/** @file AABox.cpp @maintainer Morgan McGuire, matrix@graphics3d.com @created 2004-01-10 @edited 2006-01-11 */ #include "G3D/platform.h" # if defined(_MSC_VER) && (_MSC_VER <= 1200) // VC6 std:: has signed/unsigned problems # pragma warning (disable : 4018) # endif #include #include "G3D/AABox.h" #include "G3D/Box.h" #include "G3D/Plane.h" #include "G3D/Sphere.h" namespace G3D { Box AABox::toBox() const { return Box(lo, hi); } void AABox::split(const Vector3::Axis& axis, float location, AABox& low, AABox& high) const { // Low, medium, and high along the chosen axis float L = G3D::min(location, lo[axis]); float M = G3D::min(G3D::max(location, lo[axis]), hi[axis]); float H = G3D::max(location, hi[axis]); // Copy over this box. high = low = *this; // Now move the split points along the special axis low.lo[axis] = L; low.hi[axis] = M; high.lo[axis] = M; high.hi[axis] = H; } #if 0 Vector3 AABox::randomSurfacePoint() const { Vector3 extent = hi - lo; float aXY = extent.x * extent.y; float aYZ = extent.y * extent.z; float aZX = extent.z * extent.x; float r = (float)random(0, aXY + aYZ + aZX); // Choose evenly between positive and negative face planes float d = ((float)random(0, 1) < 0.5f) ? 0.0f : 1.0f; // The probability of choosing a given face is proportional to // its area. if (r < aXY) { return lo + Vector3( (float)random(0, extent.x), (float)random(0, extent.y), d * extent.z); } else if (r < aYZ) { return lo + Vector3( d * extent.x, (float)random(0, extent.y), (float)random(0, extent.z)); } else { return lo + Vector3( (float)random(0, extent.x), d * extent.y, (float)random(0, extent.z)); } } Vector3 AABox::randomInteriorPoint() const { return Vector3( (float)random(lo.x, hi.x), (float)random(lo.y, hi.y), (float)random(lo.z, hi.z)); } #endif bool AABox::intersects(const AABox& other) const { // Must be overlap along all three axes. // Try to find a separating axis. for (int a = 0; a < 3; ++a) { // |--------| // |------| if ((lo[a] > other.hi[a]) || (hi[a] < other.lo[a])) { return false; } } return true; } bool AABox::culledBy( const Array& plane, int& cullingPlaneIndex, const uint32 inMask, uint32& outMask) const { return culledBy(plane.getCArray(), plane.size(), cullingPlaneIndex, inMask, outMask); } bool AABox::culledBy( const Array& plane, int& cullingPlaneIndex, const uint32 inMask) const { return culledBy(plane.getCArray(), plane.size(), cullingPlaneIndex, inMask); } int AABox::dummy = 0; bool AABox::culledBy( const class Plane* plane, int numPlanes, int& cullingPlane, const uint32 _inMask, uint32& childMask) const { uint32 inMask = _inMask; assert(numPlanes < 31); childMask = 0; const bool finite = (abs(lo.x) < G3D::inf()) && (abs(hi.x) < G3D::inf()) && (abs(lo.y) < G3D::inf()) && (abs(hi.y) < G3D::inf()) && (abs(lo.z) < G3D::inf()) && (abs(hi.z) < G3D::inf()); // See if there is one plane for which all of the // vertices are in the negative half space. for (int p = 0; p < numPlanes; p++) { // Only test planes that are not masked if ((inMask & 1) != 0) { Vector3 corner; int numContained = 0; int v = 0; // We can early-out only if we have found one point on each // side of the plane (i.e. if we are straddling). That // occurs when (numContained < v) && (numContained > 0) for (v = 0; (v < 8) && ((numContained == v) || (numContained == 0)); ++v) { // Unrolling these 3 if's into a switch decreases performance // by about 2x corner.x = (v & 1) ? hi.x : lo.x; corner.y = (v & 2) ? hi.y : lo.y; corner.z = (v & 4) ? hi.z : lo.z; if (finite) { // this branch is highly predictable if (plane[p].halfSpaceContainsFinite(corner)) { ++numContained; } } else { if (plane[p].halfSpaceContains(corner)) { ++numContained; } } } if (numContained == 0) { // Plane p culled the box cullingPlane = p; // The caller should not recurse into the children, // since the parent is culled. If they do recurse, // make them only test against this one plane, which // will immediately cull the volume. childMask = 1 << p; return true; } else if (numContained < v) { // The bounding volume straddled the plane; we have // to keep testing against this plane childMask |= (1 << p); } } // Move on to the next bit. inMask = inMask >> 1; } // None of the planes could cull this box cullingPlane = -1; return false; } bool AABox::culledBy( const class Plane* plane, int numPlanes, int& cullingPlane, const uint32 _inMask) const { uint32 inMask = _inMask; assert(numPlanes < 31); const bool finite = (abs(lo.x) < G3D::inf()) && (abs(hi.x) < G3D::inf()) && (abs(lo.y) < G3D::inf()) && (abs(hi.y) < G3D::inf()) && (abs(lo.z) < G3D::inf()) && (abs(hi.z) < G3D::inf()); // See if there is one plane for which all of the // vertices are in the negative half space. for (int p = 0; p < numPlanes; p++) { // Only test planes that are not masked if ((inMask & 1) != 0) { bool culled = true; Vector3 corner; int v; // Assume this plane culls all points. See if there is a point // not culled by the plane... early out when at least one point // is in the positive half space. for (v = 0; (v < 8) && culled; ++v) { // Unrolling these 3 if's into a switch decreases performance // by about 2x corner.x = (v & 1) ? hi.x : lo.x; corner.y = (v & 2) ? hi.y : lo.y; corner.z = (v & 4) ? hi.z : lo.z; if (finite) { // this branch is highly predictable culled = ! plane[p].halfSpaceContainsFinite(corner); } else { culled = ! plane[p].halfSpaceContains(corner); } } if (culled) { // Plane p culled the box cullingPlane = p; return true; } } // Move on to the next bit. inMask = inMask >> 1; } // None of the planes could cull this box cullingPlane = -1; return false; } bool AABox::intersects(const class Sphere& sphere) const { double d = 0; //find the square of the distance //from the sphere to the box for (int i = 0; i < 3; ++i) { if (sphere.center[i] < lo[i]) { d += square(sphere.center[i] - lo[i]); } else if (sphere.center[i] > hi[i]) { d += square(sphere.center[i] - hi[i]); } } return d <= square(sphere.radius); } } // namespace