// 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)); } } }