//// AABox.cpp// libraries/octree/src//// Created by Brad Hefta-Gaub on 04/11/13.// Copyright 2013 High Fidelity, Inc.//// Distributed under the Apache License, Version 2.0.// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html// #include "AABox.h" #include "AACube.h"#include "Extents.h"#include "GeometryUtil.h"#include "NumericalConstants.h" AABox::AABox(const AACube& other) : _corner(other.getCorner()), _scale(other.getScale(), other.getScale(), other.getScale()) {} AABox::AABox(const Extents& other) : _corner(other.minimum), _scale(other.maximum - other.minimum) {} AABox::AABox(const glm::vec3& corner, float size) : _corner(corner), _scale(size, size, size) {}; AABox::AABox(const glm::vec3& corner, const glm::vec3& dimensions) : _corner(corner), _scale(dimensions) {}; AABox::AABox() : _corner(std::numeric_limits<float>::infinity()), _scale(0.0f) {}; glm::vec3 AABox::calcCenter() const { glm::vec3 center(_corner); center += (_scale * 0.5f); return center;} void AABox::scale(float scale) { _corner = _corner * scale; _scale = _scale * scale;} glm::vec3 AABox::getVertex(BoxVertex vertex) const { switch (vertex) { case BOTTOM_LEFT_NEAR: return _corner + glm::vec3(_scale.x, 0, 0); case BOTTOM_RIGHT_NEAR: return _corner; case TOP_RIGHT_NEAR: return _corner + glm::vec3(0, _scale.y, 0); case TOP_LEFT_NEAR: return _corner + glm::vec3(_scale.x, _scale.y, 0); case BOTTOM_LEFT_FAR: return _corner + glm::vec3(_scale.x, 0, _scale.z); case BOTTOM_RIGHT_FAR: return _corner + glm::vec3(0, 0, _scale.z); case TOP_RIGHT_FAR: return _corner + glm::vec3(0, _scale.y, _scale.z); default: //quiet windows warnings case TOP_LEFT_FAR: return _corner + _scale; }} void AABox::setBox(const glm::vec3& corner, float scale) { _corner = corner; _scale = glm::vec3(scale, scale, scale);} void AABox::setBox(const glm::vec3& corner, const glm::vec3& scale) { _corner = corner; _scale = scale;} glm::vec3 AABox::getVertexP(const glm::vec3& normal) const { glm::vec3 result = _corner; if (normal.x > 0) { result.x += _scale.x; } if (normal.y > 0) { result.y += _scale.y; } if (normal.z > 0) { result.z += _scale.z; } return result;} glm::vec3 AABox::getVertexN(const glm::vec3& normal) const { glm::vec3 result = _corner; if (normal.x < 0) { result.x += _scale.x; } if (normal.y < 0) { result.y += _scale.y; } if (normal.z < 0) { result.z += _scale.z; } return result;} // determines whether a value is within the extentsstatic bool isWithin(float value, float corner, float size) { return value >= corner && value <= corner + size;} bool AABox::contains(const glm::vec3& point) const { return isWithin(point.x, _corner.x, _scale.x) && isWithin(point.y, _corner.y, _scale.y) && isWithin(point.z, _corner.z, _scale.z);} bool AABox::contains(const AABox& otherBox) const { for (int v = BOTTOM_LEFT_NEAR; v < TOP_LEFT_FAR; v++) { glm::vec3 vertex = otherBox.getVertex((BoxVertex)v); if (!contains(vertex)) { return false; } } return true;} bool AABox::touches(const AABox& otherBox) const { glm::vec3 relativeCenter = _corner - otherBox._corner + ((_scale - otherBox._scale) * 0.5f); glm::vec3 totalHalfScale = (_scale + otherBox._scale) * 0.5f; return fabsf(relativeCenter.x) <= totalHalfScale.x && fabsf(relativeCenter.y) <= totalHalfScale.y && fabsf(relativeCenter.z) <= totalHalfScale.z;} bool AABox::contains(const AACube& otherCube) const { for (int v = BOTTOM_LEFT_NEAR; v < TOP_LEFT_FAR; v++) { glm::vec3 vertex = otherCube.getVertex((BoxVertex)v); if (!contains(vertex)) { return false; } } return true;} bool AABox::touches(const AACube& otherCube) const { glm::vec3 relativeCenter = _corner - otherCube.getCorner() + ((_scale - otherCube.getDimensions()) * 0.5f); glm::vec3 totalHalfScale = (_scale + otherCube.getDimensions()) * 0.5f; return fabsf(relativeCenter.x) <= totalHalfScale.x && fabsf(relativeCenter.y) <= totalHalfScale.y && fabsf(relativeCenter.z) <= totalHalfScale.z;} // determines whether a value is within the expanded extentsstatic bool isWithinExpanded(float value, float corner, float size, float expansion) { return value >= corner - expansion && value <= corner + size + expansion;} bool AABox::expandedContains(const glm::vec3& point, float expansion) const { return isWithinExpanded(point.x, _corner.x, _scale.x, expansion) && isWithinExpanded(point.y, _corner.y, _scale.y, expansion) && isWithinExpanded(point.z, _corner.z, _scale.z, expansion);} // finds the intersection between a ray and the facing plane on one axisstatic bool findIntersection(float origin, float direction, float corner, float size, float& distance) { if (direction > EPSILON) { distance = (corner - origin) / direction; return true; } else if (direction < -EPSILON) { distance = (corner + size - origin) / direction; return true; } return false;} // finds the intersection between a ray and the inside facing plane on one axisstatic bool findInsideOutIntersection(float origin, float direction, float corner, float size, float& distance) { if (direction > EPSILON) { distance = -1.0f * (origin - (corner + size)) / direction; return true; } else if (direction < -EPSILON) { distance = -1.0f * (origin - corner) / direction; return true; } return false;} bool AABox::expandedIntersectsSegment(const glm::vec3& start, const glm::vec3& end, float expansion) const { // handle the trivial cases where the expanded box contains the start or end if (expandedContains(start, expansion) || expandedContains(end, expansion)) { return true; } // check each axis glm::vec3 expandedCorner = _corner - glm::vec3(expansion, expansion, expansion); glm::vec3 expandedSize = _scale + glm::vec3(expansion, expansion, expansion) * 2.0f; glm::vec3 direction = end - start; float axisDistance; return (findIntersection(start.x, direction.x, expandedCorner.x, expandedSize.x, axisDistance) && axisDistance >= 0.0f && axisDistance <= 1.0f && isWithin(start.y + axisDistance*direction.y, expandedCorner.y, expandedSize.y) && isWithin(start.z + axisDistance*direction.z, expandedCorner.z, expandedSize.z)) || (findIntersection(start.y, direction.y, expandedCorner.y, expandedSize.y, axisDistance) && axisDistance >= 0.0f && axisDistance <= 1.0f && isWithin(start.x + axisDistance*direction.x, expandedCorner.x, expandedSize.x) && isWithin(start.z + axisDistance*direction.z, expandedCorner.z, expandedSize.z)) || (findIntersection(start.z, direction.z, expandedCorner.z, expandedSize.z, axisDistance) && axisDistance >= 0.0f && axisDistance <= 1.0f && isWithin(start.y + axisDistance*direction.y, expandedCorner.y, expandedSize.y) && isWithin(start.x + axisDistance*direction.x, expandedCorner.x, expandedSize.x));} bool AABox::findRayIntersection(const glm::vec3& origin, const glm::vec3& direction, float& distance, BoxFace& face) const { // handle the trivial case where the box contains the origin if (contains(origin)) { // We still want to calculate the distance from the origin to the inside out plane float axisDistance; if ((findInsideOutIntersection(origin.x, direction.x, _corner.x, _scale.x, axisDistance) && axisDistance >= 0 && isWithin(origin.y + axisDistance*direction.y, _corner.y, _scale.y) && isWithin(origin.z + axisDistance*direction.z, _corner.z, _scale.z))) { distance = axisDistance; face = direction.x > 0 ? MAX_X_FACE : MIN_X_FACE; return true; } if ((findInsideOutIntersection(origin.y, direction.y, _corner.y, _scale.y, axisDistance) && axisDistance >= 0 && isWithin(origin.x + axisDistance*direction.x, _corner.x, _scale.x) && isWithin(origin.z + axisDistance*direction.z, _corner.z, _scale.z))) { distance = axisDistance; face = direction.y > 0 ? MAX_Y_FACE : MIN_Y_FACE; return true; } if ((findInsideOutIntersection(origin.z, direction.z, _corner.z, _scale.z, axisDistance) && axisDistance >= 0 && isWithin(origin.y + axisDistance*direction.y, _corner.y, _scale.y) && isWithin(origin.x + axisDistance*direction.x, _corner.x, _scale.x))) { distance = axisDistance; face = direction.z > 0 ? MAX_Z_FACE : MIN_Z_FACE; return true; } // This case is unexpected, but mimics the previous behavior for inside out intersections distance = 0; return true; } // check each axis float axisDistance; if ((findIntersection(origin.x, direction.x, _corner.x, _scale.x, axisDistance) && axisDistance >= 0 && isWithin(origin.y + axisDistance*direction.y, _corner.y, _scale.y) && isWithin(origin.z + axisDistance*direction.z, _corner.z, _scale.z))) { distance = axisDistance; face = direction.x > 0 ? MIN_X_FACE : MAX_X_FACE; return true; } if ((findIntersection(origin.y, direction.y, _corner.y, _scale.y, axisDistance) && axisDistance >= 0 && isWithin(origin.x + axisDistance*direction.x, _corner.x, _scale.x) && isWithin(origin.z + axisDistance*direction.z, _corner.z, _scale.z))) { distance = axisDistance; face = direction.y > 0 ? MIN_Y_FACE : MAX_Y_FACE; return true; } if ((findIntersection(origin.z, direction.z, _corner.z, _scale.z, axisDistance) && axisDistance >= 0 && isWithin(origin.y + axisDistance*direction.y, _corner.y, _scale.y) && isWithin(origin.x + axisDistance*direction.x, _corner.x, _scale.x))) { distance = axisDistance; face = direction.z > 0 ? MIN_Z_FACE : MAX_Z_FACE; return true; } return false;} bool AABox::findSpherePenetration(const glm::vec3& center, float radius, glm::vec3& penetration) const { glm::vec4 center4 = glm::vec4(center, 1.0f); float minPenetrationLength = FLT_MAX; for (int i = 0; i < FACE_COUNT; i++) { glm::vec4 facePlane = getPlane((BoxFace)i); glm::vec3 vector = getClosestPointOnFace(center, (BoxFace)i) - center; if (glm::dot(center4, getPlane((BoxFace)i)) >= 0.0f) { // outside this face, so use vector to closest point to determine penetration return ::findSpherePenetration(vector, glm::vec3(-facePlane), radius, penetration); } float vectorLength = glm::length(vector); if (vectorLength < minPenetrationLength) { // remember the smallest penetration vector; if we're inside all faces, we'll use that penetration = (vectorLength < EPSILON) ? glm::vec3(-facePlane) * radius : vector * ((vectorLength + radius) / -vectorLength); minPenetrationLength = vectorLength; } } return true;} bool AABox::findCapsulePenetration(const glm::vec3& start, const glm::vec3& end, float radius, glm::vec3& penetration) const { glm::vec4 start4 = glm::vec4(start, 1.0f); glm::vec4 end4 = glm::vec4(end, 1.0f); glm::vec4 startToEnd = glm::vec4(end - start, 0.0f); float minPenetrationLength = FLT_MAX; for (int i = 0; i < FACE_COUNT; i++) { // find the vector from the segment to the closest point on the face (starting from deeper end) glm::vec4 facePlane = getPlane((BoxFace)i); glm::vec3 closest = (glm::dot(start4, facePlane) <= glm::dot(end4, facePlane)) ? getClosestPointOnFace(start4, startToEnd, (BoxFace)i) : getClosestPointOnFace(end4, -startToEnd, (BoxFace)i); glm::vec3 vector = -computeVectorFromPointToSegment(closest, start, end); if (glm::dot(vector, glm::vec3(facePlane)) < 0.0f) { // outside this face, so use vector to closest point to determine penetration return ::findSpherePenetration(vector, glm::vec3(-facePlane), radius, penetration); } float vectorLength = glm::length(vector); if (vectorLength < minPenetrationLength) { // remember the smallest penetration vector; if we're inside all faces, we'll use that penetration = (vectorLength < EPSILON) ? glm::vec3(-facePlane) * radius : vector * ((vectorLength + radius) / -vectorLength); minPenetrationLength = vectorLength; } } return true;} glm::vec3 AABox::getClosestPointOnFace(const glm::vec3& point, BoxFace face) const { switch (face) { case MIN_X_FACE: return glm::clamp(point, glm::vec3(_corner.x, _corner.y, _corner.z), glm::vec3(_corner.x, _corner.y + _scale.y, _corner.z + _scale.z)); case MAX_X_FACE: return glm::clamp(point, glm::vec3(_corner.x + _scale.x, _corner.y, _corner.z), glm::vec3(_corner.x + _scale.x, _corner.y + _scale.y, _corner.z + _scale.z)); case MIN_Y_FACE: return glm::clamp(point, glm::vec3(_corner.x, _corner.y, _corner.z), glm::vec3(_corner.x + _scale.x, _corner.y, _corner.z + _scale.z)); case MAX_Y_FACE: return glm::clamp(point, glm::vec3(_corner.x, _corner.y + _scale.y, _corner.z), glm::vec3(_corner.x + _scale.x, _corner.y + _scale.y, _corner.z + _scale.z)); case MIN_Z_FACE: return glm::clamp(point, glm::vec3(_corner.x, _corner.y, _corner.z), glm::vec3(_corner.x + _scale.z, _corner.y + _scale.y, _corner.z)); default: //quiet windows warnings case MAX_Z_FACE: return glm::clamp(point, glm::vec3(_corner.x, _corner.y, _corner.z + _scale.z), glm::vec3(_corner.x + _scale.x, _corner.y + _scale.y, _corner.z + _scale.z)); }} glm::vec3 AABox::getClosestPointOnFace(const glm::vec4& origin, const glm::vec4& direction, BoxFace face) const { // check against the four planes that border the face BoxFace oppositeFace = getOppositeFace(face); bool anyOutside = false; for (int i = 0; i < FACE_COUNT; i++) { if (i == face || i == oppositeFace) { continue; } glm::vec4 iPlane = getPlane((BoxFace)i); float originDistance = glm::dot(origin, iPlane); if (originDistance < 0.0f) { continue; // inside the border } anyOutside = true; float divisor = glm::dot(direction, iPlane); if (fabsf(divisor) < EPSILON) { continue; // segment is parallel to plane } // find intersection and see if it lies within face bounds float directionalDistance = -originDistance / divisor; glm::vec4 intersection = origin + direction * directionalDistance; BoxFace iOppositeFace = getOppositeFace((BoxFace)i); for (int j = 0; j < FACE_COUNT; j++) { if (j == face || j == oppositeFace || j == i || j == iOppositeFace) { continue; } if (glm::dot(intersection, getPlane((BoxFace)j)) > 0.0f) { goto outerContinue; // intersection is out of bounds } } return getClosestPointOnFace(glm::vec3(intersection), face); outerContinue: ; } // if we were outside any of the sides, we must check against the diagonals if (anyOutside) { int faceAxis = face / 2; int secondAxis = (faceAxis + 1) % 3; int thirdAxis = (faceAxis + 2) % 3; glm::vec4 secondAxisMinPlane = getPlane((BoxFace)(secondAxis * 2)); glm::vec4 secondAxisMaxPlane = getPlane((BoxFace)(secondAxis * 2 + 1)); glm::vec4 thirdAxisMaxPlane = getPlane((BoxFace)(thirdAxis * 2 + 1)); glm::vec4 offset = glm::vec4(0.0f, 0.0f, 0.0f, glm::dot(glm::vec3(secondAxisMaxPlane + thirdAxisMaxPlane), _scale) * 0.5f); glm::vec4 diagonals[] = { secondAxisMinPlane + thirdAxisMaxPlane + offset, secondAxisMaxPlane + thirdAxisMaxPlane + offset }; float minDistance = FLT_MAX; for (size_t i = 0; i < sizeof(diagonals) / sizeof(diagonals[0]); i++) { float divisor = glm::dot(direction, diagonals[i]); if (fabsf(divisor) < EPSILON) { continue; // segment is parallel to diagonal plane } minDistance = glm::min(-glm::dot(origin, diagonals[i]) / divisor, minDistance); } if (minDistance != FLT_MAX) { return getClosestPointOnFace(glm::vec3(origin + direction * minDistance), face); } } // last resort or all inside: clamp origin to face return getClosestPointOnFace(glm::vec3(origin), face);} glm::vec4 AABox::getPlane(BoxFace face) const { switch (face) { case MIN_X_FACE: return glm::vec4(-1.0f, 0.0f, 0.0f, _corner.x); case MAX_X_FACE: return glm::vec4(1.0f, 0.0f, 0.0f, -_corner.x - _scale.x); case MIN_Y_FACE: return glm::vec4(0.0f, -1.0f, 0.0f, _corner.y); case MAX_Y_FACE: return glm::vec4(0.0f, 1.0f, 0.0f, -_corner.y - _scale.y); case MIN_Z_FACE: return glm::vec4(0.0f, 0.0f, -1.0f, _corner.z); default: //quiet windows warnings case MAX_Z_FACE: return glm::vec4(0.0f, 0.0f, 1.0f, -_corner.z - _scale.z); }} BoxFace AABox::getOppositeFace(BoxFace face) { switch (face) { case MIN_X_FACE: return MAX_X_FACE; case MAX_X_FACE: return MIN_X_FACE; case MIN_Y_FACE: return MAX_Y_FACE; case MAX_Y_FACE: return MIN_Y_FACE; case MIN_Z_FACE: return MAX_Z_FACE; default: //quiet windows warnings case MAX_Z_FACE: return MIN_Z_FACE; }} AABox AABox::clamp(const glm::vec3& min, const glm::vec3& max) const { glm::vec3 clampedCorner = glm::clamp(_corner, min, max); glm::vec3 clampedTopFarLeft = glm::clamp(calcTopFarLeft(), min, max); glm::vec3 clampedScale = clampedTopFarLeft - clampedCorner; return AABox(clampedCorner, clampedScale);} AABox AABox::clamp(float min, float max) const { glm::vec3 clampedCorner = glm::clamp(_corner, min, max); glm::vec3 clampedTopFarLeft = glm::clamp(calcTopFarLeft(), min, max); glm::vec3 clampedScale = clampedTopFarLeft - clampedCorner; return AABox(clampedCorner, clampedScale);} AABox& AABox::operator += (const glm::vec3& point) { _corner = glm::min(_corner, point); _scale = glm::max(_scale, point - _corner); return (*this);} AABox& AABox::operator += (const AABox& box) { if (!box.isInvalid()) { (*this) += box._corner; _scale = glm::max(_scale, box.calcTopFarLeft() - _corner); } return (*this);}
//
// AABox.cpp
// libraries/octree/src
//
// Created by Brad Hefta-Gaub on 04/11/13.
// Copyright 2013 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
#include "AABox.h"
#include "AACube.h"
#include "Extents.h"
#include "GeometryUtil.h"
#include "NumericalConstants.h"
AABox::AABox(const AACube& other) :
_corner(other.getCorner()), _scale(other.getScale(), other.getScale(), other.getScale()) {
}
AABox::AABox(const Extents& other) :
_corner(other.minimum),
_scale(other.maximum - other.minimum) {
}
AABox::AABox(const glm::vec3& corner, float size) :
_corner(corner), _scale(size, size, size) {
};
AABox::AABox(const glm::vec3& corner, const glm::vec3& dimensions) :
_corner(corner), _scale(dimensions) {
};
AABox::AABox() : _corner(std::numeric_limits<float>::infinity()), _scale(0.0f) {
};
glm::vec3 AABox::calcCenter() const {
glm::vec3 center(_corner);
center += (_scale * 0.5f);
return center;
}
void AABox::scale(float scale) {
_corner = _corner * scale;
_scale = _scale * scale;
}
glm::vec3 AABox::getVertex(BoxVertex vertex) const {
switch (vertex) {
case BOTTOM_LEFT_NEAR:
return _corner + glm::vec3(_scale.x, 0, 0);
case BOTTOM_RIGHT_NEAR:
return _corner;
case TOP_RIGHT_NEAR:
return _corner + glm::vec3(0, _scale.y, 0);
case TOP_LEFT_NEAR:
return _corner + glm::vec3(_scale.x, _scale.y, 0);
case BOTTOM_LEFT_FAR:
return _corner + glm::vec3(_scale.x, 0, _scale.z);
case BOTTOM_RIGHT_FAR:
return _corner + glm::vec3(0, 0, _scale.z);
case TOP_RIGHT_FAR:
return _corner + glm::vec3(0, _scale.y, _scale.z);
default: //quiet windows warnings
case TOP_LEFT_FAR:
return _corner + _scale;
}
}
void AABox::setBox(const glm::vec3& corner, float scale) {
_corner = corner;
_scale = glm::vec3(scale, scale, scale);
}
void AABox::setBox(const glm::vec3& corner, const glm::vec3& scale) {
_corner = corner;
_scale = scale;
}
glm::vec3 AABox::getVertexP(const glm::vec3& normal) const {
glm::vec3 result = _corner;
if (normal.x > 0) {
result.x += _scale.x;
}
if (normal.y > 0) {
result.y += _scale.y;
}
if (normal.z > 0) {
result.z += _scale.z;
}
return result;
}
glm::vec3 AABox::getVertexN(const glm::vec3& normal) const {
glm::vec3 result = _corner;
if (normal.x < 0) {
result.x += _scale.x;
}
if (normal.y < 0) {
result.y += _scale.y;
}
if (normal.z < 0) {
result.z += _scale.z;
}
return result;
}
// determines whether a value is within the extents
static bool isWithin(float value, float corner, float size) {
return value >= corner && value <= corner + size;
}
bool AABox::contains(const glm::vec3& point) const {
return isWithin(point.x, _corner.x, _scale.x) &&
isWithin(point.y, _corner.y, _scale.y) &&
isWithin(point.z, _corner.z, _scale.z);
}
bool AABox::contains(const AABox& otherBox) const {
for (int v = BOTTOM_LEFT_NEAR; v < TOP_LEFT_FAR; v++) {
glm::vec3 vertex = otherBox.getVertex((BoxVertex)v);
if (!contains(vertex)) {
return false;
}
}
return true;
}
bool AABox::touches(const AABox& otherBox) const {
glm::vec3 relativeCenter = _corner - otherBox._corner + ((_scale - otherBox._scale) * 0.5f);
glm::vec3 totalHalfScale = (_scale + otherBox._scale) * 0.5f;
return fabsf(relativeCenter.x) <= totalHalfScale.x &&
fabsf(relativeCenter.y) <= totalHalfScale.y &&
fabsf(relativeCenter.z) <= totalHalfScale.z;
}
bool AABox::contains(const AACube& otherCube) const {
for (int v = BOTTOM_LEFT_NEAR; v < TOP_LEFT_FAR; v++) {
glm::vec3 vertex = otherCube.getVertex((BoxVertex)v);
if (!contains(vertex)) {
return false;
}
}
return true;
}
bool AABox::touches(const AACube& otherCube) const {
glm::vec3 relativeCenter = _corner - otherCube.getCorner() + ((_scale - otherCube.getDimensions()) * 0.5f);
glm::vec3 totalHalfScale = (_scale + otherCube.getDimensions()) * 0.5f;
return fabsf(relativeCenter.x) <= totalHalfScale.x &&
fabsf(relativeCenter.y) <= totalHalfScale.y &&
fabsf(relativeCenter.z) <= totalHalfScale.z;
}
// determines whether a value is within the expanded extents
static bool isWithinExpanded(float value, float corner, float size, float expansion) {
return value >= corner - expansion && value <= corner + size + expansion;
}
bool AABox::expandedContains(const glm::vec3& point, float expansion) const {
return isWithinExpanded(point.x, _corner.x, _scale.x, expansion) &&
isWithinExpanded(point.y, _corner.y, _scale.y, expansion) &&
isWithinExpanded(point.z, _corner.z, _scale.z, expansion);
}
// finds the intersection between a ray and the facing plane on one axis
static bool findIntersection(float origin, float direction, float corner, float size, float& distance) {
if (direction > EPSILON) {
distance = (corner - origin) / direction;
return true;
} else if (direction < -EPSILON) {
distance = (corner + size - origin) / direction;
return true;
}
return false;
}
// finds the intersection between a ray and the inside facing plane on one axis
static bool findInsideOutIntersection(float origin, float direction, float corner, float size, float& distance) {
if (direction > EPSILON) {
distance = -1.0f * (origin - (corner + size)) / direction;
return true;
} else if (direction < -EPSILON) {
distance = -1.0f * (origin - corner) / direction;
return true;
}
return false;
}
bool AABox::expandedIntersectsSegment(const glm::vec3& start, const glm::vec3& end, float expansion) const {
// handle the trivial cases where the expanded box contains the start or end
if (expandedContains(start, expansion) || expandedContains(end, expansion)) {
return true;
}
// check each axis
glm::vec3 expandedCorner = _corner - glm::vec3(expansion, expansion, expansion);
glm::vec3 expandedSize = _scale + glm::vec3(expansion, expansion, expansion) * 2.0f;
glm::vec3 direction = end - start;
float axisDistance;
return (findIntersection(start.x, direction.x, expandedCorner.x, expandedSize.x, axisDistance) &&
axisDistance >= 0.0f && axisDistance <= 1.0f &&
isWithin(start.y + axisDistance*direction.y, expandedCorner.y, expandedSize.y) &&
isWithin(start.z + axisDistance*direction.z, expandedCorner.z, expandedSize.z)) ||
(findIntersection(start.y, direction.y, expandedCorner.y, expandedSize.y, axisDistance) &&
axisDistance >= 0.0f && axisDistance <= 1.0f &&
isWithin(start.x + axisDistance*direction.x, expandedCorner.x, expandedSize.x) &&
isWithin(start.z + axisDistance*direction.z, expandedCorner.z, expandedSize.z)) ||
(findIntersection(start.z, direction.z, expandedCorner.z, expandedSize.z, axisDistance) &&
axisDistance >= 0.0f && axisDistance <= 1.0f &&
isWithin(start.y + axisDistance*direction.y, expandedCorner.y, expandedSize.y) &&
isWithin(start.x + axisDistance*direction.x, expandedCorner.x, expandedSize.x));
}
bool AABox::findRayIntersection(const glm::vec3& origin, const glm::vec3& direction, float& distance, BoxFace& face) const {
// handle the trivial case where the box contains the origin
if (contains(origin)) {
// We still want to calculate the distance from the origin to the inside out plane
float axisDistance;
if ((findInsideOutIntersection(origin.x, direction.x, _corner.x, _scale.x, axisDistance) && axisDistance >= 0 &&
isWithin(origin.y + axisDistance*direction.y, _corner.y, _scale.y) &&
isWithin(origin.z + axisDistance*direction.z, _corner.z, _scale.z))) {
distance = axisDistance;
face = direction.x > 0 ? MAX_X_FACE : MIN_X_FACE;
return true;
}
if ((findInsideOutIntersection(origin.y, direction.y, _corner.y, _scale.y, axisDistance) && axisDistance >= 0 &&
isWithin(origin.x + axisDistance*direction.x, _corner.x, _scale.x) &&
isWithin(origin.z + axisDistance*direction.z, _corner.z, _scale.z))) {
distance = axisDistance;
face = direction.y > 0 ? MAX_Y_FACE : MIN_Y_FACE;
return true;
}
if ((findInsideOutIntersection(origin.z, direction.z, _corner.z, _scale.z, axisDistance) && axisDistance >= 0 &&
isWithin(origin.y + axisDistance*direction.y, _corner.y, _scale.y) &&
isWithin(origin.x + axisDistance*direction.x, _corner.x, _scale.x))) {
distance = axisDistance;
face = direction.z > 0 ? MAX_Z_FACE : MIN_Z_FACE;
return true;
}
// This case is unexpected, but mimics the previous behavior for inside out intersections
distance = 0;
return true;
}
// check each axis
float axisDistance;
if ((findIntersection(origin.x, direction.x, _corner.x, _scale.x, axisDistance) && axisDistance >= 0 &&
isWithin(origin.y + axisDistance*direction.y, _corner.y, _scale.y) &&
isWithin(origin.z + axisDistance*direction.z, _corner.z, _scale.z))) {
distance = axisDistance;
face = direction.x > 0 ? MIN_X_FACE : MAX_X_FACE;
return true;
}
if ((findIntersection(origin.y, direction.y, _corner.y, _scale.y, axisDistance) && axisDistance >= 0 &&
isWithin(origin.x + axisDistance*direction.x, _corner.x, _scale.x) &&
isWithin(origin.z + axisDistance*direction.z, _corner.z, _scale.z))) {
distance = axisDistance;
face = direction.y > 0 ? MIN_Y_FACE : MAX_Y_FACE;
return true;
}
if ((findIntersection(origin.z, direction.z, _corner.z, _scale.z, axisDistance) && axisDistance >= 0 &&
isWithin(origin.y + axisDistance*direction.y, _corner.y, _scale.y) &&
isWithin(origin.x + axisDistance*direction.x, _corner.x, _scale.x))) {
distance = axisDistance;
face = direction.z > 0 ? MIN_Z_FACE : MAX_Z_FACE;
return true;
}
return false;
}
bool AABox::findSpherePenetration(const glm::vec3& center, float radius, glm::vec3& penetration) const {
glm::vec4 center4 = glm::vec4(center, 1.0f);
float minPenetrationLength = FLT_MAX;
for (int i = 0; i < FACE_COUNT; i++) {
glm::vec4 facePlane = getPlane((BoxFace)i);
glm::vec3 vector = getClosestPointOnFace(center, (BoxFace)i) - center;
if (glm::dot(center4, getPlane((BoxFace)i)) >= 0.0f) {
// outside this face, so use vector to closest point to determine penetration
return ::findSpherePenetration(vector, glm::vec3(-facePlane), radius, penetration);
}
float vectorLength = glm::length(vector);
if (vectorLength < minPenetrationLength) {
// remember the smallest penetration vector; if we're inside all faces, we'll use that
penetration = (vectorLength < EPSILON) ? glm::vec3(-facePlane) * radius :
vector * ((vectorLength + radius) / -vectorLength);
minPenetrationLength = vectorLength;
}
}
return true;
}
bool AABox::findCapsulePenetration(const glm::vec3& start, const glm::vec3& end, float radius, glm::vec3& penetration) const {
glm::vec4 start4 = glm::vec4(start, 1.0f);
glm::vec4 end4 = glm::vec4(end, 1.0f);
glm::vec4 startToEnd = glm::vec4(end - start, 0.0f);
float minPenetrationLength = FLT_MAX;
for (int i = 0; i < FACE_COUNT; i++) {
// find the vector from the segment to the closest point on the face (starting from deeper end)
glm::vec4 facePlane = getPlane((BoxFace)i);
glm::vec3 closest = (glm::dot(start4, facePlane) <= glm::dot(end4, facePlane)) ?
getClosestPointOnFace(start4, startToEnd, (BoxFace)i) : getClosestPointOnFace(end4, -startToEnd, (BoxFace)i);
glm::vec3 vector = -computeVectorFromPointToSegment(closest, start, end);
if (glm::dot(vector, glm::vec3(facePlane)) < 0.0f) {
// outside this face, so use vector to closest point to determine penetration
return ::findSpherePenetration(vector, glm::vec3(-facePlane), radius, penetration);
}
float vectorLength = glm::length(vector);
if (vectorLength < minPenetrationLength) {
// remember the smallest penetration vector; if we're inside all faces, we'll use that
penetration = (vectorLength < EPSILON) ? glm::vec3(-facePlane) * radius :
vector * ((vectorLength + radius) / -vectorLength);
minPenetrationLength = vectorLength;
}
}
return true;
}
glm::vec3 AABox::getClosestPointOnFace(const glm::vec3& point, BoxFace face) const {
switch (face) {
case MIN_X_FACE:
return glm::clamp(point, glm::vec3(_corner.x, _corner.y, _corner.z),
glm::vec3(_corner.x, _corner.y + _scale.y, _corner.z + _scale.z));
case MAX_X_FACE:
return glm::clamp(point, glm::vec3(_corner.x + _scale.x, _corner.y, _corner.z),
glm::vec3(_corner.x + _scale.x, _corner.y + _scale.y, _corner.z + _scale.z));
case MIN_Y_FACE:
return glm::clamp(point, glm::vec3(_corner.x, _corner.y, _corner.z),
glm::vec3(_corner.x + _scale.x, _corner.y, _corner.z + _scale.z));
case MAX_Y_FACE:
return glm::clamp(point, glm::vec3(_corner.x, _corner.y + _scale.y, _corner.z),
glm::vec3(_corner.x + _scale.x, _corner.y + _scale.y, _corner.z + _scale.z));
case MIN_Z_FACE:
return glm::clamp(point, glm::vec3(_corner.x, _corner.y, _corner.z),
glm::vec3(_corner.x + _scale.z, _corner.y + _scale.y, _corner.z));
default: //quiet windows warnings
case MAX_Z_FACE:
return glm::clamp(point, glm::vec3(_corner.x, _corner.y, _corner.z + _scale.z),
glm::vec3(_corner.x + _scale.x, _corner.y + _scale.y, _corner.z + _scale.z));
}
}
glm::vec3 AABox::getClosestPointOnFace(const glm::vec4& origin, const glm::vec4& direction, BoxFace face) const {
// check against the four planes that border the face
BoxFace oppositeFace = getOppositeFace(face);
bool anyOutside = false;
for (int i = 0; i < FACE_COUNT; i++) {
if (i == face || i == oppositeFace) {
continue;
}
glm::vec4 iPlane = getPlane((BoxFace)i);
float originDistance = glm::dot(origin, iPlane);
if (originDistance < 0.0f) {
continue; // inside the border
}
anyOutside = true;
float divisor = glm::dot(direction, iPlane);
if (fabsf(divisor) < EPSILON) {
continue; // segment is parallel to plane
}
// find intersection and see if it lies within face bounds
float directionalDistance = -originDistance / divisor;
glm::vec4 intersection = origin + direction * directionalDistance;
BoxFace iOppositeFace = getOppositeFace((BoxFace)i);
for (int j = 0; j < FACE_COUNT; j++) {
if (j == face || j == oppositeFace || j == i || j == iOppositeFace) {
continue;
}
if (glm::dot(intersection, getPlane((BoxFace)j)) > 0.0f) {
goto outerContinue; // intersection is out of bounds
}
}
return getClosestPointOnFace(glm::vec3(intersection), face);
outerContinue: ;
}
// if we were outside any of the sides, we must check against the diagonals
if (anyOutside) {
int faceAxis = face / 2;
int secondAxis = (faceAxis + 1) % 3;
int thirdAxis = (faceAxis + 2) % 3;
glm::vec4 secondAxisMinPlane = getPlane((BoxFace)(secondAxis * 2));
glm::vec4 secondAxisMaxPlane = getPlane((BoxFace)(secondAxis * 2 + 1));
glm::vec4 thirdAxisMaxPlane = getPlane((BoxFace)(thirdAxis * 2 + 1));
glm::vec4 offset = glm::vec4(0.0f, 0.0f, 0.0f,
glm::dot(glm::vec3(secondAxisMaxPlane + thirdAxisMaxPlane), _scale) * 0.5f);
glm::vec4 diagonals[] = { secondAxisMinPlane + thirdAxisMaxPlane + offset,
secondAxisMaxPlane + thirdAxisMaxPlane + offset };
float minDistance = FLT_MAX;
for (size_t i = 0; i < sizeof(diagonals) / sizeof(diagonals[0]); i++) {
float divisor = glm::dot(direction, diagonals[i]);
if (fabsf(divisor) < EPSILON) {
continue; // segment is parallel to diagonal plane
}
minDistance = glm::min(-glm::dot(origin, diagonals[i]) / divisor, minDistance);
}
if (minDistance != FLT_MAX) {
return getClosestPointOnFace(glm::vec3(origin + direction * minDistance), face);
}
}
// last resort or all inside: clamp origin to face
return getClosestPointOnFace(glm::vec3(origin), face);
}
glm::vec4 AABox::getPlane(BoxFace face) const {
switch (face) {
case MIN_X_FACE: return glm::vec4(-1.0f, 0.0f, 0.0f, _corner.x);
case MAX_X_FACE: return glm::vec4(1.0f, 0.0f, 0.0f, -_corner.x - _scale.x);
case MIN_Y_FACE: return glm::vec4(0.0f, -1.0f, 0.0f, _corner.y);
case MAX_Y_FACE: return glm::vec4(0.0f, 1.0f, 0.0f, -_corner.y - _scale.y);
case MIN_Z_FACE: return glm::vec4(0.0f, 0.0f, -1.0f, _corner.z);
default: //quiet windows warnings
case MAX_Z_FACE: return glm::vec4(0.0f, 0.0f, 1.0f, -_corner.z - _scale.z);
}
}
BoxFace AABox::getOppositeFace(BoxFace face) {
switch (face) {
case MIN_X_FACE: return MAX_X_FACE;
case MAX_X_FACE: return MIN_X_FACE;
case MIN_Y_FACE: return MAX_Y_FACE;
case MAX_Y_FACE: return MIN_Y_FACE;
case MIN_Z_FACE: return MAX_Z_FACE;
default: //quiet windows warnings
case MAX_Z_FACE: return MIN_Z_FACE;
}
}
AABox AABox::clamp(const glm::vec3& min, const glm::vec3& max) const {
glm::vec3 clampedCorner = glm::clamp(_corner, min, max);
glm::vec3 clampedTopFarLeft = glm::clamp(calcTopFarLeft(), min, max);
glm::vec3 clampedScale = clampedTopFarLeft - clampedCorner;
return AABox(clampedCorner, clampedScale);
}
AABox AABox::clamp(float min, float max) const {
glm::vec3 clampedCorner = glm::clamp(_corner, min, max);
glm::vec3 clampedTopFarLeft = glm::clamp(calcTopFarLeft(), min, max);
glm::vec3 clampedScale = clampedTopFarLeft - clampedCorner;
return AABox(clampedCorner, clampedScale);
}
AABox& AABox::operator += (const glm::vec3& point) {
_corner = glm::min(_corner, point);
_scale = glm::max(_scale, point - _corner);
return (*this);
}
AABox& AABox::operator += (const AABox& box) {
if (!box.isInvalid()) {
(*this) += box._corner;
_scale = glm::max(_scale, box.calcTopFarLeft() - _corner);
}
return (*this);
}