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#region Using Statements
using System;
using System.Collections.Generic;
using ANX.Framework.NonXNA.Development;
using System.ComponentModel;
using ANX.Framework.Design;
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#endregion // Using Statements
// This file is part of the ANX.Framework created by the
// "ANX.Framework developer group" and released under the Ms-PL license.
// For details see: http://anxframework.codeplex.com/license
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namespace ANX.Framework
{
[PercentageComplete(100)]
[Developer("xToast, Glatzemann")]
[TestState(TestStateAttribute.TestState.InProgress)]
#if !WINDOWSMETRO
[Serializable]
[TypeConverter(typeof(BoundingBoxConverter))]
#endif
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public struct BoundingBox : IEquatable<BoundingBox>
{
#region public fields
public Vector3 Min;
public Vector3 Max;
public const int CornerCount = 8;
#endregion
#region constructors
public BoundingBox(Vector3 min, Vector3 max)
{
this.Min = min;
this.Max = max;
}
#endregion
#region public methods
public ContainmentType Contains(BoundingBox box)
{
ContainmentType result;
this.Contains(ref box, out result);
return result;
}
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public void Contains(ref BoundingBox box, out ContainmentType result)
{
if ((this.Max.X < box.Min.X || this.Min.X > box.Max.X) ||
(this.Max.Y < box.Min.Y || this.Min.Y > box.Max.Y) ||
(this.Max.Z < box.Min.Z || this.Min.Z > box.Max.Z)
)
{
result = ContainmentType.Disjoint;
return;
}
if ((this.Min.X <= box.Min.X && box.Max.X <= this.Max.X) &&
(this.Min.Y <= box.Min.Y && box.Max.Y <= this.Max.Y) &&
(this.Min.Z <= box.Min.Z && box.Max.Z <= this.Max.Z)
)
{
result = ContainmentType.Contains;
return;
}
result = ContainmentType.Intersects;
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}
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public ContainmentType Contains(BoundingFrustum frustum)
{
Vector3[] points = frustum.GetCorners();
int pointsIn = 0;
for (int i = 0; i < points.Length; i++)
{
Vector3 point = points[i];
if (point.X < this.Min.X ||
point.Z < this.Min.Z ||
point.Y < this.Min.Y ||
point.X > this.Max.X ||
point.Y > this.Max.Y ||
point.Z > this.Max.Z)
{
continue;
}
if (i != 0 && pointsIn == 0)
return ContainmentType.Intersects;
pointsIn++;
}
if (pointsIn == points.Length)
return ContainmentType.Contains;
return ContainmentType.Disjoint;
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}
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public ContainmentType Contains(BoundingSphere sphere)
{
ContainmentType result;
this.Contains(ref sphere, out result);
return result;
}
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public void Contains(ref BoundingSphere sphere, out ContainmentType result)
{
Vector3 clampedSphereCenter;
clampedSphereCenter.X = MathHelper.Clamp(sphere.Center.X, this.Min.X, this.Max.X);
clampedSphereCenter.Y = MathHelper.Clamp(sphere.Center.Y, this.Min.Y, this.Max.Y);
clampedSphereCenter.Z = MathHelper.Clamp(sphere.Center.Z, this.Min.Z, this.Max.Z);
if (Vector3.DistanceSquared(sphere.Center, clampedSphereCenter) > (sphere.Radius * sphere.Radius))
{
result = ContainmentType.Disjoint;
}
else if ((this.Min.X + sphere.Radius <= sphere.Center.X && sphere.Center.X <= this.Max.X - sphere.Radius) &&
(this.Max.X - this.Min.X > sphere.Radius && this.Min.Y + sphere.Radius <= sphere.Center.Y) &&
(sphere.Center.Y <= this.Max.Y - sphere.Radius && this.Max.Y - this.Min.Y > sphere.Radius) &&
(this.Min.Z + sphere.Radius <= sphere.Center.Z && sphere.Center.Z <= this.Max.Z - sphere.Radius) &&
(this.Max.X - this.Min.X > sphere.Radius)
)
{
result = ContainmentType.Contains;
}
else
{
result = ContainmentType.Intersects;
}
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}
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public ContainmentType Contains(Vector3 point)
{
ContainmentType result;
this.Contains(ref point, out result);
return result;
}
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public void Contains(ref Vector3 point, out ContainmentType result)
{
result = ContainmentType.Disjoint;
if (point.X < this.Min.X ||
point.Z < this.Min.Z ||
point.Y < this.Min.Y ||
point.X > this.Max.X ||
point.Y > this.Max.Y ||
point.Z > this.Max.Z)
{
result = ContainmentType.Disjoint;
}
else if (point.X == this.Min.X ||
point.Z == this.Min.Z ||
point.Y == this.Min.Y ||
point.X == this.Max.X ||
point.Y == this.Max.Y ||
point.Z == this.Max.Z)
{
result = ContainmentType.Intersects;
}
else
{
result = ContainmentType.Contains;
}
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}
public static BoundingBox CreateFromPoints(IEnumerable<Vector3> points)
{
if (points == null)
throw new ArgumentNullException("Points must not be null");
Vector3 min = new Vector3();
Vector3 max = new Vector3();
int p = 0;
foreach (Vector3 point in points)
{
if (p == 0)
{
min = point;
max = point;
}
else
{
min.X = Math.Min(point.X, min.X);
min.Y = Math.Min(point.Y, min.Y);
min.Z = Math.Min(point.Z, min.Z);
max.X = Math.Max(point.X, max.X);
max.Y = Math.Max(point.Y, max.Y);
max.Z = Math.Max(point.Z, max.Z);
}
p++;
}
return new BoundingBox(min, max);
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}
public static BoundingBox CreateFromSphere(BoundingSphere sphere)
{
BoundingBox result;
CreateFromSphere(ref sphere, out result);
return result;
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}
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public static void CreateFromSphere(ref BoundingSphere sphere, out BoundingBox result)
{
Vector3 min = new Vector3();
Vector3 max = new Vector3();
min.X = sphere.Center.X - sphere.Radius;
min.Y = sphere.Center.Y - sphere.Radius;
min.Z = sphere.Center.Z - sphere.Radius;
max.X = sphere.Center.X + sphere.Radius;
max.Y = sphere.Center.Y + sphere.Radius;
max.Z = sphere.Center.Z + sphere.Radius;
result = new BoundingBox(min, max);
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}
public static BoundingBox CreateMerged(BoundingBox original, BoundingBox additional)
{
BoundingBox result;
CreateMerged(ref original, ref additional, out result);
return result;
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}
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public static void CreateMerged(ref BoundingBox original, ref BoundingBox additional, out BoundingBox result)
{
Vector3 min = new Vector3();
Vector3 max = new Vector3();
min.X = Math.Min(original.Min.X, additional.Min.X);
min.Y = Math.Min(original.Min.Y, additional.Min.Y);
min.Z = Math.Min(original.Min.Z, additional.Min.Z);
max.X = Math.Max(original.Max.X, additional.Max.X);
max.Y = Math.Max(original.Max.Y, additional.Max.Y);
max.Z = Math.Max(original.Max.Z, additional.Max.Z);
result = new BoundingBox(min, max);
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}
public Vector3[] GetCorners()
{
Vector3[] corners = new Vector3[BoundingBox.CornerCount];
corners[0].X = this.Min.X;
corners[0].Y = this.Max.Y;
corners[0].Z = this.Max.Z;
corners[1].X = this.Max.X;
corners[1].Y = this.Max.Y;
corners[1].Z = this.Max.Z;
corners[2].X = this.Max.X;
corners[2].Y = this.Min.Y;
corners[2].Z = this.Max.Z;
corners[3].X = this.Min.X;
corners[3].Y = this.Min.Y;
corners[3].Z = this.Max.Z;
corners[4].X = this.Min.X;
corners[4].Y = this.Max.Y;
corners[4].Z = this.Min.Z;
corners[5].X = this.Max.X;
corners[5].Y = this.Max.Y;
corners[5].Z = this.Min.Z;
corners[6].X = this.Max.X;
corners[6].Y = this.Min.Y;
corners[6].Z = this.Min.Z;
corners[7].X = this.Min.X;
corners[7].Y = this.Min.Y;
corners[7].Z = this.Min.Z;
return corners;
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}
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public void GetCorners(Vector3[] corners)
{
if (corners.Length != BoundingBox.CornerCount)
throw new ArgumentException("Corners has to have a Length of" + BoundingBox.CornerCount.ToString());
corners[0].X = this.Min.X;
corners[0].Y = this.Max.Y;
corners[0].Z = this.Max.Z;
corners[1].X = this.Max.X;
corners[1].Y = this.Max.Y;
corners[1].Z = this.Max.Z;
corners[2].X = this.Max.X;
corners[2].Y = this.Min.Y;
corners[2].Z = this.Max.Z;
corners[3].X = this.Min.X;
corners[3].Y = this.Min.Y;
corners[3].Z = this.Max.Z;
corners[4].X = this.Min.X;
corners[4].Y = this.Max.Y;
corners[4].Z = this.Min.Z;
corners[5].X = this.Max.X;
corners[5].Y = this.Max.Y;
corners[5].Z = this.Min.Z;
corners[6].X = this.Max.X;
corners[6].Y = this.Min.Y;
corners[6].Z = this.Min.Z;
corners[7].X = this.Min.X;
corners[7].Y = this.Min.Y;
corners[7].Z = this.Min.Z;
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}
public override int GetHashCode()
{
return this.Min.GetHashCode() + this.Max.GetHashCode();
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}
public bool Intersects(BoundingBox box)
{
bool result;
Intersects(ref box, out result);
return result;
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}
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public void Intersects(ref BoundingBox box, out bool result)
{
result = (this.Max.X >= box.Min.X && this.Min.X <= box.Max.X) &&
(this.Max.Y >= box.Min.Y && this.Min.Y <= box.Max.Y) &&
(this.Max.Z >= box.Min.Z && this.Min.Z <= box.Max.Z);
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}
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public bool Intersects(BoundingFrustum frustum)
{
Vector3[] points = frustum.GetCorners();
for (int i = 0; i < points.Length; i++)
{
Vector3 point = points[i];
if (point.X < this.Min.X ||
point.Z < this.Min.Z ||
point.Y < this.Min.Y ||
point.X > this.Max.X ||
point.Y > this.Max.Y ||
point.Z > this.Max.Z)
{
continue;
}
return true;
}
return false;
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}
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public bool Intersects(BoundingSphere sphere)
{
bool result;
Intersects(ref sphere, out result);
return result;
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}
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public void Intersects(ref BoundingSphere sphere, out bool result)
{
result = Vector3.DistanceSquared(sphere.Center, Vector3.Clamp(sphere.Center, this.Min, this.Max)) <= sphere.Radius * sphere.Radius;
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}
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public PlaneIntersectionType Intersects(Plane plane)
{
PlaneIntersectionType result;
Intersects(ref plane, out result);
return result;
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}
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public void Intersects(ref Plane plane, out PlaneIntersectionType result)
{
Vector3 p;
p.X = plane.Normal.X >= 0f ? this.Min.X : this.Max.X;
p.Y = plane.Normal.Y >= 0f ? this.Min.Y : this.Max.X;
p.Z = plane.Normal.Z >= 0f ? this.Min.Z : this.Max.X;
float dot = plane.Normal.X * p.X + plane.Normal.Y * p.Y + plane.Normal.Z * p.Z;
if (dot + plane.D > 0f)
{
result = PlaneIntersectionType.Front;
return;
}
p.X = plane.Normal.X >= 0f ? this.Max.X : this.Min.X;
p.Y = plane.Normal.Y >= 0f ? this.Max.Y : this.Min.X;
p.Z = plane.Normal.Z >= 0f ? this.Max.Z : this.Min.X;
dot = plane.Normal.X * p.X + plane.Normal.Y * p.Y + plane.Normal.Z * p.Z;
if (dot + plane.D < 0f)
{
result = PlaneIntersectionType.Back;
return;
}
result = PlaneIntersectionType.Intersecting;
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}
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public Nullable<float> Intersects(Ray ray)
{
Nullable<float> result;
Intersects(ref ray, out result);
return result;
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}
// source for implementation:
// http://courses.csusm.edu/cs697exz/ray_box.htm
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public void Intersects(ref Ray ray, out Nullable<float> result)
{
float tnear = float.NegativeInfinity;
float tfar = float.PositiveInfinity;
float t1 = (this.Min.X - ray.Position.X) - ray.Direction.X;
float t2 = (this.Max.X - ray.Position.X) - ray.Direction.X;
if (t1 > t2)
{
float t = t1;
t1 = t2;
t2 = t;
}
if (t1 > tnear)
tnear = t1;
if (t2 < tfar)
tfar = t2;
if (tnear > tfar || tfar < 0)
{
result = null;
return;
}
t1 = (this.Min.Y - ray.Position.Y) - ray.Direction.Y;
t2 = (this.Max.Y - ray.Position.Y) - ray.Direction.Y;
if (t1 > t2)
{
float t = t1;
t1 = t2;
t2 = t;
}
if (t1 > tnear)
tnear = t1;
if (t2 < tfar)
tfar = t2;
if (tnear > tfar || tfar < 0)
{
result = null;
return;
}
t1 = (this.Min.Z - ray.Position.Z) - ray.Direction.Z;
t2 = (this.Max.Z - ray.Position.Z) - ray.Direction.Z;
if (t1 > t2)
{
float t = t1;
t1 = t2;
t2 = t;
}
if (t1 > tnear)
tnear = t1;
if (t2 < tfar)
tfar = t2;
if (tnear > tfar || tfar < 0)
{
result = null;
return;
}
result = tfar;
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}
public override string ToString()
{
// This may look a bit more ugly, but String.Format should
// be avoided cause of it's bad performance!
return "{Min:" + Min.ToString() +
" Max:" + Max.ToString() + "}";
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}
#endregion
#region IEquatable implementation
public override bool Equals(Object obj)
{
return obj is BoundingBox && Equals((BoundingBox)obj);
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}
public bool Equals(BoundingBox other)
{
return this.Max.Equals(other.Max) && this.Min.Equals(other.Min);
}
#endregion
#region operator overloading
public static bool operator ==(BoundingBox a, BoundingBox b)
{
return a.Max == b.Max && a.Min == b.Min;
}
public static bool operator !=(BoundingBox a, BoundingBox b)
{
return a.Max != b.Max || a.Min != b.Min;
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}
#endregion
}
}