sharplib/math/BoundingBox.cs

467 lines
20 KiB
C#

// Copyright (c) Xenko contributors (https://xenko.com) and Silicon Studio Corp. (https://www.siliconstudio.co.jp)
// Distributed under the MIT license. See the LICENSE.md file in the project root for more information.
//
// -----------------------------------------------------------------------------
// Original code from SlimMath project. http://code.google.com/p/slimmath/
// Greetings to SlimDX Group. Original code published with the following license:
// -----------------------------------------------------------------------------
/*
* Copyright (c) 2007-2011 SlimDX Group
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
*/
using System;
using System.Globalization;
using System.Runtime.InteropServices;
using System.Runtime.Serialization;
namespace math
{
/// <summary>
/// Represents an axis-aligned bounding box in three dimensional space.
/// </summary>
[DataContract]
[StructLayout( LayoutKind.Sequential, Pack = 4 )]
public struct BoundingBox : IEquatable<BoundingBox>, IFormattable
{
/// <summary>
/// A <see cref="BoundingBox"/> which represents an empty space.
/// </summary>
public static readonly BoundingBox Empty = new BoundingBox( new Vec3( float.MaxValue ), new Vec3( float.MinValue ) );
/// <summary>
/// The minimum point of the box.
/// </summary>
public Vec3 Minimum;
/// <summary>
/// The maximum point of the box.
/// </summary>
public Vec3 Maximum;
/// <summary>
/// Initializes a new instance of the <see cref="math.BoundingBox"/> struct.
/// </summary>
/// <param name="minimum">The minimum vertex of the bounding box.</param>
/// <param name="maximum">The maximum vertex of the bounding box.</param>
public BoundingBox( Vec3 minimum, Vec3 maximum )
{
this.Minimum = minimum;
this.Maximum = maximum;
}
/// <summary>
/// Gets the center of this bouding box.
/// </summary>
public Vec3 Center
{
get { return ( Minimum + Maximum ) / 2; }
}
/// <summary>
/// Gets the extent of this bouding box.
/// </summary>
public Vec3 Extent
{
get { return ( Maximum - Minimum ) / 2; }
}
/// <summary>
/// Retrieves the eight corners of the bounding box.
/// </summary>
/// <returns>An array of points representing the eight corners of the bounding box.</returns>
public Vec3[] GetCorners()
{
Vec3[] results = new Vec3[8];
results[0] = new Vec3( Minimum.X, Maximum.Y, Maximum.Z );
results[1] = new Vec3( Maximum.X, Maximum.Y, Maximum.Z );
results[2] = new Vec3( Maximum.X, Minimum.Y, Maximum.Z );
results[3] = new Vec3( Minimum.X, Minimum.Y, Maximum.Z );
results[4] = new Vec3( Minimum.X, Maximum.Y, Minimum.Z );
results[5] = new Vec3( Maximum.X, Maximum.Y, Minimum.Z );
results[6] = new Vec3( Maximum.X, Minimum.Y, Minimum.Z );
results[7] = new Vec3( Minimum.X, Minimum.Y, Minimum.Z );
return results;
}
/// <summary>
/// Determines if there is an intersection between the current object and a <see cref="math.Ray"/>.
/// </summary>
/// <param name="ray">The ray to test.</param>
/// <returns>Whether the two objects intersected.</returns>
public bool Intersects( ref Ray ray )
{
float distance;
return CollisionHelper.RayIntersectsBox( ref ray, ref this, out distance );
}
/// <summary>
/// Determines if there is an intersection between the current object and a <see cref="math.Ray"/>.
/// </summary>
/// <param name="ray">The ray to test.</param>
/// <param name="distance">When the method completes, contains the distance of the intersection,
/// or 0 if there was no intersection.</param>
/// <returns>Whether the two objects intersected.</returns>
public bool Intersects( ref Ray ray, out float distance )
{
return CollisionHelper.RayIntersectsBox( ref ray, ref this, out distance );
}
/// <summary>
/// Determines if there is an intersection between the current object and a <see cref="math.Ray"/>.
/// </summary>
/// <param name="ray">The ray to test.</param>
/// <param name="point">When the method completes, contains the point of intersection,
/// or <see cref="math.Vec3.Zero"/> if there was no intersection.</param>
/// <returns>Whether the two objects intersected.</returns>
public bool Intersects( ref Ray ray, out Vec3 point )
{
return CollisionHelper.RayIntersectsBox( ref ray, ref this, out point );
}
/// <summary>
/// Determines if there is an intersection between the current object and a <see cref="math.Plane"/>.
/// </summary>
/// <param name="plane">The plane to test.</param>
/// <returns>Whether the two objects intersected.</returns>
public PlaneIntersectionType Intersects( ref Plane plane )
{
return CollisionHelper.PlaneIntersectsBox( ref plane, ref this );
}
/* This implentation is wrong
/// <summary>
/// Determines if there is an intersection between the current object and a triangle.
/// </summary>
/// <param name="vertex1">The first vertex of the triangle to test.</param>
/// <param name="vertex2">The second vertex of the triagnle to test.</param>
/// <param name="vertex3">The third vertex of the triangle to test.</param>
/// <returns>Whether the two objects intersected.</returns>
public bool Intersects(ref Vector3 vertex1, ref Vector3 vertex2, ref Vector3 vertex3)
{
return Collision.BoxIntersectsTriangle(ref this, ref vertex1, ref vertex2, ref vertex3);
}
*/
/// <summary>
/// Determines if there is an intersection between the current object and a <see cref="math.BoundingBox"/>.
/// </summary>
/// <param name="box">The box to test.</param>
/// <returns>Whether the two objects intersected.</returns>
public bool Intersects( ref BoundingBox box )
{
return CollisionHelper.BoxIntersectsBox( ref this, ref box );
}
/// <summary>
/// Determines if there is an intersection between the current object and a <see cref="math.BoundingSphere"/>.
/// </summary>
/// <param name="sphere">The sphere to test.</param>
/// <returns>Whether the two objects intersected.</returns>
public bool Intersects( ref BoundingSphere sphere )
{
return CollisionHelper.BoxIntersectsSphere( ref this, ref sphere );
}
/// <summary>
/// Determines whether the current objects contains a point.
/// </summary>
/// <param name="point">The point to test.</param>
/// <returns>The type of containment the two objects have.</returns>
public ContainmentType Contains( ref Vec3 point )
{
return CollisionHelper.BoxContainsPoint( ref this, ref point );
}
/* This implentation is wrong
/// <summary>
/// Determines whether the current objects contains a triangle.
/// </summary>
/// <param name="vertex1">The first vertex of the triangle to test.</param>
/// <param name="vertex2">The second vertex of the triagnle to test.</param>
/// <param name="vertex3">The third vertex of the triangle to test.</param>
/// <returns>The type of containment the two objects have.</returns>
public ContainmentType Contains(ref Vector3 vertex1, ref Vector3 vertex2, ref Vector3 vertex3)
{
return Collision.BoxContainsTriangle(ref this, ref vertex1, ref vertex2, ref vertex3);
}
*/
/// <summary>
/// Determines whether the current objects contains a <see cref="math.BoundingBox"/>.
/// </summary>
/// <param name="box">The box to test.</param>
/// <returns>The type of containment the two objects have.</returns>
public ContainmentType Contains( ref BoundingBox box )
{
return CollisionHelper.BoxContainsBox( ref this, ref box );
}
/// <summary>
/// Determines whether the current objects contains a <see cref="math.BoundingSphere"/>.
/// </summary>
/// <param name="sphere">The sphere to test.</param>
/// <returns>The type of containment the two objects have.</returns>
public ContainmentType Contains( ref BoundingSphere sphere )
{
return CollisionHelper.BoxContainsSphere( ref this, ref sphere );
}
/// <summary>
/// Constructs a <see cref="math.BoundingBox"/> that fully contains the given points.
/// </summary>
/// <param name="points">The points that will be contained by the box.</param>
/// <param name="result">When the method completes, contains the newly constructed bounding box.</param>
/// <exception cref="ArgumentNullException">Thrown when <paramref name="points"/> is <c>null</c>.</exception>
public static void FromPoints( Vec3[] points, out BoundingBox result )
{
if( points == null )
throw new ArgumentNullException( "points" );
Vec3 min = new Vec3( float.MaxValue );
Vec3 max = new Vec3( float.MinValue );
for( int i = 0; i < points.Length; ++i )
{
Vec3.Min( ref min, ref points[i], out min );
Vec3.Max( ref max, ref points[i], out max );
}
result = new BoundingBox( min, max );
}
/// <summary>
/// Constructs a <see cref="math.BoundingBox"/> that fully contains the given points.
/// </summary>
/// <param name="points">The points that will be contained by the box.</param>
/// <returns>The newly constructed bounding box.</returns>
/// <exception cref="ArgumentNullException">Thrown when <paramref name="points"/> is <c>null</c>.</exception>
public static BoundingBox FromPoints( Vec3[] points )
{
if( points == null )
throw new ArgumentNullException( "points" );
Vec3 min = new Vec3( float.MaxValue );
Vec3 max = new Vec3( float.MinValue );
for( int i = 0; i < points.Length; ++i )
{
Vec3.Min( ref min, ref points[i], out min );
Vec3.Max( ref max, ref points[i], out max );
}
return new BoundingBox( min, max );
}
/// <summary>
/// Constructs a <see cref="math.BoundingBox"/> from a given sphere.
/// </summary>
/// <param name="sphere">The sphere that will designate the extents of the box.</param>
/// <param name="result">When the method completes, contains the newly constructed bounding box.</param>
public static void FromSphere( ref BoundingSphere sphere, out BoundingBox result )
{
result.Minimum = new Vec3( sphere.Center.X - sphere.Radius, sphere.Center.Y - sphere.Radius, sphere.Center.Z - sphere.Radius );
result.Maximum = new Vec3( sphere.Center.X + sphere.Radius, sphere.Center.Y + sphere.Radius, sphere.Center.Z + sphere.Radius );
}
/// <summary>
/// Constructs a <see cref="math.BoundingBox"/> from a given sphere.
/// </summary>
/// <param name="sphere">The sphere that will designate the extents of the box.</param>
/// <returns>The newly constructed bounding box.</returns>
public static BoundingBox FromSphere( BoundingSphere sphere )
{
BoundingBox box;
box.Minimum = new Vec3( sphere.Center.X - sphere.Radius, sphere.Center.Y - sphere.Radius, sphere.Center.Z - sphere.Radius );
box.Maximum = new Vec3( sphere.Center.X + sphere.Radius, sphere.Center.Y + sphere.Radius, sphere.Center.Z + sphere.Radius );
return box;
}
/// <summary>
/// Transform a bounding box.
/// </summary>
/// <param name="value">The original bounding box.</param>
/// <param name="transform">The transform to apply to the bounding box.</param>
/// <param name="result">The transformed bounding box.</param>
public static void Transform( ref BoundingBox value, ref Matrix transform, out BoundingBox result )
{
var boundingBox = new BoundingBoxExt( value );
boundingBox.Transform( transform );
result = (BoundingBox)boundingBox;
}
/// <summary>
/// Constructs a <see cref="math.BoundingBox"/> that is as large enough to contains the bounding box and the given point.
/// </summary>
/// <param name="value1">The box to merge.</param>
/// <param name="value2">The point to merge.</param>
/// <param name="result">When the method completes, contains the newly constructed bounding box.</param>
public static void Merge( ref BoundingBox value1, ref Vec3 value2, out BoundingBox result )
{
Vec3.Min( ref value1.Minimum, ref value2, out result.Minimum );
Vec3.Max( ref value1.Maximum, ref value2, out result.Maximum );
}
/// <summary>
/// Constructs a <see cref="math.BoundingBox"/> that is as large as the total combined area of the two specified boxes.
/// </summary>
/// <param name="value1">The first box to merge.</param>
/// <param name="value2">The second box to merge.</param>
/// <param name="result">When the method completes, contains the newly constructed bounding box.</param>
public static void Merge( ref BoundingBox value1, ref BoundingBox value2, out BoundingBox result )
{
Vec3.Min( ref value1.Minimum, ref value2.Minimum, out result.Minimum );
Vec3.Max( ref value1.Maximum, ref value2.Maximum, out result.Maximum );
}
/// <summary>
/// Constructs a <see cref="math.BoundingBox"/> that is as large as the total combined area of the two specified boxes.
/// </summary>
/// <param name="value1">The first box to merge.</param>
/// <param name="value2">The second box to merge.</param>
/// <returns>The newly constructed bounding box.</returns>
public static BoundingBox Merge( BoundingBox value1, BoundingBox value2 )
{
BoundingBox box;
Vec3.Min( ref value1.Minimum, ref value2.Minimum, out box.Minimum );
Vec3.Max( ref value1.Maximum, ref value2.Maximum, out box.Maximum );
return box;
}
/// <summary>
/// Tests for equality between two objects.
/// </summary>
/// <param name="left">The first value to compare.</param>
/// <param name="right">The second value to compare.</param>
/// <returns><c>true</c> if <paramref name="left"/> has the same value as <paramref name="right"/>; otherwise, <c>false</c>.</returns>
public static bool operator ==( BoundingBox left, BoundingBox right )
{
return left.Equals( right );
}
/// <summary>
/// Tests for inequality between two objects.
/// </summary>
/// <param name="left">The first value to compare.</param>
/// <param name="right">The second value to compare.</param>
/// <returns><c>true</c> if <paramref name="left"/> has a different value than <paramref name="right"/>; otherwise, <c>false</c>.</returns>
public static bool operator !=( BoundingBox left, BoundingBox right )
{
return !left.Equals( right );
}
/// <summary>
/// Returns a <see cref="string"/> that represents this instance.
/// </summary>
/// <returns>
/// A <see cref="string"/> that represents this instance.
/// </returns>
public override string ToString()
{
return string.Format( CultureInfo.CurrentCulture, "Minimum:{0} Maximum:{1}", Minimum.ToString(), Maximum.ToString() );
}
/// <summary>
/// Returns a <see cref="string"/> that represents this instance.
/// </summary>
/// <param name="format">The format.</param>
/// <returns>
/// A <see cref="string"/> that represents this instance.
/// </returns>
public string ToString( string format )
{
if( format == null )
return ToString();
return string.Format( CultureInfo.CurrentCulture, "Minimum:{0} Maximum:{1}", Minimum.ToString( format, CultureInfo.CurrentCulture ),
Maximum.ToString( format, CultureInfo.CurrentCulture ) );
}
/// <summary>
/// Returns a <see cref="string"/> that represents this instance.
/// </summary>
/// <param name="formatProvider">The format provider.</param>
/// <returns>
/// A <see cref="string"/> that represents this instance.
/// </returns>
public string ToString( IFormatProvider formatProvider )
{
return string.Format( formatProvider, "Minimum:{0} Maximum:{1}", Minimum.ToString(), Maximum.ToString() );
}
/// <summary>
/// Returns a <see cref="string"/> that represents this instance.
/// </summary>
/// <param name="format">The format.</param>
/// <param name="formatProvider">The format provider.</param>
/// <returns>
/// A <see cref="string"/> that represents this instance.
/// </returns>
public string ToString( string format, IFormatProvider formatProvider )
{
if( format == null )
return ToString( formatProvider );
return string.Format( formatProvider, "Minimum:{0} Maximum:{1}", Minimum.ToString( format, formatProvider ),
Maximum.ToString( format, formatProvider ) );
}
/// <summary>
/// Returns a hash code for this instance.
/// </summary>
/// <returns>
/// A hash code for this instance, suitable for use in hashing algorithms and data structures like a hash table.
/// </returns>
public override int GetHashCode()
{
return Minimum.GetHashCode() + Maximum.GetHashCode();
}
/// <summary>
/// Determines whether the specified <see cref="math.Vec4"/> is equal to this instance.
/// </summary>
/// <param name="value">The <see cref="math.Vec4"/> to compare with this instance.</param>
/// <returns>
/// <c>true</c> if the specified <see cref="math.Vec4"/> is equal to this instance; otherwise, <c>false</c>.
/// </returns>
public bool Equals( BoundingBox value )
{
return Minimum == value.Minimum && Maximum == value.Maximum;
}
/// <summary>
/// Determines whether the specified <see cref="object"/> is equal to this instance.
/// </summary>
/// <param name="value">The <see cref="object"/> to compare with this instance.</param>
/// <returns>
/// <c>true</c> if the specified <see cref="object"/> is equal to this instance; otherwise, <c>false</c>.
/// </returns>
public override bool Equals( object value )
{
if( value == null )
return false;
if( value.GetType() != GetType() )
return false;
return Equals( (BoundingBox)value );
}
}
}