mxw_wotlk_azerothcore/deps/g3dlite/source/AABox.cpp

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/**
\file G3D.lib/source/AABox.cpp
\maintainer Morgan McGuire, http://graphics.cs.williams.edu
\created 2004-01-10
\edited 2013-06-11
Copyright 2000-2013, Morgan McGuire.
All rights reserved.
*/
#include "G3D/platform.h"
#include "G3D/AABox.h"
#include "G3D/Box.h"
#include "G3D/Plane.h"
#include "G3D/Sphere.h"
#include "G3D/BinaryInput.h"
#include "G3D/BinaryOutput.h"
#include "G3D/Any.h"
namespace G3D {
AABox::AABox(const Any& a) {
if (a.name() == "AABox::empty") {
*this = AABox::empty();
} else if (a.name() == "AABox::inf") {
*this = AABox::inf();
} else {
a.verifyName("AABox");
a.verifyType(Any::ARRAY);
if (a.size() == 1) {
*this = AABox(Point3(a[0]));
} else if (a.size() == 2) {
set(Point3(a[0]), Point3(a[1]));
} else {
a.verify(false, "AABox must recieve exactly 1 or two arguments.");
}
}
}
Any AABox::toAny() const {
if (isEmpty()) {
return Any(Any::ARRAY, "AABox::empty");
} else if (! isFinite()) {
return Any(Any::ARRAY, "AABox::inf");
} else {
Any a(Any::ARRAY, "AABox");
if (lo == hi) {
a.append(lo);
} else {
a.append(lo, hi);
}
return a;
}
}
const AABox& AABox::empty() {
static const AABox b;
return b;
}
const AABox& AABox::maxFinite() {
static const AABox b = AABox(Vector3::minFinite(),
Vector3::maxFinite());
return b;
}
const AABox& AABox::large() {
static const AABox b = AABox(Vector3::minFinite() * 0.5f,
Vector3::maxFinite() * 0.5f);
return b;
}
const AABox& AABox::inf() {
static const AABox b = AABox(-Vector3::inf(), Vector3::inf());
return b;
}
const AABox& AABox::zero() {
static const AABox b = AABox(Vector3::zero(), Vector3::zero());
return b;
}
void AABox::serialize(class BinaryOutput& b) const {
b.writeVector3(lo);
b.writeVector3(hi);
}
void AABox::deserialize(class BinaryInput& b) {
lo = b.readVector3();
hi = b.readVector3();
}
void AABox::merge(const Box& b) {
AABox aab;
b.getBounds(aab);
merge(aab);
}
void AABox::split(const Vector3::Axis& axis, float location, AABox& low, AABox& high) const {
// Low, medium, and high along the chosen axis
float L = G3D::min(location, lo[axis]);
float M = G3D::min(G3D::max(location, lo[axis]), hi[axis]);
float H = G3D::max(location, hi[axis]);
// Copy over this box.
high = low = *this;
// Now move the split points along the special axis
low.lo[axis] = L;
low.hi[axis] = M;
high.lo[axis] = M;
high.hi[axis] = H;
}
Vector3 AABox::randomSurfacePoint() const {
Vector3 extent = hi - lo;
float aXY = extent.x * extent.y;
float aYZ = extent.y * extent.z;
float aZX = extent.z * extent.x;
float r = (float)uniformRandom(0.0f, aXY + aYZ + aZX);
// Choose evenly between positive and negative face planes
float d = ((float)uniformRandom(0, 1) < 0.5f) ? 0.0f : 1.0f;
// The probability of choosing a given face is proportional to
// its area.
if (r < aXY) {
return
lo +
Vector3(
(float)uniformRandom(0.0f, extent.x),
(float)uniformRandom(0.0f, extent.y),
d * extent.z);
} else if (r < aYZ) {
return
lo +
Vector3(
d * extent.x,
(float)uniformRandom(0, extent.y),
(float)uniformRandom(0, extent.z));
} else {
return
lo +
Vector3(
(float)uniformRandom(0, extent.x),
d * extent.y,
(float)uniformRandom(0, extent.z));
}
}
Vector3 AABox::randomInteriorPoint() const {
return Vector3(
(float)uniformRandom(lo.x, hi.x),
(float)uniformRandom(lo.y, hi.y),
(float)uniformRandom(lo.z, hi.z));
}
bool AABox::intersects(const AABox& other) const {
// Must be overlap along all three axes.
// Try to find a separating axis.
for (int a = 0; a < 3; ++a) {
// |--------|
// |------|
if ((lo[a] > other.hi[a]) ||
(hi[a] < other.lo[a])) {
return false;
}
}
return true;
}
int AABox::dummy = 0;
bool AABox::culledBy
(const Array<Plane>& plane,
int& cullingPlane,
const uint32 _inMask,
uint32& childMask) const {
uint32 inMask = _inMask;
assert(plane.size() < 31);
childMask = 0;
const bool finite =
(abs(lo.x) < G3D::finf()) &&
(abs(hi.x) < G3D::finf()) &&
(abs(lo.y) < G3D::finf()) &&
(abs(hi.y) < G3D::finf()) &&
(abs(lo.z) < G3D::finf()) &&
(abs(hi.z) < G3D::finf());
// See if there is one plane for which all of the
// vertices are in the negative half space.
for (int p = 0; p < plane.size(); ++p) {
// Only test planes that are not masked
if ((inMask & 1) != 0) {
Vector3 corner;
int numContained = 0;
int v = 0;
// We can early-out only if we have found one point on each
// side of the plane (i.e. if we are straddling). That
// occurs when (numContained < v) && (numContained > 0)
for (v = 0; (v < 8) && ((numContained == v) || (numContained == 0)); ++v) {
// Unrolling these 3 if's into a switch decreases performance
// by about 2x
corner.x = (v & 1) ? hi.x : lo.x;
corner.y = (v & 2) ? hi.y : lo.y;
corner.z = (v & 4) ? hi.z : lo.z;
if (finite) { // this branch is highly predictable
if (plane[p].halfSpaceContainsFinite(corner)) {
++numContained;
}
} else {
if (plane[p].halfSpaceContains(corner)) {
++numContained;
}
}
}
if (numContained == 0) {
// Plane p culled the box
cullingPlane = p;
// The caller should not recurse into the children,
// since the parent is culled. If they do recurse,
// make them only test against this one plane, which
// will immediately cull the volume.
childMask = 1 << p;
return true;
} else if (numContained < v) {
// The bounding volume straddled the plane; we have
// to keep testing against this plane
childMask |= (1 << p);
}
}
// Move on to the next bit.
inMask = inMask >> 1;
}
// None of the planes could cull this box
cullingPlane = -1;
return false;
}
bool AABox::culledBy(
const Array<Plane>& plane,
int& cullingPlane,
const uint32 _inMask) const {
uint32 inMask = _inMask;
assert(plane.size() < 31);
const bool finite =
(abs(lo.x) < G3D::finf()) &&
(abs(hi.x) < G3D::finf()) &&
(abs(lo.y) < G3D::finf()) &&
(abs(hi.y) < G3D::finf()) &&
(abs(lo.z) < G3D::finf()) &&
(abs(hi.z) < G3D::finf());
// See if there is one plane for which all of the
// vertices are in the negative half space.
for (int p = 0; p < plane.size(); ++p) {
// Only test planes that are not masked
if ((inMask & 1) != 0) {
bool culled = true;
Vector3 corner;
int v;
// Assume this plane culls all points. See if there is a point
// not culled by the plane... early out when at least one point
// is in the positive half space.
for (v = 0; (v < 8) && culled; ++v) {
// Unrolling these 3 if's into a switch decreases performance
// by about 2x
corner.x = (v & 1) ? hi.x : lo.x;
corner.y = (v & 2) ? hi.y : lo.y;
corner.z = (v & 4) ? hi.z : lo.z;
if (finite) { // this branch is highly predictable
culled = ! plane[p].halfSpaceContainsFinite(corner);
} else {
culled = ! plane[p].halfSpaceContains(corner);
}
}
if (culled) {
// Plane p culled the box
cullingPlane = p;
return true;
}
}
// Move on to the next bit.
inMask = inMask >> 1;
}
// None of the planes could cull this box
cullingPlane = -1;
return false;
}
void AABox::getBounds(Sphere& s) const {
s.center = center();
s.radius = extent().length() / 2;
}
bool AABox::intersects(const Sphere& sphere) const {
double d = 0;
//find the square of the distance
//from the sphere to the box
for (int i = 0; i < 3; ++i) {
if (sphere.center[i] < lo[i]) {
d += square(sphere.center[i] - lo[i]);
} else if (sphere.center[i] > hi[i]) {
d += square(sphere.center[i] - hi[i]);
}
}
return d <= square(sphere.radius);
}
Vector3 AABox::corner(int index) const {
// default constructor inits all components to 0
Vector3 v;
switch (index)
{
case 0:
v.x = lo.x;
v.y = lo.y;
v.z = hi.z;
break;
case 1:
v.x = hi.x;
v.y = lo.y;
v.z = hi.z;
break;
case 2:
v.x = hi.x;
v.y = hi.y;
v.z = hi.z;
break;
case 3:
v.x = lo.x;
v.y = hi.y;
v.z = hi.z;
break;
case 4:
v.x = lo.x;
v.y = lo.y;
v.z = lo.z;
break;
case 5:
v.x = hi.x;
v.y = lo.y;
v.z = lo.z;
break;
case 6:
v.x = hi.x;
v.y = hi.y;
v.z = lo.z;
break;
case 7:
v.x = lo.x;
v.y = hi.y;
v.z = lo.z;
break;
default:
debugAssertM(false, "Invalid corner index");
break;
}
return v;
}
}