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aabb.cpp
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aabb.cpp
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#include "aabb.h"
#include <algorithm>
AABB::AABB(VERTEX *v1, VERTEX *v2)
{
set(v1, v2);
}
AABB::AABB(GLFix low_x, GLFix low_y, GLFix low_z, GLFix high_x, GLFix high_y, GLFix high_z)
: low_x(low_x), low_y(low_y), low_z(low_z), high_x(high_x), high_y(high_y), high_z(high_z)
{}
AABB::AABB(VERTEX *list, unsigned int size)
{
set(list, size);
}
void AABB::set(VERTEX *v1, VERTEX *v2)
{
low_x = std::min(v1->x, v1->y);
high_x = std::max(v1->x, v2->x);
low_y = std::min(v1->y, v2->y);
high_y = std::max(v1->y, v2->y);
low_z = std::min(v1->z, v2->z);
high_z = std::max(v1->z, v2->z);
}
void AABB::set(GLFix low_x, GLFix low_y, GLFix low_z, GLFix high_x, GLFix high_y, GLFix high_z)
{
this->low_x = low_x;
this->low_y = low_y;
this->low_z = low_z;
this->high_x = high_x;
this->high_y = high_y;
this->high_z = high_z;
}
void AABB::set(VERTEX *list, unsigned int size)
{
low_x = high_x = list->x;
low_y = high_y = list->y;
low_z = high_z = list->z;
list++;
for(unsigned int i = 1; i < size; i++)
{
VERTEX *v = list++;
if(v->x < low_x)
low_x = v->x;
if(v->x > high_x)
high_x = v->x;
if(v->y < low_y)
low_y = v->y;
if(v->y > high_y)
high_y = v->y;
if(v->z < low_z)
low_z = v->z;
if(v->z > high_z)
high_z = v->z;
}
}
bool AABB::intersects(AABB &other)
{
return high_x >= other.low_x && high_y >= other.low_y && high_z >= other.low_z
&& low_x <= other.high_x && low_y <= other.high_y && low_z <= other.high_z;
}
AABB::SIDE AABB::intersectsRay(GLFix x, GLFix y, GLFix z, GLFix dx, GLFix dy, GLFix dz, GLFix &dist)
{
GLFix t_min_x = 0, t_max_x = GLFix::maxValue(),
t_min_y = 0, t_max_y = GLFix::maxValue(),
t_min_z = 0, t_max_z = GLFix::maxValue();
if(dx == GLFix(0))
{
if(x < low_x || x > high_x)
return NONE;
}
else
{
t_min_x = (low_x - x) / dx;
t_max_x = (high_x - x) / dx;
}
if(dy == GLFix(0))
{
if(y < low_y || y > high_y)
return NONE;
}
else
{
t_min_y = (low_y - y) / dy;
t_max_y = (high_y - y) / dy;
}
if(dz == GLFix(0))
{
if(z < low_z || z > high_z)
return NONE;
}
else
{
t_min_z = (low_z - z) / dz;
t_max_z = (high_z - z) / dz;
}
GLFix min = std::max(std::max(std::min(t_min_x, t_max_x), std::min(t_min_y, t_max_y)), std::min(t_min_z, t_max_z));
GLFix max = std::min(std::min(std::max(t_min_x, t_max_x), std::max(t_min_y, t_max_y)), std::max(t_min_z, t_max_z));
if(max < GLFix(0) || min > max)
return NONE;
dist = min;
if(min == t_min_x || min == t_max_x)
return dx < GLFix(0) ? RIGHT : LEFT;
if(min == t_min_y || min == t_max_y)
return dy < GLFix(0) ? TOP : BOTTOM;
//if(min == t_min_z || min == t_max_z)
return dz < GLFix(0) ? BACK : FRONT;
}
void AABB::render()
{
VERTEX v1{low_x, low_y, low_z, 0, 0, 0},
v2{high_x, low_y, low_z, 0, 0, 0},
v3{low_x, high_y, low_z, 0, 0, 0},
v4{high_x, high_y, low_z, 0, 0, 0},
v5{low_x, low_y, high_z, 0, 0, 0},
v6{high_x, low_y, high_z, 0, 0, 0},
v7{low_x, high_y, high_z, 0, 0, 0},
v8{high_x, high_y, high_z, 0, 0, 0};
glBegin(GL_LINE_STRIP);
nglAddVertex(&v1);
nglAddVertex(&v2);
nglAddVertex(&v4);
nglAddVertex(&v3);
nglAddVertex(&v1);
glEnd();
glBegin(GL_LINE_STRIP);
nglAddVertex(&v5);
nglAddVertex(&v6);
nglAddVertex(&v8);
nglAddVertex(&v7);
nglAddVertex(&v5);
glEnd();
glBegin(GL_LINE_STRIP);
nglAddVertex(&v1);
nglAddVertex(&v5);
glEnd();
glBegin(GL_LINE_STRIP);
nglAddVertex(&v2);
nglAddVertex(&v6);
glEnd();
glBegin(GL_LINE_STRIP);
nglAddVertex(&v3);
nglAddVertex(&v7);
glEnd();
glBegin(GL_LINE_STRIP);
nglAddVertex(&v4);
nglAddVertex(&v8);
glEnd();
}
void AABB::print()
{
printf("X: %d-%d Y: %d-%d Z: %d-%d", low_x.toInteger<int>(), high_x.toInteger<int>(), low_y.toInteger<int>(), high_y.toInteger<int>(), low_z.toInteger<int>(), high_z.toInteger<int>());
}