/** @file Box.cpp Box class @maintainer Morgan McGuire, matrix@graphics3d.com @created 2001-06-02 @edited 2006-02-05 */ #include "G3D/Box.h" #include "G3D/debug.h" #include "G3D/Plane.h" #include "G3D/AABox.h" #include "G3D/CoordinateFrame.h" namespace G3D { /** Sets a field on four vertices. Used by the constructor. */ #define setMany(i0, i1, i2, i3, field, extreme) \ _corner[i0].field = _corner[i1].field = \ _corner[i2].field = _corner[i3].field = \ (extreme).field Box::Box() { } Box::Box(const AABox& b) { init(b.low(), b.high()); } Box::Box( const Vector3& min, const Vector3& max) { init(min.min(max), min.max(max)); } void Box::init( const Vector3& min, const Vector3& max) { setMany(0, 1, 2, 3, z, max); setMany(4, 5, 6, 7, z, min); setMany(1, 2, 5, 6, x, max); setMany(0, 3, 4, 7, x, min); setMany(3, 2, 6, 7, y, max); setMany(0, 1, 5, 4, y, min); _extent = max - min; _axis[0] = Vector3::unitX(); _axis[1] = Vector3::unitY(); _axis[2] = Vector3::unitZ(); _volume = _extent.x * _extent.y * _extent.z; _area = 2 * (_extent.x * _extent.y + _extent.y * _extent.z + _extent.z * _extent.x); _center = (max + min) / 2; } float Box::volume() const { return _volume; } float Box::surfaceArea() const { return _area; } void Box::getLocalFrame(CoordinateFrame& frame) const { frame.rotation = Matrix3( _axis[0][0], _axis[1][0], _axis[2][0], _axis[0][1], _axis[1][1], _axis[2][1], _axis[0][2], _axis[1][2], _axis[2][2]); frame.translation = _center; } CoordinateFrame Box::localFrame() const { CoordinateFrame out; getLocalFrame(out); return out; } void Box::getFaceCorners(int f, Vector3& v0, Vector3& v1, Vector3& v2, Vector3& v3) const { switch (f) { case 0: v0 = _corner[0]; v1 = _corner[1]; v2 = _corner[2]; v3 = _corner[3]; break; case 1: v0 = _corner[1]; v1 = _corner[5]; v2 = _corner[6]; v3 = _corner[2]; break; case 2: v0 = _corner[7]; v1 = _corner[6]; v2 = _corner[5]; v3 = _corner[4]; break; case 3: v0 = _corner[2]; v1 = _corner[6]; v2 = _corner[7]; v3 = _corner[3]; break; case 4: v0 = _corner[3]; v1 = _corner[7]; v2 = _corner[4]; v3 = _corner[0]; break; case 5: v0 = _corner[1]; v1 = _corner[0]; v2 = _corner[4]; v3 = _corner[5]; break; default: debugAssert((f >= 0) && (f < 6)); } } bool Box::culledBy( const Array& plane, int& cullingPlaneIndex, const uint32 inMask, uint32& outMask) const { return culledBy(plane.getCArray(), plane.size(), cullingPlaneIndex, inMask, outMask); } bool Box::culledBy( const Array& plane, int& cullingPlaneIndex, const uint32 inMask) const { return culledBy(plane.getCArray(), plane.size(), cullingPlaneIndex, inMask); } int32 Box::dummy = 0; bool Box::culledBy( const class Plane* plane, int numPlanes, int& cullingPlane, const uint32 _inMask, uint32& childMask) const { uint32 inMask = _inMask; assert(numPlanes < 31); childMask = 0; // 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) { if (plane[p].halfSpaceContains(getCorner(v))) { ++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 Box::culledBy( const class Plane* plane, int numPlanes, int& cullingPlane, const uint32 _inMask) const { uint32 inMask = _inMask; assert(numPlanes < 31); // 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; 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) { culled = ! plane[p].halfSpaceContains(getCorner(v)); } 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 Box::contains( const Vector3& point) const { // Form axes from three edges, transform the point into that // space, and perform 3 interval tests Vector3 u = _corner[4] - _corner[0]; Vector3 v = _corner[3] - _corner[0]; Vector3 w = _corner[1] - _corner[0]; Matrix3 M = Matrix3(u.x, v.x, w.x, u.y, v.y, w.y, u.z, v.z, w.z); // M^-1 * (point - _corner[0]) = point in unit cube's object space // compute the inverse of M Vector3 osPoint = M.inverse() * (point - _corner[0]); return (osPoint.x >= 0) && (osPoint.y >= 0) && (osPoint.z >= 0) && (osPoint.x <= 1) && (osPoint.y <= 1) && (osPoint.z <= 1); } #undef setMany #if 0 void Box::getRandomSurfacePoint(Vector3& P, Vector3& N) const { 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 = (random(0, 1) < 0.5f) ? -1.0f : 1.0f; // The probability of choosing a given face is proportional to // its area. if (r < aXY) { P = _axis[0] * (float)random(-0.5, 0.5) * _extent.x + _axis[1] * (float)random(-0.5, 0.5) * _extent.y + _center + _axis[2] * d * _extent.z * 0.5f; N = _axis[2] * d; } else if (r < aYZ) { P = _axis[1] * (float)random(-0.5, 0.5) * _extent.y + _axis[2] * (float)random(-0.5, 0.5) * _extent.z + _center + _axis[0] * d * _extent.x * 0.5f; N = _axis[0] * d; } else { P = _axis[2] * (float)random(-0.5, 0.5) * _extent.z + _axis[0] *(float) random(-0.5, 0.5) * _extent.x + _center + _axis[1] * d * _extent.y * 0.5f; N = _axis[1] * d; } } Vector3 Box::randomInteriorPoint() const { Vector3 sum = _center; for (int a = 0; a < 3; ++a) { sum += _axis[a] * (float)random(-0.5, 0.5) * _extent[a]; } return sum; } #endif void Box::getBounds(class AABox& aabb) const { Vector3 lo = _corner[0]; Vector3 hi = lo; for (int v = 1; v < 8; ++v) { const Vector3& C = _corner[v]; lo = lo.min(C); hi = hi.max(C); } aabb = AABox(lo, hi); } } // namespace