mirror of
https://github.com/ptitSeb/Serious-Engine
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1a2ccb8f50
Conflicts: Sources/Ecc/Parser.cpp Sources/Ecc/Scanner.cpp Sources/Engine/Base/Scanner.cpp Sources/Engine/GameAgent/GameAgent.cpp Sources/Engine/Graphics/Gfx_wrapper.h Sources/Engine/Network/Network.cpp Sources/Engine/Sound/SoundDecoder.h Sources/Engine/Templates/HashTableTemplate.cpp Sources/Engine/Terrain/Terrain.h Sources/EntitiesMP/ParticleCloudsHolder.es Sources/EntitiesMP/ParticleCloudsMarker.es Sources/SeriousSam/CDCheck.h Sources/SeriousSam/Menu.cpp Sources/SeriousSam/MenuGadgets.cpp Sources/SeriousSam/SeriousSam.cpp Sources/SeriousSam/SplashScreen.cpp Sources/SeriousSam/StdH.cpp Sources/SeriousSam/StdH.h Sources/Shaders/StdH.cpp
406 lines
13 KiB
C++
406 lines
13 KiB
C++
/* Copyright (c) 2002-2012 Croteam Ltd.
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This program is free software; you can redistribute it and/or modify
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it under the terms of version 2 of the GNU General Public License as published by
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the Free Software Foundation
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */
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#ifndef SE_INCL_AABBOX_H
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#define SE_INCL_AABBOX_H
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#ifdef PRAGMA_ONCE
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#pragma once
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#endif
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#include <Engine/Math/Vector.h>
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#include <Engine/Math/Functions.h>
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/*
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* Template for axis-aligned bounding box of arbitrary dimensions
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*/
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template<class Type, int iDimensions>
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class AABBox {
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// implementation:
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public:
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Vector<Type, iDimensions> minvect; // vector of min coordinates
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Vector<Type, iDimensions> maxvect; // vector of max coordinates
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/* Clear to normalized empty bounding box. */
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inline void SetToNormalizedEmpty(void);
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// interface:
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public:
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/* Default constructor. */
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inline AABBox(void);
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/* Constructor for one-point bounding box. */
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inline AABBox(const Vector<Type, iDimensions> &vPoint);
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/* Constructor for one-point and radius bounding box. */
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inline AABBox(const Vector<Type, iDimensions> &vPoint, const Type radius);
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/* Constructor for two diagonal points. */
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inline AABBox(const Vector<Type, iDimensions> &vPoint1, const Vector<Type, iDimensions> &vPoint2);
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/* Bounding box for union. */
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inline AABBox<Type, iDimensions> &operator|=(const AABBox<Type, iDimensions> &b);
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/* Bounding box for intersection. */
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inline AABBox<Type, iDimensions> &operator&=(const AABBox<Type, iDimensions> &b);
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/* Bounding box for intersection. */
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inline AABBox<Type, iDimensions> operator&(const AABBox<Type, iDimensions> &b) const;
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/* Function for moving bounding box. */
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inline AABBox<Type, iDimensions> &operator+=(const Vector<Type, iDimensions> &vct);
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inline AABBox<Type, iDimensions> &operator-=(const Vector<Type, iDimensions> &vct);
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/* Function for testing equality of bounding boxes. */
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inline BOOL operator==(const AABBox<Type, iDimensions> &box2) const;
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/* Function for testing difference between bounding boxes. */
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inline BOOL operator!=(const AABBox<Type, iDimensions> &box2) const;
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/* Test if the bounding box contains another bounding box. */
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inline BOOL operator>=(const AABBox<Type, iDimensions> &b) const;
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/* Test if the bounding box is contained in another bounding box. */
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inline BOOL operator<=(const AABBox<Type, iDimensions> &b) const;
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/* Get diagonal vector (size of box). */
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inline const Vector<Type, iDimensions> Size(void) const;
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/* Get center vector (middle of box). */
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inline const Vector<Type, iDimensions> Center(void) const;
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/* Get minimal vector (lower left of box). */
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inline const Vector<Type, iDimensions> &Min(void) const;
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/* Get maximal vector (upper right of box). */
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inline const Vector<Type, iDimensions> &Max(void) const;
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/* Check if empty. */
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inline BOOL IsEmpty(void) const;
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/* Check if intersects or touches another bounding box. */
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inline BOOL HasContactWith(const AABBox<Type, iDimensions> &b) const;
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inline BOOL HasContactWith(const AABBox<Type, iDimensions> &b, Type tEpsilon) const;
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/* Check if intersects or touches a sphere. */
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inline BOOL TouchesSphere(
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const Vector<Type, iDimensions> &vSphereCenter, Type fSphereRadius) const;
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// expand the bounding box by given size
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inline void Expand(Type tEpsilon);
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// expand the bounding box by given factor of its size along each axis
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inline void ExpandByFactor(Type tFactor);
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// stretch the bounding box by a given sizing factor
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inline void StretchByFactor(Type tSizing);
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// stretch the bounding box by a given sizing vector
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inline void StretchByVector(Vector<Type, iDimensions> vSizing);
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friend __forceinline CTStream &operator>>(CTStream &strm, AABBox<Type, iDimensions> &b) {
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strm>>b.minvect;
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strm>>b.maxvect;
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return strm;
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}
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friend __forceinline CTStream &operator<<(CTStream &strm, const AABBox<Type, iDimensions> &b) {
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strm<<b.minvect;
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strm<<b.maxvect;
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return strm;
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}
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};
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/*
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* Clear to normalized empty bounding box.
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*/
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template<class Type, int iDimensions>
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inline void AABBox<Type, iDimensions>::SetToNormalizedEmpty(void) {
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for ( int i=1; i<=iDimensions; i++ ) {
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minvect(i) = UpperLimit(Type(0));
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maxvect(i) = LowerLimit(Type(0));
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}
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}
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/*
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* Constructor for empty bounding box.
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*/
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template<class Type, int iDimensions>
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inline AABBox<Type, iDimensions>::AABBox() {
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SetToNormalizedEmpty();
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}
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/*
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* Constructor for one-point bounding box.
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*/
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template<class Type, int iDimensions>
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inline AABBox<Type, iDimensions>::AABBox(const Vector<Type, iDimensions> &vPoint) {
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for ( int i=1; i<=iDimensions; i++ ) {
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minvect(i) = maxvect(i) = vPoint(i);
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}
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}
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/*
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* Constructor for one-point and radius bounding box.
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*/
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template<class Type, int iDimensions>
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inline AABBox<Type, iDimensions>::AABBox(const Vector<Type, iDimensions> &vPoint, const Type radius) {
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for ( int i=1; i<=iDimensions; i++ ) {
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minvect(i) = vPoint(i)-radius;
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maxvect(i) = vPoint(i)+radius;
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}
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}
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/*
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* Constructor for two diagonal points.
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*/
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template<class Type, int iDimensions>
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inline AABBox<Type, iDimensions>::AABBox(const Vector<Type, iDimensions> &vPoint1, const Vector<Type, iDimensions> &vPoint2) {
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for ( int i=1; i<=iDimensions; i++ ) {
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minvect(i) = ::Min(vPoint1(i), vPoint2(i));
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maxvect(i) = ::Max(vPoint1(i), vPoint2(i));
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}
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}
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/*
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* Function for testing equality of bounding boxes.
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*/
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template<class Type, int iDimensions>
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inline BOOL AABBox<Type, iDimensions>::operator==(const AABBox<Type, iDimensions> &box2) const {
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return ( (minvect==box2.minvect) && (maxvect==box2.maxvect) );
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}
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/*
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* Function for testing diferences between bounding boxes.
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*/
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template<class Type, int iDimensions>
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inline BOOL AABBox<Type, iDimensions>::operator!=(const AABBox<Type, iDimensions> &box2) const {
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return !(*this == box2);
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}
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/*
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* Test if the bounding box contains another bounding box.
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*/
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template<class Type, int iDimensions>
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inline BOOL AABBox<Type, iDimensions>::operator>=(const AABBox<Type, iDimensions> &b) const
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{
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return b<=*this;
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}
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/*
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* Test if the bounding box is contained in another bounding box.
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*/
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template<class Type, int iDimensions>
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inline BOOL AABBox<Type, iDimensions>::operator<=(const AABBox<Type, iDimensions> &b) const
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{
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// for each dimension
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for (INDEX i=1; i<=iDimensions; i++ ) {
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// if that dimension's span is not contained
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if (minvect(i) < b.minvect(i) || maxvect(i) > b.maxvect(i)) {
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// the box is not contained
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return FALSE;
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}
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}
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// otherwise, it is contained
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return TRUE;
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}
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/*
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* Check if empty.
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*/
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template<class Type, int iDimensions>
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inline BOOL AABBox<Type, iDimensions>::IsEmpty(void) const {
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// if any dimension is empty, it is empty
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for ( int i=1; i<=iDimensions; i++ ) {
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if (minvect(i) > maxvect(i)) {
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return TRUE;
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}
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}
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// otherwise, it is not empty
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return FALSE;
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}
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/*
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* Get center vector (middle of box).
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*/
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template<class Type, int iDimensions>
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inline const Vector<Type, iDimensions> AABBox<Type, iDimensions>::Center(void) const {
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// center is in the middle between min and max
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return (maxvect + minvect)/(Type)2;
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}
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/*
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* Get diagonal vector (size of box).
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*/
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template<class Type, int iDimensions>
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inline const Vector<Type, iDimensions> AABBox<Type, iDimensions>::Size(void) const {
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// size is difference between min and max vectors
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return maxvect - minvect;
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}
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/*
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* Get minimal vector (lower left of box).
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*/
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template<class Type, int iDimensions>
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inline const Vector<Type, iDimensions> &AABBox<Type, iDimensions>::Min(void) const {
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return minvect;
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}
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/*
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* Get maximal vector (upper right of box).
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*/
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template<class Type, int iDimensions>
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inline const Vector<Type, iDimensions> &AABBox<Type, iDimensions>::Max(void) const {
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return maxvect;
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}
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/*
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* Bounding box for union.
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*/
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template<class Type, int iDimensions>
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inline AABBox<Type, iDimensions> &AABBox<Type, iDimensions>::operator|=(const AABBox<Type, iDimensions> &b) {
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for ( int i=1; i<=iDimensions; i++ ) {
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minvect(i) = ::Min(minvect(i), b.minvect(i));
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maxvect(i) = ::Max(maxvect(i), b.maxvect(i));
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}
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return *this;
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}
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/*
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* Bounding box for intersection.
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*/
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template<class Type, int iDimensions>
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inline AABBox<Type, iDimensions> &AABBox<Type, iDimensions>::operator&=(const AABBox<Type, iDimensions> &b) {
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for ( int i=1; i<=iDimensions; i++ ) {
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minvect(i) = ::Max(minvect(i), b.minvect(i));
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maxvect(i) = ::Min(maxvect(i), b.maxvect(i));
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}
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// if the result is empty bounding box, normalize it
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if ( IsEmpty() ) SetToNormalizedEmpty();
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return *this;
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}
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/*
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* Function for moving bounding box.
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*/
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template<class Type, int iDimensions>
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inline AABBox<Type, iDimensions> &AABBox<Type, iDimensions>::operator+=(const Vector<Type, iDimensions> &vct) {
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minvect += vct;
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maxvect += vct;
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return *this;
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}
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template<class Type, int iDimensions>
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inline AABBox<Type, iDimensions> &AABBox<Type, iDimensions>::operator-=(const Vector<Type, iDimensions> &vct) {
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minvect -= vct;
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maxvect -= vct;
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return *this;
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}
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/* Bounding box for intersection. */
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template<class Type, int iDimensions>
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inline AABBox<Type, iDimensions> AABBox<Type, iDimensions>::operator&(const AABBox<Type, iDimensions> &b) const {
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return AABBox<Type, iDimensions>(*this)&=b;
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}
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/* Check if intersects or touches another bounding box. */
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template<class Type, int iDimensions>
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inline BOOL AABBox<Type, iDimensions>::HasContactWith(const AABBox<Type, iDimensions> &b) const
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{
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// for all dimensions
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for ( int i=1; i<=iDimensions; i++ ) {
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// if spans in that dimension don't have contact
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if (maxvect(i)<b.minvect(i) || minvect(i)>b.maxvect(i) ) {
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// whole bounding boxes don't have contact
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return FALSE;
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}
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}
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return TRUE;
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}
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/* Check if intersects or touches another bounding box. */
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template<class Type, int iDimensions>
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inline BOOL AABBox<Type, iDimensions>::HasContactWith(const AABBox<Type, iDimensions> &b, Type tEpsilon) const
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{
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// for all dimensions
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for ( int i=1; i<=iDimensions; i++ ) {
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// if spans in that dimension don't have contact
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if( (maxvect(i)+tEpsilon<b.minvect(i))
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||(minvect(i)-tEpsilon>b.maxvect(i)) ) {
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// whole bounding boxes don't have contact
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return FALSE;
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}
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}
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return TRUE;
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}
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/* Check if intersects or touches a sphere. */
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template<class Type, int iDimensions>
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inline BOOL AABBox<Type, iDimensions>::TouchesSphere(
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const Vector<Type, iDimensions> &vSphereCenter, Type fSphereRadius) const
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{
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// for all dimensions
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for ( int i=1; i<=iDimensions; i++ ) {
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// if spans in that dimension don't have contact
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if( (vSphereCenter(i)+fSphereRadius<minvect(i))
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||(vSphereCenter(i)-fSphereRadius>maxvect(i)) ) {
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// no contact
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return FALSE;
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}
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}
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return TRUE;
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}
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// expand the bounding box by given size
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template<class Type, int iDimensions>
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inline void AABBox<Type, iDimensions>::Expand(Type tEpsilon)
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{
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// for all dimensions
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for ( int i=1; i<=iDimensions; i++ ) {
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// expand in that dimension
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maxvect(i)+=tEpsilon;
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minvect(i)-=tEpsilon;
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}
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}
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// expand the bounding box by given factor of its size along each axis
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template<class Type, int iDimensions>
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inline void AABBox<Type, iDimensions>::ExpandByFactor(Type tFactor)
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{
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// for all dimensions
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for ( int i=1; i<=iDimensions; i++ ) {
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// expand in that dimension
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Type tEpsilon = (maxvect(i)-minvect(i))*tFactor;
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maxvect(i)+=tEpsilon;
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minvect(i)-=tEpsilon;
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}
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}
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// stretch the bounding box by a given sizing factor
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template<class Type, int iDimensions>
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inline void AABBox<Type, iDimensions>::StretchByFactor(Type tSizing)
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{
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tSizing = Abs(tSizing);
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// for each dimension
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for ( int i=1; i<=iDimensions; i++ ) {
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// stretch in that dimension
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maxvect(i)*=tSizing;
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minvect(i)*=tSizing;
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}
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}
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// stretch the bounding box by a given sizing vector
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template<class Type, int iDimensions>
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inline void AABBox<Type, iDimensions>::StretchByVector(Vector<Type, iDimensions> vSizing)
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{
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// for each dimension
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for ( int i=1; i<=iDimensions; i++ ) {
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// stretch in that dimension
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maxvect(i)*=Abs(vSizing(i));
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minvect(i)*=Abs(vSizing(i));
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}
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}
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// helper functions for converting between FLOAT and DOUBLE aabboxes
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inline DOUBLEaabbox3D FLOATtoDOUBLE(const FLOATaabbox3D &plf) {
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return DOUBLEaabbox3D( FLOATtoDOUBLE(plf.Min()), FLOATtoDOUBLE(plf.Max()));
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}
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inline FLOATaabbox3D DOUBLEtoFLOAT(const DOUBLEaabbox3D &pld) {
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return FLOATaabbox3D( DOUBLEtoFLOAT(pld.Min()), DOUBLEtoFLOAT(pld.Max()));
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}
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#endif /* include-once check. */
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