Files
FlaxEngine/Source/Engine/Core/Math/BoundingBox.cpp
2023-06-29 16:50:53 +02:00

157 lines
5.5 KiB
C++

// Copyright (c) 2012-2023 Wojciech Figat. All rights reserved.
#include "BoundingBox.h"
#include "BoundingSphere.h"
#include "Matrix.h"
#include "Transform.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::GetCorners(Float3 corners[8]) const
{
corners[0] = Float3((float)Minimum.X, (float)Maximum.Y, (float)Maximum.Z);
corners[1] = Float3((float)Maximum.X, (float)Maximum.Y, (float)Maximum.Z);
corners[2] = Float3((float)Maximum.X, (float)Minimum.Y, (float)Maximum.Z);
corners[3] = Float3((float)Minimum.X, (float)Minimum.Y, (float)Maximum.Z);
corners[4] = Float3((float)Minimum.X, (float)Maximum.Y, (float)Minimum.Z);
corners[5] = Float3((float)Maximum.X, (float)Maximum.Y, (float)Minimum.Z);
corners[6] = Float3((float)Maximum.X, (float)Minimum.Y, (float)Minimum.Z);
corners[7] = Float3((float)Minimum.X, (float)Minimum.Y, (float)Minimum.Z);
}
void BoundingBox::GetCorners(Double3 corners[8]) const
{
corners[0] = Double3(Minimum.X, Maximum.Y, Maximum.Z);
corners[1] = Double3(Maximum.X, Maximum.Y, Maximum.Z);
corners[2] = Double3(Maximum.X, Minimum.Y, Maximum.Z);
corners[3] = Double3(Minimum.X, Minimum.Y, Maximum.Z);
corners[4] = Double3(Minimum.X, Maximum.Y, Minimum.Z);
corners[5] = Double3(Maximum.X, Maximum.Y, Minimum.Z);
corners[6] = Double3(Maximum.X, Minimum.Y, Minimum.Z);
corners[7] = Double3(Minimum.X, Minimum.Y, Minimum.Z);
}
BoundingBox BoundingBox::MakeOffsetted(const Vector3& offset) const
{
BoundingBox result;
result.Minimum = Minimum + offset;
result.Maximum = Maximum + offset;
return result;
}
void BoundingBox::FromPoints(const Float3* points, int32 pointsCount, BoundingBox& result)
{
ASSERT(points && pointsCount > 0);
Float3 min = points[0];
Float3 max = points[0];
for (int32 i = 1; i < pointsCount; i++)
{
Float3::Min(min, points[i], min);
Float3::Max(max, points[i], max);
}
result = BoundingBox(min, max);
}
void BoundingBox::FromPoints(const Double3* points, int32 pointsCount, BoundingBox& result)
{
ASSERT(points && pointsCount > 0);
Double3 min = points[0];
Double3 max = points[0];
for (int32 i = 1; i < pointsCount; i++)
{
Double3::Min(min, points[i], min);
Double3::Max(max, points[i], max);
}
result = BoundingBox((Vector3)min, (Vector3)max);
}
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, Real 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();
const auto min = Vector3::Min(xa, xb) + Vector3::Min(ya, yb) + Vector3::Min(za, zb) + translation;
const auto max = Vector3::Max(xa, xb) + Vector3::Max(ya, yb) + Vector3::Max(za, zb) + translation;
result = BoundingBox(min, max);
}
void BoundingBox::Transform(const BoundingBox& box, const ::Transform& transform, BoundingBox& result)
{
// Reference: http://dev.theomader.com/transform-bounding-boxes/
const auto right = Float3::Transform(Float3::Right, transform.Orientation);
const auto xa = right * box.Minimum.X;
const auto xb = right * box.Maximum.X;
const auto up = Float3::Transform(Float3::Up, transform.Orientation);
const auto ya = up * box.Minimum.Y;
const auto yb = up * box.Maximum.Y;
const auto backward = Float3::Transform(Float3::Backward, transform.Orientation);
const auto za = backward * box.Minimum.Z;
const auto zb = backward * box.Maximum.Z;
const auto min = Vector3::Min(xa, xb) + Vector3::Min(ya, yb) + Vector3::Min(za, zb) + transform.Translation;
const auto max = Vector3::Max(xa, xb) + Vector3::Max(ya, yb) + Vector3::Max(za, zb) + transform.Translation;
result = BoundingBox(min, max);
}