//----------------------------------------------------------------------------- // Torque Game Engine // Copyright (C) GarageGames.com, Inc. //----------------------------------------------------------------------------- #ifndef _MBOX_H_ #define _MBOX_H_ #ifndef _MPOINT_H_ #include "math/mPoint.h" #endif //------------------------------------------------------------------------------ /// Bounding Box /// /// A helper class for working with boxes. It runs at F32 precision. /// /// @see Box3D class Box3F { public: Point3F min; ///< Minimum extents of box Point3F max; ///< Maximum extents of box public: Box3F() { } /// Create a box from two points. /// /// Normally, this function will compensate for mismatched /// min/max values. If you know your values are valid, you /// can set in_overrideCheck to true and skip this. /// /// @param in_rMin Minimum extents of box. /// @param in_rMax Maximum extents of box. /// @param in_overrideCheck Pass true to skip check of extents. Box3F(const Point3F& in_rMin, const Point3F& in_rMax, const bool in_overrideCheck = false); /// Create a box from six extent values. /// /// No checking is performed as to the validity of these /// extents, unlike the other constructor. Box3F(F32 xmin, F32 ymin, F32 zmin, F32 max, F32 ymax, F32 zmax); /// Check to see if a point is contained in this box. bool isContained(const Point3F& in_rContained) const; /// Check to see if another box overlaps this box. bool isOverlapped(const Box3F& in_rOverlap) const; /// Check to see if another box is contained in this box. bool isContained(const Box3F& in_rContained) const; F32 len_x() const; F32 len_y() const; F32 len_z() const; /// Perform an intersection operation with another box /// and store the results in this box. void intersect(const Box3F& in_rIntersect); void intersect(const Point3F& in_rIntersect); /// Get the center of this box. /// /// This is the average of min and max. void getCenter(Point3F* center) const; /// Collide a line against the box. /// /// @param start Start of line. /// @param end End of line. /// @param t Value from 0.0-1.0, indicating position /// along line of collision. /// @param n Normal of collision. bool collideLine(const Point3F& start, const Point3F& end, F32*t, Point3F*n) const; /// Collide a line against the box. /// /// Returns true on collision. bool collideLine(const Point3F& start, const Point3F& end) const; /// Collide an oriented box against the box. /// /// Returns true if "oriented" box collides with us. /// Assumes incoming box is centered at origin of source space. /// /// @param radii The dimension of incoming box (half x,y,z length). /// @param toUs A transform that takes incoming box into our space. bool collideOrientedBox(const Point3F & radii, const MatrixF & toUs) const; /// Check that the box is valid. /// /// Currently, this just means that min < max. bool isValidBox() const { return (min.x <= max.x) && (min.y <= max.y) && (min.z <= max.z); } /// Return the closest point of the box, relative to the passed point. Point3F getClosestPoint(const Point3F& refPt) const; }; inline Box3F::Box3F(const Point3F& in_rMin, const Point3F& in_rMax, const bool in_overrideCheck) : min(in_rMin), max(in_rMax) { if (in_overrideCheck == false) { min.setMin(in_rMax); max.setMax(in_rMin); } } inline Box3F::Box3F(F32 xMin, F32 yMin, F32 zMin, F32 xMax, F32 yMax, F32 zMax) : min(xMin,yMin,zMin), max(xMax,yMax,zMax) { } inline bool Box3F::isContained(const Point3F& in_rContained) const { return (in_rContained.x >= min.x && in_rContained.x < max.x) && (in_rContained.y >= min.y && in_rContained.y < max.y) && (in_rContained.z >= min.z && in_rContained.z < max.z); } inline bool Box3F::isOverlapped(const Box3F& in_rOverlap) const { if (in_rOverlap.min.x > max.x || in_rOverlap.min.y > max.y || in_rOverlap.min.z > max.z) return false; if (in_rOverlap.max.x < min.x || in_rOverlap.max.y < min.y || in_rOverlap.max.z < min.z) return false; return true; } inline bool Box3F::isContained(const Box3F& in_rContained) const { return (min.x <= in_rContained.min.x) && (min.y <= in_rContained.min.y) && (min.z <= in_rContained.min.z) && (max.x >= in_rContained.max.x) && (max.y >= in_rContained.max.y) && (max.z >= in_rContained.max.z); } inline F32 Box3F::len_x() const { return max.x - min.x; } inline F32 Box3F::len_y() const { return max.y - min.y; } inline F32 Box3F::len_z() const { return max.z - min.z; } inline void Box3F::intersect(const Box3F& in_rIntersect) { min.setMin(in_rIntersect.min); max.setMax(in_rIntersect.max); } inline void Box3F::intersect(const Point3F& in_rIntersect) { min.setMin(in_rIntersect); max.setMax(in_rIntersect); } inline void Box3F::getCenter(Point3F* center) const { center->x = (min.x + max.x) * 0.5f; center->y = (min.y + max.y) * 0.5f; center->z = (min.z + max.z) * 0.5f; } inline Point3F Box3F::getClosestPoint(const Point3F& refPt) const { Point3F closest; if (refPt.x <= min.x) closest.x = min.x; else if (refPt.x > max.x) closest.x = max.x; else closest.x = refPt.x; if (refPt.y <= min.y) closest.y = min.y; else if (refPt.y > max.y) closest.y = max.y; else closest.y = refPt.y; if (refPt.z <= min.z) closest.z = min.z; else if (refPt.z > max.z) closest.z = max.z; else closest.z = refPt.z; return closest; } //------------------------------------------------------------------------------ /// Clone of Box3F, using 3D types. /// /// 3D types use F64. /// /// @see Box3F class Box3D { public: Point3D min; Point3D max; public: Box3D() { } Box3D(const Point3D& in_rMin, const Point3D& in_rMax, const bool in_overrideCheck = false); bool isContained(const Point3D& in_rContained) const; bool isOverlapped(const Box3D& in_rOverlap) const; F64 len_x() const; F64 len_y() const; F64 len_z() const; void intersect(const Box3D& in_rIntersect); void getCenter(Point3D* center) const; }; inline Box3D::Box3D(const Point3D& in_rMin, const Point3D& in_rMax, const bool in_overrideCheck) : min(in_rMin), max(in_rMax) { if (in_overrideCheck == false) { min.setMin(in_rMax); max.setMax(in_rMin); } } inline bool Box3D::isContained(const Point3D& in_rContained) const { return (in_rContained.x >= min.x && in_rContained.x < max.x) && (in_rContained.y >= min.y && in_rContained.y < max.y) && (in_rContained.z >= min.z && in_rContained.z < max.z); } inline bool Box3D::isOverlapped(const Box3D& in_rOverlap) const { if (in_rOverlap.min.x > max.x || in_rOverlap.min.y > max.y || in_rOverlap.min.z > max.z) return false; if (in_rOverlap.max.x < min.x || in_rOverlap.max.y < min.y || in_rOverlap.max.z < min.z) return false; return true; } inline F64 Box3D::len_x() const { return max.x - min.x; } inline F64 Box3D::len_y() const { return max.y - min.y; } inline F64 Box3D::len_z() const { return max.z - min.z; } inline void Box3D::intersect(const Box3D& in_rIntersect) { min.setMin(in_rIntersect.min); max.setMax(in_rIntersect.max); } inline void Box3D::getCenter(Point3D* center) const { center->x = (min.x + max.x) * 0.5; center->y = (min.y + max.y) * 0.5; center->z = (min.z + max.z) * 0.5; } #endif // _DBOX_H_