1 /* Copyright (C) 2011 Wildfire Games.
2 * This file is part of 0 A.D.
4 * 0 A.D. is free software: you can redistribute it and/or modify
5 * it under the terms of the GNU General Public License as published by
6 * the Free Software Foundation, either version 2 of the License, or
7 * (at your option) any later version.
9 * 0 A.D. is distributed in the hope that it will be useful,
10 * but WITHOUT ANY WARRANTY; without even the implied warranty of
11 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
12 * GNU General Public License for more details.
14 * You should have received a copy of the GNU General Public License
15 * along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
18 #include "precompiled.h"
20 #include "BoundingBoxOriented.h"
21 #include "maths/BoundingBoxAligned.h"
25 const CBoundingBoxOriented
CBoundingBoxOriented::EMPTY
= CBoundingBoxOriented();
27 CBoundingBoxOriented::CBoundingBoxOriented(const CBoundingBoxAligned
& bound
)
35 bound
.GetCentre(m_Center
);
37 // the axes of an AABB are the world-space axes
38 m_Basis
[0].X
= 1.f
; m_Basis
[0].Y
= 0.f
; m_Basis
[0].Z
= 0.f
;
39 m_Basis
[1].X
= 0.f
; m_Basis
[1].Y
= 1.f
; m_Basis
[1].Z
= 0.f
;
40 m_Basis
[2].X
= 0.f
; m_Basis
[2].Y
= 0.f
; m_Basis
[2].Z
= 1.f
;
42 // element-wise division by two to get half sizes (remember, [1] and [0] are the max and min coord points)
43 m_HalfSizes
= (bound
[1] - bound
[0]) * 0.5f
;
47 bool CBoundingBoxOriented::RayIntersect(const CVector3D
& origin
, const CVector3D
& dir
, float& tMin_out
, float& tMax_out
) const
49 // See Real-Time Rendering, Third Edition, p. 743
50 float tMin
= -FLT_MAX
;
53 CVector3D p
= m_Center
- origin
;
55 for (int i
= 0; i
< 3; ++i
)
57 // test the ray for intersections with the slab whose normal vector is m_Basis[i]
58 float e
= m_Basis
[i
].Dot(p
); // distance between the ray origin and the box center projected onto the slab normal
59 float f
= m_Basis
[i
].Dot(dir
); // cosine of the angle between the slab normal and the ray direction
63 // Determine the distances t1 and t2 from the origin of the ray to the points where it intersects
64 // the slab. See docs/ray_intersect.pdf for why/how this works.
66 float t1
= (e
+ m_HalfSizes
[i
]) * invF
;
67 float t2
= (e
- m_HalfSizes
[i
]) * invF
;
69 // make sure t1 <= t2, swap if necessary
77 // update the overall tMin and tMax if necessary
78 if (t1
> tMin
) tMin
= t1
;
79 if (t2
< tMax
) tMax
= t2
;
81 // try to break out of the loop as fast as possible by checking for some conditions
82 if (tMin
> tMax
) return false; // ray misses the box
83 if (tMax
< 0) return false; // box is behind the ray origin
87 // the ray is parallel to the slab currently being tested, or is as close to parallel
88 // as makes no difference; return false if the ray is outside of the slab.
89 if (e
> m_HalfSizes
[i
] || -e
> m_HalfSizes
[i
])