mirror of
https://github.com/mod-playerbots/azerothcore-wotlk.git
synced 2026-01-19 03:45:43 +00:00
restructured repository based on following standards:
https://github.com/HW-Core/directory-structure
This commit is contained in:
370
modules/dep/g3dlite/source/AABox.cpp
Normal file
370
modules/dep/g3dlite/source/AABox.cpp
Normal file
@@ -0,0 +1,370 @@
|
||||
/**
|
||||
@file AABox.cpp
|
||||
|
||||
@maintainer Morgan McGuire, http://graphics.cs.williams.edu
|
||||
|
||||
@created 2004-01-10
|
||||
@edited 2006-01-11
|
||||
*/
|
||||
|
||||
#include "G3D/platform.h"
|
||||
#include "G3D/AABox.h"
|
||||
#include "G3D/Box.h"
|
||||
#include "G3D/Plane.h"
|
||||
#include "G3D/Sphere.h"
|
||||
#include "G3D/BinaryInput.h"
|
||||
#include "G3D/BinaryOutput.h"
|
||||
|
||||
|
||||
namespace G3D {
|
||||
|
||||
const AABox& AABox::maxFinite() {
|
||||
static const AABox b = AABox(Vector3::minFinite(),
|
||||
Vector3::maxFinite());
|
||||
return b;
|
||||
}
|
||||
|
||||
|
||||
const AABox& AABox::large() {
|
||||
static const AABox b = AABox(Vector3::minFinite() * 0.5f,
|
||||
Vector3::maxFinite() * 0.5f);
|
||||
return b;
|
||||
}
|
||||
|
||||
|
||||
const AABox& AABox::inf() {
|
||||
static const AABox b = AABox(-Vector3::inf(), Vector3::inf());
|
||||
return b;
|
||||
}
|
||||
|
||||
|
||||
const AABox& AABox::zero() {
|
||||
static const AABox b = AABox(Vector3::zero(), Vector3::zero());
|
||||
return b;
|
||||
}
|
||||
|
||||
|
||||
void AABox::serialize(class BinaryOutput& b) const {
|
||||
b.writeVector3(lo);
|
||||
b.writeVector3(hi);
|
||||
}
|
||||
|
||||
|
||||
void AABox::deserialize(class BinaryInput& b) {
|
||||
lo = b.readVector3();
|
||||
hi = b.readVector3();
|
||||
}
|
||||
|
||||
|
||||
void AABox::split(const Vector3::Axis& axis, float location, AABox& low, AABox& high) const {
|
||||
// Low, medium, and high along the chosen axis
|
||||
float L = G3D::min(location, lo[axis]);
|
||||
float M = G3D::min(G3D::max(location, lo[axis]), hi[axis]);
|
||||
float H = G3D::max(location, hi[axis]);
|
||||
|
||||
// Copy over this box.
|
||||
high = low = *this;
|
||||
|
||||
// Now move the split points along the special axis
|
||||
low.lo[axis] = L;
|
||||
low.hi[axis] = M;
|
||||
high.lo[axis] = M;
|
||||
high.hi[axis] = H;
|
||||
}
|
||||
|
||||
|
||||
Vector3 AABox::randomSurfacePoint() const {
|
||||
Vector3 extent = hi - lo;
|
||||
float aXY = extent.x * extent.y;
|
||||
float aYZ = extent.y * extent.z;
|
||||
float aZX = extent.z * extent.x;
|
||||
|
||||
float r = (float)uniformRandom(0.0f, aXY + aYZ + aZX);
|
||||
|
||||
// Choose evenly between positive and negative face planes
|
||||
float d = ((float)uniformRandom(0, 1) < 0.5f) ? 0.0f : 1.0f;
|
||||
|
||||
// The probability of choosing a given face is proportional to
|
||||
// its area.
|
||||
if (r < aXY) {
|
||||
return
|
||||
lo +
|
||||
Vector3(
|
||||
(float)uniformRandom(0.0f, extent.x),
|
||||
(float)uniformRandom(0.0f, extent.y),
|
||||
d * extent.z);
|
||||
} else if (r < aYZ) {
|
||||
return
|
||||
lo +
|
||||
Vector3(
|
||||
d * extent.x,
|
||||
(float)uniformRandom(0, extent.y),
|
||||
(float)uniformRandom(0, extent.z));
|
||||
} else {
|
||||
return
|
||||
lo +
|
||||
Vector3(
|
||||
(float)uniformRandom(0, extent.x),
|
||||
d * extent.y,
|
||||
(float)uniformRandom(0, extent.z));
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
Vector3 AABox::randomInteriorPoint() const {
|
||||
return Vector3(
|
||||
(float)uniformRandom(lo.x, hi.x),
|
||||
(float)uniformRandom(lo.y, hi.y),
|
||||
(float)uniformRandom(lo.z, hi.z));
|
||||
}
|
||||
|
||||
|
||||
bool AABox::intersects(const AABox& other) const {
|
||||
// Must be overlap along all three axes.
|
||||
// Try to find a separating axis.
|
||||
|
||||
for (int a = 0; a < 3; ++a) {
|
||||
|
||||
// |--------|
|
||||
// |------|
|
||||
|
||||
if ((lo[a] > other.hi[a]) ||
|
||||
(hi[a] < other.lo[a])) {
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
int AABox::dummy = 0;
|
||||
|
||||
bool AABox::culledBy(
|
||||
const Array<Plane>& plane,
|
||||
int& cullingPlane,
|
||||
const uint32 _inMask,
|
||||
uint32& childMask) const {
|
||||
|
||||
uint32 inMask = _inMask;
|
||||
assert(plane.size() < 31);
|
||||
|
||||
childMask = 0;
|
||||
|
||||
const bool finite =
|
||||
(abs(lo.x) < G3D::finf()) &&
|
||||
(abs(hi.x) < G3D::finf()) &&
|
||||
(abs(lo.y) < G3D::finf()) &&
|
||||
(abs(hi.y) < G3D::finf()) &&
|
||||
(abs(lo.z) < G3D::finf()) &&
|
||||
(abs(hi.z) < G3D::finf());
|
||||
|
||||
// See if there is one plane for which all of the
|
||||
// vertices are in the negative half space.
|
||||
for (int p = 0; p < plane.size(); ++p) {
|
||||
|
||||
// Only test planes that are not masked
|
||||
if ((inMask & 1) != 0) {
|
||||
|
||||
Vector3 corner;
|
||||
|
||||
int numContained = 0;
|
||||
int v = 0;
|
||||
|
||||
// We can early-out only if we have found one point on each
|
||||
// side of the plane (i.e. if we are straddling). That
|
||||
// occurs when (numContained < v) && (numContained > 0)
|
||||
for (v = 0; (v < 8) && ((numContained == v) || (numContained == 0)); ++v) {
|
||||
// Unrolling these 3 if's into a switch decreases performance
|
||||
// by about 2x
|
||||
corner.x = (v & 1) ? hi.x : lo.x;
|
||||
corner.y = (v & 2) ? hi.y : lo.y;
|
||||
corner.z = (v & 4) ? hi.z : lo.z;
|
||||
|
||||
if (finite) { // this branch is highly predictable
|
||||
if (plane[p].halfSpaceContainsFinite(corner)) {
|
||||
++numContained;
|
||||
}
|
||||
} else {
|
||||
if (plane[p].halfSpaceContains(corner)) {
|
||||
++numContained;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (numContained == 0) {
|
||||
// Plane p culled the box
|
||||
cullingPlane = p;
|
||||
|
||||
// The caller should not recurse into the children,
|
||||
// since the parent is culled. If they do recurse,
|
||||
// make them only test against this one plane, which
|
||||
// will immediately cull the volume.
|
||||
childMask = 1 << p;
|
||||
return true;
|
||||
|
||||
} else if (numContained < v) {
|
||||
// The bounding volume straddled the plane; we have
|
||||
// to keep testing against this plane
|
||||
childMask |= (1 << p);
|
||||
}
|
||||
}
|
||||
|
||||
// Move on to the next bit.
|
||||
inMask = inMask >> 1;
|
||||
}
|
||||
|
||||
// None of the planes could cull this box
|
||||
cullingPlane = -1;
|
||||
return false;
|
||||
}
|
||||
|
||||
|
||||
bool AABox::culledBy(
|
||||
const Array<Plane>& plane,
|
||||
int& cullingPlane,
|
||||
const uint32 _inMask) const {
|
||||
|
||||
uint32 inMask = _inMask;
|
||||
assert(plane.size() < 31);
|
||||
|
||||
const bool finite =
|
||||
(abs(lo.x) < G3D::finf()) &&
|
||||
(abs(hi.x) < G3D::finf()) &&
|
||||
(abs(lo.y) < G3D::finf()) &&
|
||||
(abs(hi.y) < G3D::finf()) &&
|
||||
(abs(lo.z) < G3D::finf()) &&
|
||||
(abs(hi.z) < G3D::finf());
|
||||
|
||||
// See if there is one plane for which all of the
|
||||
// vertices are in the negative half space.
|
||||
for (int p = 0; p < plane.size(); ++p) {
|
||||
|
||||
// Only test planes that are not masked
|
||||
if ((inMask & 1) != 0) {
|
||||
|
||||
bool culled = true;
|
||||
Vector3 corner;
|
||||
|
||||
int v;
|
||||
|
||||
// Assume this plane culls all points. See if there is a point
|
||||
// not culled by the plane... early out when at least one point
|
||||
// is in the positive half space.
|
||||
for (v = 0; (v < 8) && culled; ++v) {
|
||||
|
||||
// Unrolling these 3 if's into a switch decreases performance
|
||||
// by about 2x
|
||||
corner.x = (v & 1) ? hi.x : lo.x;
|
||||
corner.y = (v & 2) ? hi.y : lo.y;
|
||||
corner.z = (v & 4) ? hi.z : lo.z;
|
||||
|
||||
if (finite) { // this branch is highly predictable
|
||||
culled = ! plane[p].halfSpaceContainsFinite(corner);
|
||||
} else {
|
||||
culled = ! plane[p].halfSpaceContains(corner);
|
||||
}
|
||||
}
|
||||
|
||||
if (culled) {
|
||||
// Plane p culled the box
|
||||
cullingPlane = p;
|
||||
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
// Move on to the next bit.
|
||||
inMask = inMask >> 1;
|
||||
}
|
||||
|
||||
// None of the planes could cull this box
|
||||
cullingPlane = -1;
|
||||
return false;
|
||||
}
|
||||
|
||||
void AABox::getBounds(Sphere& s) const {
|
||||
s.center = center();
|
||||
s.radius = extent().length() / 2;
|
||||
}
|
||||
|
||||
bool AABox::intersects(const class Sphere& sphere) const {
|
||||
double d = 0;
|
||||
|
||||
//find the square of the distance
|
||||
//from the sphere to the box
|
||||
for (int i = 0; i < 3; ++i) {
|
||||
if (sphere.center[i] < lo[i]) {
|
||||
d += square(sphere.center[i] - lo[i]);
|
||||
} else if (sphere.center[i] > hi[i]) {
|
||||
d += square(sphere.center[i] - hi[i]);
|
||||
}
|
||||
}
|
||||
|
||||
return d <= square(sphere.radius);
|
||||
}
|
||||
|
||||
Vector3 AABox::corner(int index) const {
|
||||
|
||||
// default constructor inits all components to 0
|
||||
Vector3 v;
|
||||
|
||||
switch (index)
|
||||
{
|
||||
case 0:
|
||||
v.x = lo.x;
|
||||
v.y = lo.y;
|
||||
v.z = hi.z;
|
||||
break;
|
||||
|
||||
case 1:
|
||||
v.x = hi.x;
|
||||
v.y = lo.y;
|
||||
v.z = hi.z;
|
||||
break;
|
||||
|
||||
case 2:
|
||||
v.x = hi.x;
|
||||
v.y = hi.y;
|
||||
v.z = hi.z;
|
||||
break;
|
||||
|
||||
case 3:
|
||||
v.x = lo.x;
|
||||
v.y = hi.y;
|
||||
v.z = hi.z;
|
||||
break;
|
||||
|
||||
case 4:
|
||||
v.x = lo.x;
|
||||
v.y = lo.y;
|
||||
v.z = lo.z;
|
||||
break;
|
||||
|
||||
case 5:
|
||||
v.x = hi.x;
|
||||
v.y = lo.y;
|
||||
v.z = lo.z;
|
||||
break;
|
||||
|
||||
case 6:
|
||||
v.x = hi.x;
|
||||
v.y = hi.y;
|
||||
v.z = lo.z;
|
||||
break;
|
||||
|
||||
case 7:
|
||||
v.x = lo.x;
|
||||
v.y = hi.y;
|
||||
v.z = lo.z;
|
||||
break;
|
||||
|
||||
default:
|
||||
debugAssertM(false, "Invalid corner index");
|
||||
break;
|
||||
}
|
||||
|
||||
return v;
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
Reference in New Issue
Block a user