/******************************************************************************** * ReactPhysics3D physics library, http://www.reactphysics3d.com * * Copyright (c) 2010-2016 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. * * * ********************************************************************************/ // Libraries #include "AABB.h" #include "configuration.h" #include using namespace reactphysics3d; using namespace std; // Constructor AABB::AABB(const Vector3& minCoordinates, const Vector3& maxCoordinates) :mMinCoordinates(minCoordinates), mMaxCoordinates(maxCoordinates) { } // Copy-constructor AABB::AABB(const AABB& aabb) : mMinCoordinates(aabb.mMinCoordinates), mMaxCoordinates(aabb.mMaxCoordinates) { } // Merge the AABB in parameter with the current one 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 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 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 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 /// This method use the line vs AABB raycasting technique described in /// Real-time Collision Detection by Christer Ericson. bool AABB::testRayIntersect(const Ray& ray) const { const Vector3 point2 = ray.point1 + ray.maxFraction * (ray.point2 - ray.point1); const Vector3 e = mMaxCoordinates - mMinCoordinates; const Vector3 d = point2 - ray.point1; const Vector3 m = ray.point1 + point2 - mMinCoordinates - mMaxCoordinates; // Test if the AABB face normals are separating axis decimal adx = std::abs(d.x); if (std::abs(m.x) > e.x + adx) return false; decimal ady = std::abs(d.y); if (std::abs(m.y) > e.y + ady) return false; decimal adz = std::abs(d.z); if (std::abs(m.z) > e.z + adz) return false; // Add in an epsilon term to counteract arithmetic errors when segment is // (near) parallel to a coordinate axis (see text for detail) const decimal epsilon = 0.00001; adx += epsilon; ady += epsilon; adz += epsilon; // Test if the cross products between face normals and ray direction are // separating axis if (std::abs(m.y * d.z - m.z * d.y) > e.y * adz + e.z * ady) return false; if (std::abs(m.z * d.x - m.x * d.z) > e.x * adz + e.z * adx) return false; if (std::abs(m.x * d.y - m.y * d.x) > e.x * ady + e.y * adx) return false; // No separating axis has been found return true; }