602 lines
21 KiB
C#
602 lines
21 KiB
C#
#region Using Statements
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using System;
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using System.Collections.Generic;
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#endregion // Using Statements
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#region License
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//
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// This file is part of the ANX.Framework created by the "ANX.Framework developer group".
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//
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// This file is released under the Ms-PL license.
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//
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//
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//
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// Microsoft Public License (Ms-PL)
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//
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// This license governs use of the accompanying software. If you use the software, you accept this license.
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// If you do not accept the license, do not use the software.
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//
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// 1.Definitions
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// The terms "reproduce," "reproduction," "derivative works," and "distribution" have the same meaning
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// here as under U.S. copyright law.
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// A "contribution" is the original software, or any additions or changes to the software.
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// A "contributor" is any person that distributes its contribution under this license.
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// "Licensed patents" are a contributor's patent claims that read directly on its contribution.
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//
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// 2.Grant of Rights
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// (A) Copyright Grant- Subject to the terms of this license, including the license conditions and limitations
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// in section 3, each contributor grants you a non-exclusive, worldwide, royalty-free copyright license to
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// reproduce its contribution, prepare derivative works of its contribution, and distribute its contribution
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// or any derivative works that you create.
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// (B) Patent Grant- Subject to the terms of this license, including the license conditions and limitations in
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// section 3, each contributor grants you a non-exclusive, worldwide, royalty-free license under its licensed
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// patents to make, have made, use, sell, offer for sale, import, and/or otherwise dispose of its contribution
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// in the software or derivative works of the contribution in the software.
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//
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// 3.Conditions and Limitations
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// (A) No Trademark License- This license does not grant you rights to use any contributors' name, logo, or trademarks.
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// (B) If you bring a patent claim against any contributor over patents that you claim are infringed by the software, your
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// patent license from such contributor to the software ends automatically.
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// (C) If you distribute any portion of the software, you must retain all copyright, patent, trademark, and attribution
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// notices that are present in the software.
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// (D) If you distribute any portion of the software in source code form, you may do so only under this license by including
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// a complete copy of this license with your distribution. If you distribute any portion of the software in compiled or
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// object code form, you may only do so under a license that complies with this license.
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// (E) The software is licensed "as-is." You bear the risk of using it. The contributors give no express warranties, guarantees,
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// or conditions. You may have additional consumer rights under your local laws which this license cannot change. To the
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// extent permitted under your local laws, the contributors exclude the implied warranties of merchantability, fitness for a
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// particular purpose and non-infringement.
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#endregion // License
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namespace ANX.Framework
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{
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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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result = ContainmentType.Disjoint;
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if (box.Min.X >= this.Min.X && box.Min.X <= this.Max.X &&
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box.Min.Y >= this.Min.Y && box.Min.Y <= this.Max.Y &&
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box.Min.Z >= this.Min.Z && box.Min.Z <= this.Max.Z)
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{
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result = ContainmentType.Intersects;
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}
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if (box.Max.X >= this.Min.X && box.Max.X <= this.Max.X &&
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box.Max.Y >= this.Min.Y && box.Max.Y <= this.Max.Y &&
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box.Max.Z >= this.Min.Z && box.Max.Z <= this.Max.Z)
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{
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if (result == ContainmentType.Intersects)
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result = ContainmentType.Contains;
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else
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result = ContainmentType.Intersects;
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}
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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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//source: monoxna
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public void Contains(ref BoundingSphere sphere, out ContainmentType result)
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{
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//TODO: Find an other way, this one often is wrong!
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if (sphere.Center.X - Min.X > sphere.Radius
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&& sphere.Center.Y - Min.Y > sphere.Radius
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&& sphere.Center.Z - Min.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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{
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result = ContainmentType.Contains;
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return;
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}
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double dmin = 0;
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if (sphere.Center.X - Min.X <= sphere.Radius)
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dmin += (sphere.Center.X - Min.X) * (sphere.Center.X - Min.X);
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else if (Max.X - sphere.Center.X <= sphere.Radius)
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dmin += (sphere.Center.X - Max.X) * (sphere.Center.X - Max.X);
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if (sphere.Center.Y - Min.Y <= sphere.Radius)
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dmin += (sphere.Center.Y - Min.Y) * (sphere.Center.Y - Min.Y);
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else if (Max.Y - sphere.Center.Y <= sphere.Radius)
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dmin += (sphere.Center.Y - Max.Y) * (sphere.Center.Y - Max.Y);
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if (sphere.Center.Z - Min.Z <= sphere.Radius)
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dmin += (sphere.Center.Z - Min.Z) * (sphere.Center.Z - Min.Z);
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else if (Max.Z - sphere.Center.Z <= sphere.Radius)
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dmin += (sphere.Center.Z - Max.Z) * (sphere.Center.Z - Max.Z);
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if (dmin <= sphere.Radius * sphere.Radius)
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result = ContainmentType.Intersects;
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else
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result = ContainmentType.Disjoint;
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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 = false;
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if (box.Min.X >= this.Min.X && box.Min.X <= this.Max.X &&
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box.Min.Y >= this.Min.Y && box.Min.Y <= this.Max.Y &&
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box.Min.Z >= this.Min.Z && box.Min.Z <= this.Max.Z)
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{
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result = true;
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return;
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}
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if (box.Max.X >= this.Min.X && box.Max.X <= this.Max.X &&
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box.Max.Y >= this.Min.Y && box.Max.Y <= this.Max.Y &&
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box.Max.Z >= this.Min.Z && box.Max.Z <= this.Max.Z)
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{
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result = true;
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return;
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}
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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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//source: monoxna
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public void Intersects(ref BoundingSphere sphere, out bool result)
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{
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//TODO: Find an other way, this one often is wrong!
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if (sphere.Center.X - Min.X > sphere.Radius
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&& sphere.Center.Y - Min.Y > sphere.Radius
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&& sphere.Center.Z - Min.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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{
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result = true;
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return;
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}
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double dmin = 0;
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if (sphere.Center.X - Min.X <= sphere.Radius)
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dmin += (sphere.Center.X - Min.X) * (sphere.Center.X - Min.X);
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else if (Max.X - sphere.Center.X <= sphere.Radius)
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dmin += (sphere.Center.X - Max.X) * (sphere.Center.X - Max.X);
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if (sphere.Center.Y - Min.Y <= sphere.Radius)
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dmin += (sphere.Center.Y - Min.Y) * (sphere.Center.Y - Min.Y);
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else if (Max.Y - sphere.Center.Y <= sphere.Radius)
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dmin += (sphere.Center.Y - Max.Y) * (sphere.Center.Y - Max.Y);
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if (sphere.Center.Z - Min.Z <= sphere.Radius)
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dmin += (sphere.Center.Z - Min.Z) * (sphere.Center.Z - Min.Z);
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else if (Max.Z - sphere.Center.Z <= sphere.Radius)
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dmin += (sphere.Center.Z - Max.Z) * (sphere.Center.Z - Max.Z);
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if (dmin <= sphere.Radius * sphere.Radius)
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result = true;
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else
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result = false;
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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 = this.Min;
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if (plane.Normal.X >= 0)
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p.X = this.Max.X;
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if (plane.Normal.Y >= 0)
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p.Y = this.Max.Y;
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if (plane.Normal.Z < 0)
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p.Z = this.Max.Z;
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float distance;
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Vector3 planeNormal = -plane.Normal;
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Vector3.Dot(ref planeNormal, ref p, out distance);
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distance -= plane.D;
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if (distance < 0)
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result = PlaneIntersectionType.Front;
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else if (distance > 0)
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result = PlaneIntersectionType.Back;
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else
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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)
|
|
{
|
|
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;
|
|
}
|
|
|
|
public override string ToString()
|
|
{
|
|
var currentCulture = System.Globalization.CultureInfo.CurrentCulture;
|
|
return string.Format(currentCulture, "{{Min:{0} Max:{1}}}", new object[]
|
|
{
|
|
this.Min.ToString(),
|
|
this.Max.ToString()
|
|
});
|
|
}
|
|
#endregion
|
|
|
|
#region IEquatable implementation
|
|
public override bool Equals(Object obj)
|
|
{
|
|
return (obj is BoundingBox) ? this.Equals((BoundingBox)obj) : false;
|
|
}
|
|
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;
|
|
}
|
|
#endregion
|
|
}
|
|
}
|