// 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) { 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) { 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) { return IsInside(m_Min, m_Max, a_Point); } bool cBoundingBox::IsInside(double a_X, double a_Y, double a_Z) { return IsInside(m_Min, m_Max, a_X, a_Y, a_Z); } bool cBoundingBox::IsInside(cBoundingBox & a_Other) { // 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) { // 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); }