Files
FlaxEngine/Source/Engine/Core/Math/BoundingBox.cpp
2022-01-14 13:31:12 +01:00

112 lines
3.2 KiB
C++

// Copyright (c) 2012-2022 Wojciech Figat. All rights reserved.
#include "BoundingBox.h"
#include "BoundingSphere.h"
#include "Matrix.h"
#include "../Types/String.h"
const BoundingBox BoundingBox::Empty(Vector3(MAX_float), Vector3(MIN_float));
const BoundingBox BoundingBox::Zero(Vector3(0.0f));
String BoundingBox::ToString() const
{
return String::Format(TEXT("{}"), *this);
}
void BoundingBox::FromPoints(const Vector3* points, int32 pointsCount, BoundingBox& result)
{
ASSERT(points && pointsCount > 0);
Vector3 min = points[0];
Vector3 max = points[0];
for (int32 i = 1; i < pointsCount; i++)
{
Vector3::Min(min, points[i], min);
Vector3::Max(max, points[i], max);
}
result = BoundingBox(min, max);
}
BoundingBox BoundingBox::FromPoints(const Vector3* points, int32 pointsCount)
{
BoundingBox result;
FromPoints(points, pointsCount, result);
return result;
}
void BoundingBox::FromSphere(const BoundingSphere& sphere, BoundingBox& result)
{
result = BoundingBox(
Vector3(sphere.Center.X - sphere.Radius, sphere.Center.Y - sphere.Radius, sphere.Center.Z - sphere.Radius),
Vector3(sphere.Center.X + sphere.Radius, sphere.Center.Y + sphere.Radius, sphere.Center.Z + sphere.Radius)
);
}
BoundingBox BoundingBox::FromSphere(const BoundingSphere& sphere)
{
BoundingBox result;
FromSphere(sphere, result);
return result;
}
BoundingBox BoundingBox::Transform(const BoundingBox& box, const Matrix& matrix)
{
BoundingBox result;
Transform(box, matrix, result);
return result;
}
BoundingBox BoundingBox::MakeOffsetted(const BoundingBox& box, const Vector3& offset)
{
BoundingBox result;
result.Minimum = box.Minimum + offset;
result.Maximum = box.Maximum + offset;
return result;
}
BoundingBox BoundingBox::MakeScaled(const BoundingBox& box, float scale)
{
Vector3 size;
Vector3::Subtract(box.Maximum, box.Minimum, size);
Vector3 sizeHalf = size * 0.5f;
const Vector3 center = box.Minimum + sizeHalf;
sizeHalf = sizeHalf * scale;
return BoundingBox(center - sizeHalf, center + sizeHalf);
}
void BoundingBox::Transform(const BoundingBox& box, const Matrix& matrix, BoundingBox& result)
{
// Reference: http://dev.theomader.com/transform-bounding-boxes/
const auto right = matrix.GetRight();
const auto xa = right * box.Minimum.X;
const auto xb = right * box.Maximum.X;
const auto up = matrix.GetUp();
const auto ya = up * box.Minimum.Y;
const auto yb = up * box.Maximum.Y;
const auto backward = matrix.GetBackward();
const auto za = backward * box.Minimum.Z;
const auto zb = backward * box.Maximum.Z;
const auto translation = matrix.GetTranslation();
result = BoundingBox(
Vector3::Min(xa, xb) + Vector3::Min(ya, yb) + Vector3::Min(za, zb) + translation,
Vector3::Max(xa, xb) + Vector3::Max(ya, yb) + Vector3::Max(za, zb) + translation);
/*
// Get box corners
Vector3 corners[8];
box.GetCorners(corners);
// Transform them
for (int32 i = 0; i < 8; i++)
{
corners[i] = Vector3::Transform(corners[i], matrix);
}
// Construct box from the points
result = FromPoints(corners, 8);
*/
}