// BoundingBox.cpp
// Implements the cBoundingBox class representing an axis-aligned bounding box with floatingpoint coords
#include "Globals.h"
#include "BoundingBox.h"
#include "Defines.h"
cBoundingBox::cBoundingBox(double a_MinX, double a_MaxX, double a_MinY, double a_MaxY, double a_MinZ, double a_MaxZ) :
m_Min(a_MinX, a_MinY, a_MinZ),
m_Max(a_MaxX, a_MaxY, a_MaxZ)
{
}
cBoundingBox::cBoundingBox(const Vector3d & a_Min, const Vector3d & a_Max) :
m_Min(a_Min),
m_Max(a_Max)
{
}
cBoundingBox::cBoundingBox(const Vector3d & a_Pos, double a_Radius, double a_Height) :
m_Min(a_Pos.x - a_Radius, a_Pos.y, a_Pos.z - a_Radius),
m_Max(a_Pos.x + a_Radius, a_Pos.y + a_Height, a_Pos.z + a_Radius)
{
}
cBoundingBox::cBoundingBox(const cBoundingBox & a_Orig) :
m_Min(a_Orig.m_Min),
m_Max(a_Orig.m_Max)
{
}
void cBoundingBox::Move(double a_OffX, double a_OffY, double a_OffZ)
{
m_Min.x += a_OffX;
m_Min.y += a_OffY;
m_Min.z += a_OffZ;
m_Max.x += a_OffX;
m_Max.y += a_OffY;
m_Max.z += a_OffZ;
}
void cBoundingBox::Move(const Vector3d & a_Off)
{
m_Min.x += a_Off.x;
m_Min.y += a_Off.y;
m_Min.z += a_Off.z;
m_Max.x += a_Off.x;
m_Max.y += a_Off.y;
m_Max.z += a_Off.z;
}
void cBoundingBox::Expand(double a_ExpandX, double a_ExpandY, double a_ExpandZ)
{
m_Min.x -= a_ExpandX;
m_Min.y -= a_ExpandY;
m_Min.z -= a_ExpandZ;
m_Max.x += a_ExpandX;
m_Max.y += a_ExpandY;
m_Max.z += a_ExpandZ;
}
bool cBoundingBox::DoesIntersect(const cBoundingBox & a_Other)
{
return (
((a_Other.m_Min.x < m_Max.x) && (a_Other.m_Max.x > m_Min.x)) && // X coords intersect
((a_Other.m_Min.y < m_Max.y) && (a_Other.m_Max.y > m_Min.y)) && // Y coords intersect
((a_Other.m_Min.z < m_Max.z) && (a_Other.m_Max.z > m_Min.z)) // Z coords intersect
);
}
cBoundingBox cBoundingBox::Union(const cBoundingBox & a_Other)
{
return cBoundingBox(
std::min(m_Min.x, a_Other.m_Min.x),
std::min(m_Min.y, a_Other.m_Min.y),
std::min(m_Min.z, a_Other.m_Min.z),
std::max(m_Max.x, a_Other.m_Max.x),
std::max(m_Max.y, a_Other.m_Max.y),
std::max(m_Max.z, a_Other.m_Max.z)
);
}
bool cBoundingBox::IsInside(const Vector3d & a_Point)
{
return IsInside(m_Min, m_Max, a_Point);
}
bool cBoundingBox::IsInside(double a_X, double a_Y,double a_Z)
{
return IsInside(m_Min, m_Max, a_X, a_Y, a_Z);
}
bool cBoundingBox::IsInside(cBoundingBox & a_Other)
{
// If both a_Other's coords are inside this, then the entire a_Other is inside
return (IsInside(a_Other.m_Min) && IsInside(a_Other.m_Max));
}
bool cBoundingBox::IsInside(const Vector3d & a_Min, const Vector3d & a_Max)
{
// If both coords are inside this, then the entire a_Other is inside
return (IsInside(a_Min) && IsInside(a_Max));
}
bool cBoundingBox::IsInside(const Vector3d & a_Min, const Vector3d & a_Max, const Vector3d & a_Point)
{
return (
((a_Point.x >= a_Min.x) && (a_Point.x < a_Max.x)) &&
((a_Point.y >= a_Min.y) && (a_Point.y < a_Max.y)) &&
((a_Point.z >= a_Min.z) && (a_Point.z < a_Max.z))
);
}
bool cBoundingBox::IsInside(const Vector3d & a_Min, const Vector3d & a_Max, double a_X, double a_Y, double a_Z)
{
return (
((a_X >= a_Min.x) && (a_X < a_Max.x)) &&
((a_Y >= a_Min.y) && (a_Y < a_Max.y)) &&
((a_Z >= a_Min.z) && (a_Z < a_Max.z))
);
}
bool cBoundingBox::CalcLineIntersection(const Vector3d & a_Line1, const Vector3d & a_Line2, double & a_LineCoeff, char & a_Face)
{
return CalcLineIntersection(m_Min, m_Max, a_Line1, a_Line2, a_LineCoeff, a_Face);
}
bool cBoundingBox::CalcLineIntersection(const Vector3d & a_Min, const Vector3d & a_Max, const Vector3d & a_Line1, const Vector3d & a_Line2, double & a_LineCoeff, char & a_Face)
{
char Face = 0;
double Coeff = Vector3d::NO_INTERSECTION;
// Check each individual bbox face for intersection with the line, remember the one with the lowest coeff
double c = a_Line1.LineCoeffToXYPlane(a_Line2, a_Min.z);
if ((c < Coeff) && IsInside(a_Min, a_Max, a_Line1 + (a_Line2 - a_Line1) * c))
{
Face = (a_Line1.z > a_Line2.z) ? BLOCK_FACE_ZP : BLOCK_FACE_ZM;
Coeff = c;
}
c = a_Line1.LineCoeffToXYPlane(a_Line2, a_Max.z);
if ((c < Coeff) && IsInside(a_Min, a_Max, a_Line1 + (a_Line2 - a_Line1) * c))
{
Face = (a_Line1.z > a_Line2.z) ? BLOCK_FACE_ZP : BLOCK_FACE_ZM;
Coeff = c;
}
c = a_Line1.LineCoeffToXZPlane(a_Line2, a_Min.y);
if ((c < Coeff) && IsInside(a_Min, a_Max, a_Line1 + (a_Line2 - a_Line1) * c))
{
Face = (a_Line1.y > a_Line2.y) ? BLOCK_FACE_YP : BLOCK_FACE_YM;
Coeff = c;
}
c = a_Line1.LineCoeffToXZPlane(a_Line2, a_Max.y);
if ((c < Coeff) && IsInside(a_Min, a_Max, a_Line1 + (a_Line2 - a_Line1) * c))
{
Face = (a_Line1.y > a_Line2.y) ? BLOCK_FACE_YP : BLOCK_FACE_YM;
Coeff = c;
}
c = a_Line1.LineCoeffToYZPlane(a_Line2, a_Min.x);
if ((c < Coeff) && IsInside(a_Min, a_Max, a_Line1 + (a_Line2 - a_Line1) * c))
{
Face = (a_Line1.x > a_Line2.x) ? BLOCK_FACE_XP : BLOCK_FACE_XM;
Coeff = c;
}
c = a_Line1.LineCoeffToYZPlane(a_Line2, a_Max.x);
if ((c < Coeff) && IsInside(a_Min, a_Max, a_Line1 + (a_Line2 - a_Line1) * c))
{
Face = (a_Line1.x > a_Line2.x) ? BLOCK_FACE_XP : BLOCK_FACE_XM;
Coeff = c;
}
if (Coeff >= Vector3d::NO_INTERSECTION)
{
// There has been no intersection
return false;
}
a_LineCoeff = Coeff;
a_Face = Face;
return true;
}
bool cBoundingBox::Intersect(const cBoundingBox & a_Other, cBoundingBox & a_Intersection)
{
a_Intersection.m_Min.x = std::max(m_Min.x, a_Other.m_Min.x);
a_Intersection.m_Max.x = std::min(m_Max.x, a_Other.m_Max.x);
if (a_Intersection.m_Min.x >= a_Intersection.m_Max.x)
{
return false;
}
a_Intersection.m_Min.y = std::max(m_Min.y, a_Other.m_Min.y);
a_Intersection.m_Max.y = std::min(m_Max.y, a_Other.m_Max.y);
if (a_Intersection.m_Min.y >= a_Intersection.m_Max.y)
{
return false;
}
a_Intersection.m_Min.z = std::max(m_Min.z, a_Other.m_Min.z);
a_Intersection.m_Max.z = std::min(m_Max.z, a_Other.m_Max.z);
if (a_Intersection.m_Min.z >= a_Intersection.m_Max.z)
{
return false;
}
return true;
}