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