214 lines
7.4 KiB
C++
214 lines
7.4 KiB
C++
// Copyright (c) 2012-2024 Wojciech Figat. All rights reserved.
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// Copyright (c) 2010-2014 SharpDX - Alexandre Mutel
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#pragma once
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#include "Transform.h"
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enum class ContainmentType;
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/// <summary>
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/// Oriented Bounding Box (OBB) is a rectangular block, much like an AABB (Bounding Box) but with an arbitrary orientation in 3D space.
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/// </summary>
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API_STRUCT() struct FLAXENGINE_API OrientedBoundingBox
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{
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DECLARE_SCRIPTING_TYPE_MINIMAL(OrientedBoundingBox);
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/// <summary>
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/// Half lengths of the box along each axis.
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/// </summary>
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API_FIELD() Vector3 Extents;
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/// <summary>
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/// The transformation which aligns and scales the box, and its translation vector represents the center of the box.
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/// </summary>
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API_FIELD() Transform Transformation;
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public:
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/// <summary>
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/// Empty constructor.
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/// </summary>
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OrientedBoundingBox()
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{
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}
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OrientedBoundingBox(const Vector3& extents, const Transform& transformation)
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{
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Extents = extents;
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Transformation = transformation;
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}
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OrientedBoundingBox(const BoundingBox& bb);
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OrientedBoundingBox(const Vector3& extents, const Matrix& transformation);
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OrientedBoundingBox(const Vector3& extents, const Matrix3x3& rotationScale, const Vector3& translation);
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OrientedBoundingBox(const Vector3& minimum, const Vector3& maximum);
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OrientedBoundingBox(Vector3 points[], int32 pointCount);
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public:
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String ToString() const;
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public:
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// Gets the eight corners of the bounding box.
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void GetCorners(Float3 corners[8]) const;
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void GetCorners(Double3 corners[8]) const;
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// The size of the OBB if no scaling is applied to the transformation matrix.
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Vector3 GetSizeUnscaled() const
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{
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return Extents * 2.0f;
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}
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// Returns the size of the OBB taking into consideration the scaling applied to the transformation matrix.
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Vector3 GetSize() const;
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// Returns the square size of the OBB taking into consideration the scaling applied to the transformation matrix.
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// @returns The size of the consideration.
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Vector3 GetSizeSquared() const;
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// Gets the center of the OBB.
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FORCE_INLINE Vector3 GetCenter() const
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{
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return Transformation.Translation;
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}
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/// <summary>
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/// Gets the AABB which contains all OBB corners.
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/// </summary>
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/// <returns>The result</returns>
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BoundingBox GetBoundingBox() const;
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/// <summary>
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/// Gets the AABB which contains all OBB corners.
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/// </summary>
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/// <param name="result">The result.</param>
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void GetBoundingBox(BoundingBox& result) const;
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public:
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// Transforms this box using a transformation matrix.
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// @param mat The transformation matrix.
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void Transform(const Matrix& matrix);
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void Transform(const ::Transform& transform);
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// Scales the OBB by scaling its Extents without affecting the Transformation matrix.
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// By keeping Transformation matrix scaling-free, the collision detection methods will be more accurate.
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// @param scaling Scale to apply to the box.
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void Scale(const Vector3& scaling)
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{
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Extents *= scaling;
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}
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// Scales the OBB by scaling its Extents without affecting the Transformation matrix.
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// By keeping Transformation matrix scaling-free, the collision detection methods will be more accurate.
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// @param scaling Scale to apply to the box.
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void Scale(Real scaling)
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{
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Extents *= scaling;
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}
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// Translates the OBB to a new position using a translation vector.
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// @param translation the translation vector.
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void Translate(const Vector3& translation)
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{
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Transformation.Translation += translation;
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}
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public:
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FORCE_INLINE bool operator==(const OrientedBoundingBox& other) const
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{
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return Extents == other.Extents && Transformation == other.Transformation;
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}
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FORCE_INLINE bool operator!=(const OrientedBoundingBox& other) const
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{
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return Extents != other.Extents || Transformation != other.Transformation;
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}
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FORCE_INLINE OrientedBoundingBox operator*(const Matrix& matrix) const
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{
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OrientedBoundingBox result = *this;
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result.Transform(matrix);
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return result;
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}
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FORCE_INLINE OrientedBoundingBox operator*(const ::Transform& matrix) const
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{
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OrientedBoundingBox result = *this;
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result.Transform(matrix);
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return result;
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}
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public:
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/// <summary>
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/// Creates the centered box (axis aligned).
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/// </summary>
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/// <param name="center">The center.</param>
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/// <param name="size">The size.</param>
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/// <param name="result">The result.</param>
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static void CreateCentered(const Vector3& center, const Vector3& size, OrientedBoundingBox& result)
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{
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result.Extents = size * 0.5f;
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result.Transformation = ::Transform(center);
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}
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/// <summary>
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/// Creates the centered box (axis-aligned).
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/// </summary>
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/// <param name="center">The center.</param>
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/// <param name="size">The size.</param>
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/// <returns>The result.</returns>
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static OrientedBoundingBox CreateCentered(const Vector3& center, const Vector3& size)
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{
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OrientedBoundingBox result;
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CreateCentered(center, size, result);
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return result;
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}
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public:
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// Determines whether a OBB contains a point.
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// @param point The point to test.
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// @returns The type of containment the two objects have.
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ContainmentType Contains(const Vector3& point, Real* distance = nullptr) const;
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// Determines whether a OBB contains a BoundingSphere.
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// @param sphere The sphere to test.
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// @param ignoreScale Optimize the check operation by assuming that OBB has no scaling applied.
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// @returns The type of containment the two objects have.
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ContainmentType Contains(const BoundingSphere& sphere, bool ignoreScale = false) const;
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// Determines whether there is an intersection between a Ray and a OBB.
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// @param ray The ray to test.
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// @param point When the method completes, contains the point of intersection, or Vector3.Zero if there was no intersection.
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// @returns Whether the two objects intersected.
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bool Intersects(const Ray& ray, Vector3& point) const;
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// Determines if there is an intersection between the current object and a Ray.
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// @param ray The ray to test.
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// @param distance When the method completes, contains the distance of the intersection, or 0 if there was no intersection.
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// @returns Whether the two objects intersected.
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bool Intersects(const Ray& ray, Real& distance) const;
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// Determines if there is an intersection between the current object and a Ray.
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// @param ray The ray to test.
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// @param distance When the method completes, contains the distance of the intersection, or 0 if there was no intersection.
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// @param normal When the method completes, contains the intersection surface normal vector, or Vector3::Up if there was no intersection.
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// @returns Whether the two objects intersected.
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bool Intersects(const Ray& ray, Real& distance, Vector3& normal) const;
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// Determines whether there is an intersection between a Ray and a OBB.
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// @param ray The ray to test.
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// @returns Whether the two objects intersected.
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bool Intersects(const Ray& ray) const
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{
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Vector3 point;
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return Intersects(ray, point);
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}
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};
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template<>
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struct TIsPODType<OrientedBoundingBox>
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{
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enum { Value = true };
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};
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DEFINE_DEFAULT_FORMATTING(OrientedBoundingBox, "Center: {0}, Size: {1}", v.GetCenter(), v.GetSize());
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