engine/dep/include/reactphysics3d/collision/shapes/AABB.h

349 lines
15 KiB
C++

/********************************************************************************
* ReactPhysics3D physics library, http://www.reactphysics3d.com *
* Copyright (c) 2010-2022 Daniel Chappuis *
*********************************************************************************
* *
* This software is provided 'as-is', without any express or implied warranty. *
* In no event will the authors be held liable for any damages arising from the *
* use of this software. *
* *
* Permission is granted to anyone to use this software for any purpose, *
* including commercial applications, and to alter it and redistribute it *
* freely, subject to the following restrictions: *
* *
* 1. The origin of this software must not be misrepresented; you must not claim *
* that you wrote the original software. If you use this software in a *
* product, an acknowledgment in the product documentation would be *
* appreciated but is not required. *
* *
* 2. Altered source versions must be plainly marked as such, and must not be *
* misrepresented as being the original software. *
* *
* 3. This notice may not be removed or altered from any source distribution. *
* *
********************************************************************************/
#ifndef REACTPHYSICS3D_AABB_H
#define REACTPHYSICS3D_AABB_H
// Libraries
#include <reactphysics3d/mathematics/mathematics.h>
/// ReactPhysics3D namespace
namespace reactphysics3d {
// Class AABB
/**
* This class represents a bounding volume of type "Axis Aligned
* Bounding Box". It's a box where all the edges are always aligned
* with the world coordinate system. The AABB is defined by the
* minimum and maximum world coordinates of the three axis.
*/
class AABB {
private :
// -------------------- Attributes -------------------- //
/// Minimum world coordinates of the AABB on the x,y and z axis
Vector3 mMinCoordinates;
/// Maximum world coordinates of the AABB on the x,y and z axis
Vector3 mMaxCoordinates;
public :
// -------------------- Methods -------------------- //
/// Constructor
AABB() = default;
/// Constructor
AABB(const Vector3& minCoordinates, const Vector3& maxCoordinates);
/// Return the center point
Vector3 getCenter() const;
/// Return the minimum coordinates of the AABB
const Vector3& getMin() const;
/// Set the minimum coordinates of the AABB
void setMin(const Vector3& min);
/// Return the maximum coordinates of the AABB
const Vector3& getMax() const;
/// Set the maximum coordinates of the AABB
void setMax(const Vector3& max);
/// Return the size of the AABB in the three dimension x, y and z
Vector3 getExtent() const;
/// Inflate each side of the AABB by a given size
void inflate(decimal dx, decimal dy, decimal dz);
/// Return true if the current AABB is overlapping with the AABB in argument
bool testCollision(const AABB& aabb) const;
/// Return the volume of the AABB
decimal getVolume() const;
/// Merge the AABB in parameter with the current one
void mergeWithAABB(const AABB& aabb);
/// Replace the current AABB with a new AABB that is the union of two AABBs in parameters
void mergeTwoAABBs(const AABB& aabb1, const AABB& aabb2);
/// Return true if the current AABB contains the AABB given in parameter
bool contains(const AABB& aabb) const;
/// Return true if a point is inside the AABB
bool contains(const Vector3& point) const;
/// Return true if the AABB of a triangle intersects the AABB
bool testCollisionTriangleAABB(const Vector3* trianglePoints) const;
/// Return true if the ray intersects the AABB
bool testRayIntersect(const Vector3& rayOrigin, const Vector3& rayDirectionInv, decimal rayMaxFraction) const;
/// Compute the intersection of a ray and the AABB
bool raycast(const Ray& ray, Vector3& hitPoint) const;
/// Apply a scale factor to the AABB
void applyScale(const Vector3& scale);
/// Create and return an AABB for a triangle
static AABB createAABBForTriangle(const Vector3* trianglePoints);
// -------------------- Friendship -------------------- //
friend class DynamicAABBTree;
};
// Return the center point of the AABB in world coordinates
RP3D_FORCE_INLINE Vector3 AABB::getCenter() const {
return (mMinCoordinates + mMaxCoordinates) * decimal(0.5);
}
// Return the minimum coordinates of the AABB
RP3D_FORCE_INLINE const Vector3& AABB::getMin() const {
return mMinCoordinates;
}
// Set the minimum coordinates of the AABB
RP3D_FORCE_INLINE void AABB::setMin(const Vector3& min) {
mMinCoordinates = min;
}
// Return the maximum coordinates of the AABB
RP3D_FORCE_INLINE const Vector3& AABB::getMax() const {
return mMaxCoordinates;
}
// Set the maximum coordinates of the AABB
RP3D_FORCE_INLINE void AABB::setMax(const Vector3& max) {
mMaxCoordinates = max;
}
// Return the size of the AABB in the three dimension x, y and z
RP3D_FORCE_INLINE Vector3 AABB::getExtent() const {
return mMaxCoordinates - mMinCoordinates;
}
// Inflate each side of the AABB by a given size
RP3D_FORCE_INLINE void AABB::inflate(decimal dx, decimal dy, decimal dz) {
mMaxCoordinates += Vector3(dx, dy, dz);
mMinCoordinates -= Vector3(dx, dy, dz);
}
// Return true if the current AABB is overlapping with the AABB in argument.
/// Two AABBs overlap if they overlap in the three x, y and z axis at the same time
RP3D_FORCE_INLINE bool AABB::testCollision(const AABB& aabb) const {
if (mMaxCoordinates.x < aabb.mMinCoordinates.x ||
aabb.mMaxCoordinates.x < mMinCoordinates.x) return false;
if (mMaxCoordinates.y < aabb.mMinCoordinates.y ||
aabb.mMaxCoordinates.y < mMinCoordinates.y) return false;
if (mMaxCoordinates.z < aabb.mMinCoordinates.z||
aabb.mMaxCoordinates.z < mMinCoordinates.z) return false;
return true;
}
// Return the volume of the AABB
RP3D_FORCE_INLINE decimal AABB::getVolume() const {
const Vector3 diff = mMaxCoordinates - mMinCoordinates;
return (diff.x * diff.y * diff.z);
}
// Return true if the AABB of a triangle intersects the AABB
RP3D_FORCE_INLINE bool AABB::testCollisionTriangleAABB(const Vector3* trianglePoints) const {
if (min3(trianglePoints[0].x, trianglePoints[1].x, trianglePoints[2].x) > mMaxCoordinates.x) return false;
if (min3(trianglePoints[0].y, trianglePoints[1].y, trianglePoints[2].y) > mMaxCoordinates.y) return false;
if (min3(trianglePoints[0].z, trianglePoints[1].z, trianglePoints[2].z) > mMaxCoordinates.z) return false;
if (max3(trianglePoints[0].x, trianglePoints[1].x, trianglePoints[2].x) < mMinCoordinates.x) return false;
if (max3(trianglePoints[0].y, trianglePoints[1].y, trianglePoints[2].y) < mMinCoordinates.y) return false;
if (max3(trianglePoints[0].z, trianglePoints[1].z, trianglePoints[2].z) < mMinCoordinates.z) return false;
return true;
}
// Return true if a point is inside the AABB
RP3D_FORCE_INLINE bool AABB::contains(const Vector3& point) const {
return (point.x >= mMinCoordinates.x - MACHINE_EPSILON && point.x <= mMaxCoordinates.x + MACHINE_EPSILON &&
point.y >= mMinCoordinates.y - MACHINE_EPSILON && point.y <= mMaxCoordinates.y + MACHINE_EPSILON &&
point.z >= mMinCoordinates.z - MACHINE_EPSILON && point.z <= mMaxCoordinates.z + MACHINE_EPSILON);
}
// Apply a scale factor to the AABB
RP3D_FORCE_INLINE void AABB::applyScale(const Vector3& scale) {
mMinCoordinates = mMinCoordinates * scale;
mMaxCoordinates = mMaxCoordinates * scale;
}
// Merge the AABB in parameter with the current one
RP3D_FORCE_INLINE void AABB::mergeWithAABB(const AABB& aabb) {
mMinCoordinates.x = std::min(mMinCoordinates.x, aabb.mMinCoordinates.x);
mMinCoordinates.y = std::min(mMinCoordinates.y, aabb.mMinCoordinates.y);
mMinCoordinates.z = std::min(mMinCoordinates.z, aabb.mMinCoordinates.z);
mMaxCoordinates.x = std::max(mMaxCoordinates.x, aabb.mMaxCoordinates.x);
mMaxCoordinates.y = std::max(mMaxCoordinates.y, aabb.mMaxCoordinates.y);
mMaxCoordinates.z = std::max(mMaxCoordinates.z, aabb.mMaxCoordinates.z);
}
// Replace the current AABB with a new AABB that is the union of two AABBs in parameters
RP3D_FORCE_INLINE void AABB::mergeTwoAABBs(const AABB& aabb1, const AABB& aabb2) {
mMinCoordinates.x = std::min(aabb1.mMinCoordinates.x, aabb2.mMinCoordinates.x);
mMinCoordinates.y = std::min(aabb1.mMinCoordinates.y, aabb2.mMinCoordinates.y);
mMinCoordinates.z = std::min(aabb1.mMinCoordinates.z, aabb2.mMinCoordinates.z);
mMaxCoordinates.x = std::max(aabb1.mMaxCoordinates.x, aabb2.mMaxCoordinates.x);
mMaxCoordinates.y = std::max(aabb1.mMaxCoordinates.y, aabb2.mMaxCoordinates.y);
mMaxCoordinates.z = std::max(aabb1.mMaxCoordinates.z, aabb2.mMaxCoordinates.z);
}
// Return true if the current AABB contains the AABB given in parameter
RP3D_FORCE_INLINE bool AABB::contains(const AABB& aabb) const {
bool isInside = true;
isInside = isInside && mMinCoordinates.x <= aabb.mMinCoordinates.x;
isInside = isInside && mMinCoordinates.y <= aabb.mMinCoordinates.y;
isInside = isInside && mMinCoordinates.z <= aabb.mMinCoordinates.z;
isInside = isInside && mMaxCoordinates.x >= aabb.mMaxCoordinates.x;
isInside = isInside && mMaxCoordinates.y >= aabb.mMaxCoordinates.y;
isInside = isInside && mMaxCoordinates.z >= aabb.mMaxCoordinates.z;
return isInside;
}
// Create and return an AABB for a triangle
RP3D_FORCE_INLINE AABB AABB::createAABBForTriangle(const Vector3* trianglePoints) {
Vector3 minCoords(trianglePoints[0].x, trianglePoints[0].y, trianglePoints[0].z);
Vector3 maxCoords(trianglePoints[0].x, trianglePoints[0].y, trianglePoints[0].z);
if (trianglePoints[1].x < minCoords.x) minCoords.x = trianglePoints[1].x;
if (trianglePoints[1].y < minCoords.y) minCoords.y = trianglePoints[1].y;
if (trianglePoints[1].z < minCoords.z) minCoords.z = trianglePoints[1].z;
if (trianglePoints[2].x < minCoords.x) minCoords.x = trianglePoints[2].x;
if (trianglePoints[2].y < minCoords.y) minCoords.y = trianglePoints[2].y;
if (trianglePoints[2].z < minCoords.z) minCoords.z = trianglePoints[2].z;
if (trianglePoints[1].x > maxCoords.x) maxCoords.x = trianglePoints[1].x;
if (trianglePoints[1].y > maxCoords.y) maxCoords.y = trianglePoints[1].y;
if (trianglePoints[1].z > maxCoords.z) maxCoords.z = trianglePoints[1].z;
if (trianglePoints[2].x > maxCoords.x) maxCoords.x = trianglePoints[2].x;
if (trianglePoints[2].y > maxCoords.y) maxCoords.y = trianglePoints[2].y;
if (trianglePoints[2].z > maxCoords.z) maxCoords.z = trianglePoints[2].z;
return AABB(minCoords, maxCoords);
}
// Return true if the ray intersects the AABB
RP3D_FORCE_INLINE bool AABB::testRayIntersect(const Vector3& rayOrigin, const Vector3& rayDirectionInverse, decimal rayMaxFraction) const {
// This algorithm relies on the IEE floating point properties (division by zero). If the rayDirection is zero, rayDirectionInverse and
// therfore t1 and t2 will be +-INFINITY. If the i coordinate of the ray's origin is inside the AABB (mMinCoordinates[i] < rayOrigin[i] < mMaxCordinates[i)), we have
// t1 = -t2 = +- INFINITY. Since max(n, -INFINITY) = min(n, INFINITY) = n for all n, tMin and tMax will stay unchanged. Secondly, if the i
// coordinate of the ray's origin is outside the box (rayOrigin[i] < mMinCoordinates[i] or rayOrigin[i] > mMaxCoordinates[i]) we have
// t1 = t2 = +- INFINITY and therefore either tMin = +INFINITY or tMax = -INFINITY. One of those values will stay until the end and make the
// method to return false. Unfortunately, if the ray lies exactly on a slab (rayOrigin[i] = mMinCoordinates[i] or rayOrigin[i] = mMaxCoordinates[i]) we
// have t1 = (mMinCoordinates[i] - rayOrigin[i]) * rayDirectionInverse[i] = 0 * INFINITY = NaN which is a problem for the remaining of the algorithm.
// This will cause the method to return true when the ray is not intersecting the AABB and therefore cause to traverse more nodes than necessary in
// the BVH tree. Because this should be rare, it is not really a big issue.
// Reference: https://tavianator.com/2011/ray_box.html
decimal t1 = (mMinCoordinates[0] - rayOrigin[0]) * rayDirectionInverse[0];
decimal t2 = (mMaxCoordinates[0] - rayOrigin[0]) * rayDirectionInverse[0];
decimal tMin = std::min(t1, t2);
decimal tMax = std::max(t1, t2);
tMax = std::min(tMax, rayMaxFraction);
for (int i = 1; i < 3; i++) {
t1 = (mMinCoordinates[i] - rayOrigin[i]) * rayDirectionInverse[i];
t2 = (mMaxCoordinates[i] - rayOrigin[i]) * rayDirectionInverse[i];
tMin = std::max(tMin, std::min(t1, t2));
tMax = std::min(tMax, std::max(t1, t2));
}
return tMax >= std::max(tMin, decimal(0.0));
}
// Compute the intersection of a ray and the AABB
RP3D_FORCE_INLINE bool AABB::raycast(const Ray& ray, Vector3& hitPoint) const {
decimal tMin = decimal(0.0);
decimal tMax = DECIMAL_LARGEST;
const decimal epsilon = decimal(0.00001);
const Vector3 rayDirection = ray.point2 - ray.point1;
// For all three slabs
for (int i=0; i < 3; i++) {
// If the ray is parallel to the slab
if (std::abs(rayDirection[i]) < epsilon) {
// If origin of the ray is not inside the slab, no hit
if (ray.point1[i] < mMinCoordinates[i] || ray.point1[i] > mMaxCoordinates[i]) return false;
}
else {
decimal rayDirectionInverse = decimal(1.0) / rayDirection[i];
decimal t1 = (mMinCoordinates[i] - ray.point1[i]) * rayDirectionInverse;
decimal t2 = (mMaxCoordinates[i] - ray.point1[i]) * rayDirectionInverse;
if (t1 > t2) {
// Swap t1 and t2
decimal tTemp = t2;
t2 = t1;
t1 = tTemp;
}
tMin = std::max(tMin, t1);
tMax = std::min(tMax, t2);
// Exit with no collision
if (tMin > tMax) return false;
}
}
// Compute the hit point
hitPoint = ray.point1 + tMin * rayDirection;
return true;
}
}
#endif