tge/engine/math/mBox.h
2025-02-17 23:17:30 -06:00

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8.0 KiB
C++
Executable File

//-----------------------------------------------------------------------------
// 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 = F32((min.x + max.x) * 0.5);
center->y = F32((min.y + max.y) * 0.5);
center->z = F32((min.z + max.z) * 0.5);
}
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_