a_Off.y;
	m_Max.z += a_Off.z;
}





void cBoundingBox::Expand(double a_ExpandX, double a_ExpandY, double a_ExpandZ)
{
	m_Min.x -= a_ExpandX;
	m_Min.y -= a_ExpandY;
	m_Min.z -= a_ExpandZ;
	m_Max.x += a_ExpandX;
	m_Max.y += a_ExpandY;
	m_Max.z += a_ExpandZ;
}





bool cBoundingBox::DoesIntersect(const cBoundingBox & a_Other) const
{
	return (
		((a_Other.m_Min.x <= m_Max.x) && (a_Other.m_Max.x >= m_Min.x)) &&  // X coords intersect
		((a_Other.m_Min.y <= m_Max.y) && (a_Other.m_Max.y >= m_Min.y)) &&  // Y coords intersect
		((a_Other.m_Min.z <= m_Max.z) && (a_Other.m_Max.z >= m_Min.z))     // Z coords intersect
	);
}





cBoundingBox cBoundingBox::Union(const cBoundingBox & a_Other) const
{
	return cBoundingBox(
		std::min(m_Min.x, a_Other.m_Min.x),
		std::max(m_Max.x, a_Other.m_Max.x),
		std::min(m_Min.y, a_Other.m_Min.y),
		std::max(m_Max.y, a_Other.m_Max.y),
		std::min(m_Min.z, a_Other.m_Min.z),
		std::max(m_Max.z, a_Other.m_Max.z)
	);
}





bool cBoundingBox::IsInside(Vector3d a_Point) const
{
	return IsInside(m_Min, m_Max, a_Point);
}





bool cBoundingBox::IsInside(double a_X, double a_Y, double a_Z) const
{
	return IsInside(m_Min, m_Max, a_X, a_Y, a_Z);
}





bool cBoundingBox::IsInside(cBoundingBox & a_Other) const
{
	// If both a_Other's coords are inside this, then the entire a_Other is inside
	return (IsInside(a_Other.m_Min) && IsInside(a_Other.m_Max));
}





bool cBoundingBox::IsInside(Vector3d a_Min, Vector3d a_Max) const
{
	// If both coords are inside this, then the entire a_Other is inside
	return (IsInside(a_Min) && IsInside(a_Max));
}





bool cBoundingBox::IsInside(Vector3d a_Min, Vector3d a_Max, Vector3d a_Point)
{
	return (
		((a_Point.x >= a_Min.x) && (a_Point.x <= a_Max.x)) &&
		((a_Point.y >= a_Min.y) && (a_Point.y <= a_Max.y)) &&
		((a_Point.z >= a_Min.z) && (a_Point.z <= a_Max.z))
	);
}





bool cBoundingBox::IsInside(Vector3d a_Min, Vector3d a_Max, double a_X, double a_Y, double a_Z)
{
	return (
		((a_X >= a_Min.x) && (a_X <= a_Max.x)) &&
		((a_Y >= a_Min.y) && (a_Y <= a_Max.y)) &&
		((a_Z >= a_Min.z) && (a_Z <= a_Max.z))
	);
}





bool cBoundingBox::CalcLineIntersection(Vector3d a_Line1, Vector3d a_Line2, double & a_LineCoeff, eBlockFace & a_Face) const
{
	return CalcLineIntersection(m_Min, m_Max, a_Line1, a_Line2, a_LineCoeff, a_Face);
}





bool cBoundingBox::CalcLineIntersection(Vector3d a_Min, Vector3d a_Max, Vector3d a_Line1, Vector3d a_Line2, double & a_LineCoeff, eBlockFace & a_Face)
{
	if (IsInside(a_Min, a_Max, a_Line1))
	{
		// The starting point is inside the bounding box.
		a_LineCoeff = 0;
		a_Face = BLOCK_FACE_NONE;  // No faces hit
		return true;
	}

	eBlockFace Face = BLOCK_FACE_NONE;
	double Coeff = Vector3d::NO_INTERSECTION;

	// Check each individual bbox face for intersection with the line, remember the one with the lowest coeff
	double c = a_Line1.LineCoeffToXYPlane(a_Line2, a_Min.z);
	if ((c >= 0) && (c < Coeff) && IsInside(a_Min, a_Max, a_Line1 + (a_Line2 - a_Line1) * c))
	{
		Face = (a_Line1.z > a_Line2.z) ? BLOCK_FACE_ZP : BLOCK_FACE_ZM;
		Coeff = c;
	}
	c = a_Line1.LineCoeffToXYPlane(a_Line2, a_Max.z);
	if ((c >= 0) && (c < Coeff) && IsInside(a_Min, a_Max, a_Line1 + (a_Line2 - a_Line1) * c))
	{
		Face = (a_Line1.z > a_Line2.z) ? BLOCK_FACE_ZP : BLOCK_FACE_ZM;
		Coeff = c;
	}
	c = a_Line1.LineCoeffToXZPlane(a_Line2, a_Min.y);
	if ((c >= 0) && (c < Coeff) && IsInside(a_Min, a_Max, a_Line1 + (a_Line2 - a_Line1) * c))
	{
		Face = (a_Line1.y > a_Line2.y) ? BLOCK_FACE_YP : BLOCK_FACE_YM;
		Coeff = c;
	}
	c = a_Line1.LineCoeffToXZPlane(a_Line2, a_Max.y);
	if ((c >= 0) && (c < Coeff) && IsInside(a_Min, a_Max, a_Line1 + (a_Line2 - a_Line1) * c))
	{
		Face = (a_Line1.y > a_Line2.y) ? BLOCK_FACE_YP : BLOCK_FACE_YM;
		Coeff = c;
	}
	c = a_Line1.LineCoeffToYZPlane(a_Line2, a_Min.x);
	if ((c >= 0) && (c < Coeff) && IsInside(a_Min, a_Max, a_Line1 + (a_Line2 - a_Line1) * c))
	{
		Face = (a_Line1.x > a_Line2.x) ? BLOCK_FACE_XP : BLOCK_FACE_XM;
		Coeff = c;
	}
	c = a_Line1.LineCoeffToYZPlane(a_Line2, a_Max.x);
	if ((c >= 0) && (c < Coeff) && IsInside(a_Min, a_Max, a_Line1 + (a_Line2 - a_Line1) * c))
	{
		Face = (a_Line1.x > a_Line2.x) ? BLOCK_FACE_XP : BLOCK_FACE_XM;
		Coeff = c;
	}

	if (Coeff >= Vector3d::NO_INTERSECTION)
	{
		// There has been no intersection
		return false;
	}

	a_LineCoeff = Coeff;
	a_Face = Face;
	return true;
}





bool cBoundingBox::Intersect(const cBoundingBox & a_Other, cBoundingBox & a_Intersection) const
{
	a_Intersection.m_Min.x = std::max(m_Min.x, a_Other.m_Min.x);
	a_Intersection.m_Max.x = std::min(m_Max.x, a_Other.m_Max.x);
	if (a_Intersection.m_Min.x >= a_Intersection.m_Max.x)
	{
		return false;
	}
	a_Intersection.m_Min.y = std::max(m_Min.y, a_Other.m_Min.y);
	a_Intersection.m_Max.y = std::min(m_Max.y, a_Other.m_Max.y);
	if (a_Intersection.m_Min.y >= a_Intersection.m_Max.y)
	{
		return false;
	}
	a_Intersection.m_Min.z = std::max(m_Min.z, a_Other.m_Min.z);
	a_Intersection.m_Max.z = std::min(m_Max.z, a_Other.m_Max.z);
	return (a_Intersection.m_Min.z < a_Intersection.m_Max.z);
}