// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
// -----------------------------------------------------------------------------
// Original code from SharpDX project. https://github.com/sharpdx/SharpDX/
// Greetings to Alexandre Mutel. Original code published with the following license:
// -----------------------------------------------------------------------------
// Copyright (c) 2010-2014 SharpDX - Alexandre Mutel
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.
using System;
using System.Collections.Generic;
using System.Globalization;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
namespace FlaxEngine
{
///
/// OrientedBoundingBox (OBB) is a rectangular block, much like an AABB (BoundingBox) but with an arbitrary orientation.
///
[Serializable]
[StructLayout(LayoutKind.Sequential, Pack = 4)]
public struct OrientedBoundingBox : IEquatable, IFormattable
{
///
/// Half lengths of the box along each axis.
///
public Vector3 Extents;
///
/// The matrix which aligns and scales the box, and its translation vector represents the center of the box.
///
public Matrix Transformation;
///
/// Creates an from a BoundingBox.
///
/// The BoundingBox to create from.
///
/// Initially, the OBB is axis-aligned box, but it can be rotated and transformed later.
///
public OrientedBoundingBox(BoundingBox bb)
{
Vector3 center = bb.Minimum + (bb.Maximum - bb.Minimum) / 2f;
Extents = bb.Maximum - center;
Transformation = Matrix.Translation(center);
}
///
/// Initializes a new instance of the struct.
///
/// The half lengths of the box along each axis.
/// The matrix which aligns and scales the box, and its translation vector represents the center of the box.
public OrientedBoundingBox(Vector3 extents, Matrix transformation)
{
Extents = extents;
Transformation = transformation;
}
///
/// Creates an which contained between two minimum and maximum points.
///
/// The minimum vertex of the bounding box.
/// The maximum vertex of the bounding box.
///
/// Initially, the OrientedBoundingBox is axis-aligned box, but it can be rotated and transformed later.
///
public OrientedBoundingBox(Vector3 minimum, Vector3 maximum)
{
Vector3 center = minimum + (maximum - minimum) / 2f;
Extents = maximum - center;
Transformation = Matrix.Translation(center);
}
///
/// Creates an that fully contains the given points.
///
/// The points that will be contained by the box.
///
/// This method is not for computing the best tight-fitting OrientedBoundingBox.
/// And initially, the OrientedBoundingBox is axis-aligned box, but it can be rotated and transformed later.
///
public OrientedBoundingBox(Vector3[] points)
{
if ((points == null) || (points.Length == 0))
throw new ArgumentNullException(nameof(points));
var minimum = new Vector3(float.MaxValue);
var maximum = new Vector3(float.MinValue);
for (var i = 0; i < points.Length; ++i)
{
Vector3.Min(ref minimum, ref points[i], out minimum);
Vector3.Max(ref maximum, ref points[i], out maximum);
}
Vector3 center = minimum + (maximum - minimum) / 2f;
Extents = maximum - center;
Transformation = Matrix.Translation(center);
}
///
/// Retrieves the eight corners of the bounding box.
///
/// An array of points representing the eight corners of the bounding box.
public Vector3[] GetCorners()
{
var xv = new Vector3(Extents.X, 0, 0);
var yv = new Vector3(0, Extents.Y, 0);
var zv = new Vector3(0, 0, Extents.Z);
Vector3.TransformNormal(ref xv, ref Transformation, out xv);
Vector3.TransformNormal(ref yv, ref Transformation, out yv);
Vector3.TransformNormal(ref zv, ref Transformation, out zv);
Vector3 center = Transformation.TranslationVector;
var corners = new Vector3[8];
corners[0] = center + xv + yv + zv;
corners[1] = center + xv + yv - zv;
corners[2] = center - xv + yv - zv;
corners[3] = center - xv + yv + zv;
corners[4] = center + xv - yv + zv;
corners[5] = center + xv - yv - zv;
corners[6] = center - xv - yv - zv;
corners[7] = center - xv - yv + zv;
return corners;
}
///
/// Retrieves the eight corners of the bounding box.
///
/// An array of points representing the eight corners of the bounding box.
public void GetCorners(Vector3[] corners)
{
if (corners == null || corners.Length != 8)
throw new ArgumentException();
var xv = new Vector3(Extents.X, 0, 0);
var yv = new Vector3(0, Extents.Y, 0);
var zv = new Vector3(0, 0, Extents.Z);
Vector3.TransformNormal(ref xv, ref Transformation, out xv);
Vector3.TransformNormal(ref yv, ref Transformation, out yv);
Vector3.TransformNormal(ref zv, ref Transformation, out zv);
Vector3 center = Transformation.TranslationVector;
corners[0] = center + xv + yv + zv;
corners[1] = center + xv + yv - zv;
corners[2] = center - xv + yv - zv;
corners[3] = center - xv + yv + zv;
corners[4] = center + xv - yv + zv;
corners[5] = center + xv - yv - zv;
corners[6] = center - xv - yv - zv;
corners[7] = center - xv - yv + zv;
}
///
/// Retrieves the eight corners of the bounding box.
///
/// An array of points representing the eight corners of the bounding box.
public unsafe void GetCorners(Vector3* corners)
{
var xv = new Vector3(Extents.X, 0, 0);
var yv = new Vector3(0, Extents.Y, 0);
var zv = new Vector3(0, 0, Extents.Z);
Vector3.TransformNormal(ref xv, ref Transformation, out xv);
Vector3.TransformNormal(ref yv, ref Transformation, out yv);
Vector3.TransformNormal(ref zv, ref Transformation, out zv);
Vector3 center = Transformation.TranslationVector;
corners[0] = center + xv + yv + zv;
corners[1] = center + xv + yv - zv;
corners[2] = center - xv + yv - zv;
corners[3] = center - xv + yv + zv;
corners[4] = center + xv - yv + zv;
corners[5] = center + xv - yv - zv;
corners[6] = center - xv - yv - zv;
corners[7] = center - xv - yv + zv;
}
///
/// Retrieves the eight corners of the bounding box.
///
/// An collection to add the corners of the bounding box.
public void GetCorners(List corners)
{
if (corners == null)
throw new ArgumentNullException();
var xv = new Vector3(Extents.X, 0, 0);
var yv = new Vector3(0, Extents.Y, 0);
var zv = new Vector3(0, 0, Extents.Z);
Vector3.TransformNormal(ref xv, ref Transformation, out xv);
Vector3.TransformNormal(ref yv, ref Transformation, out yv);
Vector3.TransformNormal(ref zv, ref Transformation, out zv);
Vector3 center = Transformation.TranslationVector;
corners.Add(center + xv + yv + zv);
corners.Add(center + xv + yv - zv);
corners.Add(center - xv + yv - zv);
corners.Add(center - xv + yv + zv);
corners.Add(center + xv - yv + zv);
corners.Add(center + xv - yv - zv);
corners.Add(center - xv - yv - zv);
corners.Add(center - xv - yv + zv);
}
///
/// Transforms this box using a transformation matrix.
///
/// The transformation matrix.
///
/// While any kind of transformation can be applied, it is recommended to apply scaling using scale method instead, which
/// scales the Extents and keeps the Transformation matrix for rotation only, and that preserves collision detection
/// accuracy.
///
public void Transform(ref Matrix mat)
{
Transformation *= mat;
}
///
/// Transforms this box using a transformation matrix.
///
/// The transformation matrix.
///
/// While any kind of transformation can be applied, it is recommended to apply scaling using scale method instead, which
/// scales the Extents and keeps the Transformation matrix for rotation only, and that preserves collision detection
/// accuracy.
///
public void Transform(Matrix mat)
{
Transformation *= mat;
}
///
/// Scales the by scaling its Extents without affecting the Transformation matrix,
/// By keeping Transformation matrix scaling-free, the collision detection methods will be more accurate.
///
///
public void Scale(ref Vector3 scaling)
{
Extents *= scaling;
}
///
/// Scales the by scaling its Extents without affecting the Transformation matrix,
/// By keeping Transformation matrix scaling-free, the collision detection methods will be more accurate.
///
///
public void Scale(Vector3 scaling)
{
Extents *= scaling;
}
///
/// Scales the by scaling its Extents without affecting the Transformation matrix,
/// By keeping Transformation matrix scaling-free, the collision detection methods will be more accurate.
///
///
public void Scale(float scaling)
{
Extents *= scaling;
}
///
/// Translates the to a new position using a translation vector;
///
/// the translation vector.
public void Translate(ref Vector3 translation)
{
Transformation.TranslationVector += translation;
}
///
/// Translates the to a new position using a translation vector;
///
/// the translation vector.
public void Translate(Vector3 translation)
{
Transformation.TranslationVector += translation;
}
///
/// The size of the if no scaling is applied to the transformation matrix.
///
///
/// The property will return the actual size even if the scaling is applied using Scale method,
/// but if the scaling is applied to transformation matrix, use GetSize Function instead.
///
public Vector3 Size => Extents * 2;
///
/// Returns the size of the taking into consideration the scaling applied to the
/// transformation matrix.
///
/// The size of the consideration
///
/// This method is computationally expensive, so if no scale is applied to the transformation matrix
/// use property instead.
///
public Vector3 GetSize()
{
var xv = new Vector3(Extents.X * 2, 0, 0);
var yv = new Vector3(0, Extents.Y * 2, 0);
var zv = new Vector3(0, 0, Extents.Z * 2);
Vector3.TransformNormal(ref xv, ref Transformation, out xv);
Vector3.TransformNormal(ref yv, ref Transformation, out yv);
Vector3.TransformNormal(ref zv, ref Transformation, out zv);
return new Vector3(xv.Length, yv.Length, zv.Length);
}
///
/// Returns the square size of the taking into consideration the scaling applied to
/// the transformation matrix.
///
/// The size of the consideration
public Vector3 GetSizeSquared()
{
var xv = new Vector3(Extents.X * 2, 0, 0);
var yv = new Vector3(0, Extents.Y * 2, 0);
var zv = new Vector3(0, 0, Extents.Z * 2);
Vector3.TransformNormal(ref xv, ref Transformation, out xv);
Vector3.TransformNormal(ref yv, ref Transformation, out yv);
Vector3.TransformNormal(ref zv, ref Transformation, out zv);
return new Vector3(xv.LengthSquared, yv.LengthSquared, zv.LengthSquared);
}
///
/// Returns the center of the .
///
public Vector3 Center => Transformation.TranslationVector;
///
/// Determines whether a contains a point.
///
/// The point to test.
/// The type of containment the two objects have.
public ContainmentType Contains(ref Vector3 point)
{
// Transform the point into the obb coordinates
Matrix invTrans;
Matrix.Invert(ref Transformation, out invTrans);
Vector3 locPoint;
Vector3.TransformCoordinate(ref point, ref invTrans, out locPoint);
locPoint.X = Math.Abs(locPoint.X);
locPoint.Y = Math.Abs(locPoint.Y);
locPoint.Z = Math.Abs(locPoint.Z);
// Simple axes-aligned BB check
if (Mathf.NearEqual(locPoint.X, Extents.X) && Mathf.NearEqual(locPoint.Y, Extents.Y) && Mathf.NearEqual(locPoint.Z, Extents.Z))
return ContainmentType.Intersects;
if ((locPoint.X < Extents.X) && (locPoint.Y < Extents.Y) && (locPoint.Z < Extents.Z))
return ContainmentType.Contains;
return ContainmentType.Disjoint;
}
///
/// Determines whether a contains a point.
///
/// The point to test.
/// The type of containment the two objects have.
public ContainmentType Contains(Vector3 point)
{
return Contains(ref point);
}
///
/// Determines whether a contains an array of points>.
///
/// The points array to test.
/// The type of containment.
public ContainmentType Contains(Vector3[] points)
{
Matrix invTrans;
Matrix.Invert(ref Transformation, out invTrans);
var containsAll = true;
var containsAny = false;
for (var i = 0; i < points.Length; i++)
{
Vector3 locPoint;
Vector3.TransformCoordinate(ref points[i], ref invTrans, out locPoint);
locPoint.X = Math.Abs(locPoint.X);
locPoint.Y = Math.Abs(locPoint.Y);
locPoint.Z = Math.Abs(locPoint.Z);
// Simple axes-aligned BB check
if (Mathf.NearEqual(locPoint.X, Extents.X) &&
Mathf.NearEqual(locPoint.Y, Extents.Y) &&
Mathf.NearEqual(locPoint.Z, Extents.Z))
containsAny = true;
if ((locPoint.X < Extents.X) && (locPoint.Y < Extents.Y) && (locPoint.Z < Extents.Z))
containsAny = true;
else
containsAll = false;
}
if (containsAll)
return ContainmentType.Contains;
if (containsAny)
return ContainmentType.Intersects;
return ContainmentType.Disjoint;
}
///
/// Determines whether a contains a .
///
/// The sphere to test.
///
/// Optimize the check operation by assuming that has no
/// scaling applied
///
/// The type of containment the two objects have.
///
/// This method is not designed for which has a non-uniform scaling applied to its
/// transformation matrix.
/// But any type of scaling applied using Scale method will keep this method accurate.
///
public ContainmentType Contains(BoundingSphere sphere, bool ignoreScale = false)
{
Matrix invTrans;
Matrix.Invert(ref Transformation, out invTrans);
// Transform sphere center into the obb coordinates
Vector3 locCenter;
Vector3.TransformCoordinate(ref sphere.Center, ref invTrans, out locCenter);
float locRadius;
if (ignoreScale)
locRadius = sphere.Radius;
else
{
// Transform sphere radius into the obb coordinates
Vector3 vRadius = Vector3.UnitX * sphere.Radius;
Vector3.TransformNormal(ref vRadius, ref invTrans, out vRadius);
locRadius = vRadius.Length;
}
//Perform regular BoundingBox to BoundingSphere containment check
Vector3 minusExtens = -Extents;
Vector3 vector;
Vector3.Clamp(ref locCenter, ref minusExtens, ref Extents, out vector);
float distance = Vector3.DistanceSquared(ref locCenter, ref vector);
if (distance > locRadius * locRadius)
return ContainmentType.Disjoint;
if ((minusExtens.X + locRadius <= locCenter.X) && (locCenter.X <= Extents.X - locRadius) && (Extents.X - minusExtens.X > locRadius) && (minusExtens.Y + locRadius <= locCenter.Y) && (locCenter.Y <= Extents.Y - locRadius) && (Extents.Y - minusExtens.Y > locRadius) && (minusExtens.Z + locRadius <= locCenter.Z) && (locCenter.Z <= Extents.Z - locRadius) && (Extents.Z - minusExtens.Z > locRadius))
return ContainmentType.Contains;
return ContainmentType.Intersects;
}
private static Vector3[] GetRows(ref Matrix mat)
{
return new[]
{
new Vector3(mat.M11, mat.M12, mat.M13),
new Vector3(mat.M21, mat.M22, mat.M23),
new Vector3(mat.M31, mat.M32, mat.M33)
};
}
///
/// Check the intersection between two
///
/// The OrientedBoundingBox to test.
/// The type of containment the two objects have.
///
/// For accuracy, The transformation matrix for both must not have any scaling applied
/// to it.
/// Anyway, scaling using Scale method will keep this method accurate.
///
public ContainmentType Contains(ref OrientedBoundingBox obb)
{
ContainmentType cornersCheck = Contains(obb.GetCorners());
if (cornersCheck != ContainmentType.Disjoint)
return cornersCheck;
//http://www.3dkingdoms.com/weekly/bbox.cpp
Vector3 SizeA = Extents;
Vector3 SizeB = obb.Extents;
Vector3[] RotA = GetRows(ref Transformation);
Vector3[] RotB = GetRows(ref obb.Transformation);
var R = new Matrix(); // Rotation from B to A
var AR = new Matrix(); // absolute values of R matrix, to use with box extents
float ExtentA, ExtentB, Separation;
int i, k;
// Calculate B to A rotation matrix
for (i = 0; i < 3; i++)
for (k = 0; k < 3; k++)
{
R[i, k] = Vector3.Dot(RotA[i], RotB[k]);
AR[i, k] = Math.Abs(R[i, k]);
}
// Vector separating the centers of Box B and of Box A
Vector3 vSepWS = obb.Center - Center;
// Rotated into Box A's coordinates
var vSepA = new Vector3(Vector3.Dot(vSepWS, RotA[0]), Vector3.Dot(vSepWS, RotA[1]), Vector3.Dot(vSepWS, RotA[2]));
// Test if any of A's basis vectors separate the box
for (i = 0; i < 3; i++)
{
ExtentA = SizeA[i];
ExtentB = Vector3.Dot(SizeB, new Vector3(AR[i, 0], AR[i, 1], AR[i, 2]));
Separation = Math.Abs(vSepA[i]);
if (Separation > ExtentA + ExtentB)
return ContainmentType.Disjoint;
}
// Test if any of B's basis vectors separate the box
for (k = 0; k < 3; k++)
{
ExtentA = Vector3.Dot(SizeA, new Vector3(AR[0, k], AR[1, k], AR[2, k]));
ExtentB = SizeB[k];
Separation = Math.Abs(Vector3.Dot(vSepA, new Vector3(R[0, k], R[1, k], R[2, k])));
if (Separation > ExtentA + ExtentB)
return ContainmentType.Disjoint;
}
// Now test Cross Products of each basis vector combination ( A[i], B[k] )
for (i = 0; i < 3; i++)
for (k = 0; k < 3; k++)
{
int i1 = (i + 1) % 3, i2 = (i + 2) % 3;
int k1 = (k + 1) % 3, k2 = (k + 2) % 3;
ExtentA = SizeA[i1] * AR[i2, k] + SizeA[i2] * AR[i1, k];
ExtentB = SizeB[k1] * AR[i, k2] + SizeB[k2] * AR[i, k1];
Separation = Math.Abs(vSepA[i2] * R[i1, k] - vSepA[i1] * R[i2, k]);
if (Separation > ExtentA + ExtentB)
return ContainmentType.Disjoint;
}
// No separating axis found, the boxes overlap
return ContainmentType.Intersects;
}
///
/// Check the intersection between an and a line defined by two points
///
/// The first point in the line.
/// The second point in the line.
/// The type of containment the two objects have.
///
/// For accuracy, The transformation matrix for the must not have any scaling applied
/// to it.
/// Anyway, scaling using Scale method will keep this method accurate.
///
public ContainmentType ContainsLine(ref Vector3 L1, ref Vector3 L2)
{
ContainmentType cornersCheck = Contains(new[]
{
L1,
L2
});
if (cornersCheck != ContainmentType.Disjoint)
return cornersCheck;
//http://www.3dkingdoms.com/weekly/bbox.cpp
// Put line in box space
Matrix invTrans;
Matrix.Invert(ref Transformation, out invTrans);
Vector3 LB1;
Vector3.TransformCoordinate(ref L1, ref invTrans, out LB1);
Vector3 LB2;
Vector3.TransformCoordinate(ref L1, ref invTrans, out LB2);
// Get line midpoint and extent
Vector3 LMid = (LB1 + LB2) * 0.5f;
Vector3 L = LB1 - LMid;
var LExt = new Vector3(Math.Abs(L.X), Math.Abs(L.Y), Math.Abs(L.Z));
// Use Separating Axis Test
// Separation vector from box center to line center is LMid, since the line is in box space
if (Math.Abs(LMid.X) > Extents.X + LExt.X)
return ContainmentType.Disjoint;
if (Math.Abs(LMid.Y) > Extents.Y + LExt.Y)
return ContainmentType.Disjoint;
if (Math.Abs(LMid.Z) > Extents.Z + LExt.Z)
return ContainmentType.Disjoint;
// Cross products of line and each axis
if (Math.Abs(LMid.Y * L.Z - LMid.Z * L.Y) > Extents.Y * LExt.Z + Extents.Z * LExt.Y)
return ContainmentType.Disjoint;
if (Math.Abs(LMid.X * L.Z - LMid.Z * L.X) > Extents.X * LExt.Z + Extents.Z * LExt.X)
return ContainmentType.Disjoint;
if (Math.Abs(LMid.X * L.Y - LMid.Y * L.X) > Extents.X * LExt.Y + Extents.Y * LExt.X)
return ContainmentType.Disjoint;
// No separating axis, the line intersects
return ContainmentType.Intersects;
}
///
/// Check the intersection between an and
///
/// The BoundingBox to test.
/// The type of containment the two objects have.
///
/// For accuracy, The transformation matrix for the must not have any scaling applied
/// to it.
/// Anyway, scaling using Scale method will keep this method accurate.
///
public ContainmentType Contains(ref BoundingBox box)
{
ContainmentType cornersCheck = Contains(box.GetCorners());
if (cornersCheck != ContainmentType.Disjoint)
return cornersCheck;
Vector3 boxCenter = box.Minimum + (box.Maximum - box.Minimum) / 2f;
Vector3 boxExtents = box.Maximum - boxCenter;
Vector3 SizeA = Extents;
Vector3 SizeB = boxExtents;
Vector3[] RotA = GetRows(ref Transformation);
float ExtentA, ExtentB, Separation;
int i, k;
Matrix R; // Rotation from B to A
Matrix.Invert(ref Transformation, out R);
var AR = new Matrix(); // absolute values of R matrix, to use with box extents
for (i = 0; i < 3; i++)
for (k = 0; k < 3; k++)
AR[i, k] = Math.Abs(R[i, k]);
// Vector separating the centers of Box B and of Box A
Vector3 vSepWS = boxCenter - Center;
// Rotated into Box A's coordinates
var vSepA = new Vector3(Vector3.Dot(vSepWS, RotA[0]), Vector3.Dot(vSepWS, RotA[1]), Vector3.Dot(vSepWS, RotA[2]));
// Test if any of A's basis vectors separate the box
for (i = 0; i < 3; i++)
{
ExtentA = SizeA[i];
ExtentB = Vector3.Dot(SizeB, new Vector3(AR[i, 0], AR[i, 1], AR[i, 2]));
Separation = Math.Abs(vSepA[i]);
if (Separation > ExtentA + ExtentB)
return ContainmentType.Disjoint;
}
// Test if any of B's basis vectors separate the box
for (k = 0; k < 3; k++)
{
ExtentA = Vector3.Dot(SizeA, new Vector3(AR[0, k], AR[1, k], AR[2, k]));
ExtentB = SizeB[k];
Separation = Math.Abs(Vector3.Dot(vSepA, new Vector3(R[0, k], R[1, k], R[2, k])));
if (Separation > ExtentA + ExtentB)
return ContainmentType.Disjoint;
}
// Now test Cross Products of each basis vector combination ( A[i], B[k] )
for (i = 0; i < 3; i++)
for (k = 0; k < 3; k++)
{
int i1 = (i + 1) % 3, i2 = (i + 2) % 3;
int k1 = (k + 1) % 3, k2 = (k + 2) % 3;
ExtentA = SizeA[i1] * AR[i2, k] + SizeA[i2] * AR[i1, k];
ExtentB = SizeB[k1] * AR[i, k2] + SizeB[k2] * AR[i, k1];
Separation = Math.Abs(vSepA[i2] * R[i1, k] - vSepA[i1] * R[i2, k]);
if (Separation > ExtentA + ExtentB)
return ContainmentType.Disjoint;
}
// No separating axis found, the boxes overlap
return ContainmentType.Intersects;
}
///
/// Determines whether there is an intersection between a and a .
///
/// The ray to test.
///
/// When the method completes, contains the point of intersection,
/// or if there was no intersection.
///
/// Whether the two objects intersected.
public bool Intersects(ref Ray ray, out Vector3 point)
{
// Put ray in box space
Matrix invTrans;
Matrix.Invert(ref Transformation, out invTrans);
Ray bRay;
Vector3.TransformNormal(ref ray.Direction, ref invTrans, out bRay.Direction);
Vector3.TransformCoordinate(ref ray.Position, ref invTrans, out bRay.Position);
//Perform a regular ray to BoundingBox check
var bb = new BoundingBox(-Extents, Extents);
bool intersects = CollisionsHelper.RayIntersectsBox(ref bRay, ref bb, out point);
//Put the result intersection back to world
if (intersects)
Vector3.TransformCoordinate(ref point, ref Transformation, out point);
return intersects;
}
///
/// Determines whether there is an intersection between a and a .
///
/// The ray to test.
///
/// When the method completes, contains the distance of intersection from the ray start,
/// or 0 if there was no intersection.
///
/// Whether the two objects intersected.
public bool Intersects(ref Ray ray, out float distance)
{
Vector3 point;
if (Intersects(ref ray, out point))
{
Vector3.Distance(ref ray.Position, ref point, out distance);
return true;
}
distance = 0;
return false;
}
///
/// Determines whether there is an intersection between a and a .
///
/// The ray to test.
/// Whether the two objects intersected.
public bool Intersects(ref Ray ray)
{
Vector3 point;
return Intersects(ref ray, out point);
}
private Vector3[] GetLocalCorners()
{
var xv = new Vector3(Extents.X, 0, 0);
var yv = new Vector3(0, Extents.Y, 0);
var zv = new Vector3(0, 0, Extents.Z);
var corners = new Vector3[8];
corners[0] = +xv + yv + zv;
corners[1] = +xv + yv - zv;
corners[2] = -xv + yv - zv;
corners[3] = -xv + yv + zv;
corners[4] = +xv - yv + zv;
corners[5] = +xv - yv - zv;
corners[6] = -xv - yv - zv;
corners[7] = -xv - yv + zv;
return corners;
}
///
/// Get the axis-aligned which contains all corners.
///
/// The axis-aligned BoundingBox of this OrientedBoundingBox.
public BoundingBox GetBoundingBox()
{
return BoundingBox.FromPoints(GetCorners());
}
///
/// Calculates the matrix required to transfer any point from one local coordinates to
/// another.
///
/// The source OrientedBoundingBox.
/// The target OrientedBoundingBox.
///
/// If true, the method will use a fast algorithm which is inapplicable if a scale is applied to the transformation
/// matrix of the OrientedBoundingBox.
///
///
public static Matrix GetBoxToBoxMatrix(ref OrientedBoundingBox A, ref OrientedBoundingBox B, bool NoMatrixScaleApplied = false)
{
Matrix AtoB_Matrix;
// Calculate B to A transformation matrix
if (NoMatrixScaleApplied)
{
Vector3[] RotA = GetRows(ref A.Transformation);
Vector3[] RotB = GetRows(ref B.Transformation);
AtoB_Matrix = new Matrix();
int i, k;
for (i = 0; i < 3; i++)
for (k = 0; k < 3; k++)
AtoB_Matrix[i, k] = Vector3.Dot(RotB[i], RotA[k]);
Vector3 v = B.Center - A.Center;
AtoB_Matrix.M41 = Vector3.Dot(v, RotA[0]);
AtoB_Matrix.M42 = Vector3.Dot(v, RotA[1]);
AtoB_Matrix.M43 = Vector3.Dot(v, RotA[2]);
AtoB_Matrix.M44 = 1;
}
else
{
Matrix AInvMat;
Matrix.Invert(ref A.Transformation, out AInvMat);
AtoB_Matrix = B.Transformation * AInvMat;
}
return AtoB_Matrix;
}
///
/// Merge an OrientedBoundingBox B into another OrientedBoundingBox A, by expanding A to contain B and keeping A
/// orientation.
///
/// The to merge into it.
/// The to be merged
///
/// If true, the method will use a fast algorithm which is inapplicable if a scale is applied to the transformation
/// matrix of the OrientedBoundingBox.
///
///
/// Unlike merging axis aligned boxes, The operation is not interchangeable, because it keeps A orientation and merge B
/// into it.
///
public static void Merge(ref OrientedBoundingBox A, ref OrientedBoundingBox B, bool NoMatrixScaleApplied = false)
{
Matrix AtoB_Matrix = GetBoxToBoxMatrix(ref A, ref B, NoMatrixScaleApplied);
//Get B corners in A Space
Vector3[] bCorners = B.GetLocalCorners();
Vector3.TransformCoordinate(bCorners, ref AtoB_Matrix, bCorners);
//Get A local Bounding Box
var A_LocalBB = new BoundingBox(-A.Extents, A.Extents);
//Find B BoundingBox in A Space
BoundingBox B_LocalBB = BoundingBox.FromPoints(bCorners);
//Merger A and B local Bounding Boxes
BoundingBox mergedBB;
BoundingBox.Merge(ref B_LocalBB, ref A_LocalBB, out mergedBB);
//Find the new Extents and Center, Transform Center back to world
Vector3 newCenter = mergedBB.Minimum + (mergedBB.Maximum - mergedBB.Minimum) / 2f;
A.Extents = mergedBB.Maximum - newCenter;
Vector3.TransformCoordinate(ref newCenter, ref A.Transformation, out newCenter);
A.Transformation.TranslationVector = newCenter;
}
///
/// Merge this OrientedBoundingBox into another OrientedBoundingBox, keeping the other OrientedBoundingBox orientation.
///
/// The other to merge into.
///
/// If true, the method will use a fast algorithm which is inapplicable if a scale is applied to the transformation
/// matrix of the OrientedBoundingBox.
///
public void MergeInto(ref OrientedBoundingBox OBB, bool NoMatrixScaleApplied = false)
{
Merge(ref OBB, ref this, NoMatrixScaleApplied);
}
///
/// Merge another OrientedBoundingBox into this OrientedBoundingBox.
///
/// The other to merge into this OrientedBoundingBox.
///
/// If true, the method will use a fast algorithm which is inapplicable if a scale is applied to the transformation
/// matrix of the OrientedBoundingBox.
///
public void Add(ref OrientedBoundingBox OBB, bool NoMatrixScaleApplied = false)
{
Merge(ref this, ref OBB, NoMatrixScaleApplied);
}
///
/// Determines whether the specified is equal to this instance.
///
/// The to compare with this instance.
///
/// true if the specified is equal to this instance; otherwise, false.
///
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public bool Equals(ref OrientedBoundingBox value)
{
return (Extents == value.Extents) && (Transformation == value.Transformation);
}
///
/// Determines whether the specified is equal to this instance.
///
/// The to compare with this instance.
///
/// true if the specified is equal to this instance; otherwise, false.
///
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public bool Equals(OrientedBoundingBox value)
{
return Equals(ref value);
}
///
/// Determines whether the specified is equal to this instance.
///
/// The to compare with this instance.
///
/// true if the specified is equal to this instance; otherwise, false.
///
public override bool Equals(object value)
{
if (!(value is OrientedBoundingBox))
return false;
var strongValue = (OrientedBoundingBox)value;
return Equals(ref strongValue);
}
///
/// Transforms bounding box using the given transformation matrix.
///
/// The bounding box to transform.
/// The transformation matrix.
/// The result of the transformation.
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static OrientedBoundingBox operator *(OrientedBoundingBox box, Matrix transform)
{
OrientedBoundingBox result = box;
result.Transform(ref transform);
return result;
}
///
/// Tests for equality between two objects.
///
/// The first value to compare.
/// The second value to compare.
///
/// true if has the same value as ; otherwise,
/// false.
///
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static bool operator ==(OrientedBoundingBox left, OrientedBoundingBox right)
{
return left.Equals(ref right);
}
///
/// Tests for inequality between two objects.
///
/// The first value to compare.
/// The second value to compare.
///
/// true if has a different value than ; otherwise,
/// false.
///
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static bool operator !=(OrientedBoundingBox left, OrientedBoundingBox right)
{
return !left.Equals(ref right);
}
///
/// Returns a hash code for this instance.
///
///
/// A hash code for this instance, suitable for use in hashing algorithms and data structures like a hash table.
///
public override int GetHashCode()
{
return Extents.GetHashCode() + Transformation.GetHashCode();
}
///
/// Returns a that represents this instance.
///
///
/// A that represents this instance.
///
public override string ToString()
{
return string.Format(CultureInfo.CurrentCulture, "Center: {0}, Extents: {1}", Center, Extents);
}
///
/// Returns a that represents this instance.
///
/// The format.
///
/// A that represents this instance.
///
public string ToString(string format)
{
if (format == null)
return ToString();
return string.Format(CultureInfo.CurrentCulture, "Center: {0}, Extents: {1}", Center.ToString(format, CultureInfo.CurrentCulture),
Extents.ToString(format, CultureInfo.CurrentCulture));
}
///
/// Returns a that represents this instance.
///
/// The format provider.
///
/// A that represents this instance.
///
public string ToString(IFormatProvider formatProvider)
{
return string.Format(formatProvider, "Center: {0}, Extents: {1}", Center.ToString(), Extents.ToString());
}
///
/// Returns a that represents this instance.
///
/// The format.
/// The format provider.
///
/// A that represents this instance.
///
public string ToString(string format, IFormatProvider formatProvider)
{
if (format == null)
return ToString(formatProvider);
return string.Format(formatProvider, "Center: {0}, Extents: {1}", Center.ToString(format, formatProvider),
Extents.ToString(format, formatProvider));
}
}
}