Serious-Engine/Sources/Engine/Math/AABBox.h
Ryan C. Gordon 1a2ccb8f50 Merge github.com:Croteam-Official/Serious-Engine
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
2016-04-02 23:56:12 -04:00

406 lines
13 KiB
C++

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