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///////////////////////////////////////////////////////////////////////////
//
// Copyright (c) 2002, Industrial Light & Magic, a division of Lucas
// Digital Ltd. LLC
//
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///////////////////////////////////////////////////////////////////////////
#ifndef INCLUDED_IMATHBOXALGO_H
#define INCLUDED_IMATHBOXALGO_H
//---------------------------------------------------------------------------
//
// This file contains algorithms applied to or in conjunction
// with bounding boxes (Imath::Box). These algorithms require
// more headers to compile. The assumption made is that these
// functions are called much less often than the basic box
// functions or these functions require more support classes.
//
// Contains:
//
// T clip<T>(const T& in, const Box<T>& box)
//
// Vec3<T> closestPointOnBox(const Vec3<T>&, const Box<Vec3<T>>& )
//
// Vec3<T> closestPointInBox(const Vec3<T>&, const Box<Vec3<T>>& )
//
// void transform(Box<Vec3<T>>&, const Matrix44<T>&)
//
// bool findEntryAndExitPoints(const Line<T> &line,
// const Box< Vec3<T> > &box,
// Vec3<T> &enterPoint,
// Vec3<T> &exitPoint)
//
// bool intersects(const Box<Vec3<T>> &box,
// const Line3<T> &ray,
// Vec3<T> intersectionPoint)
//
// bool intersects(const Box<Vec3<T>> &box, const Line3<T> &ray)
//
//---------------------------------------------------------------------------
#include "ImathBox.h"
#include "ImathMatrix.h"
#include "ImathLineAlgo.h"
#include "ImathPlane.h"
namespace Imath {
template <class T>
inline T clip(const T& in, const Box<T>& box)
{
//
// Clip a point so that it lies inside the given bbox
//
T out;
for (int i=0; i<(int)box.min.dimensions(); i++)
{
if (in[i] < box.min[i]) out[i] = box.min[i];
else if (in[i] > box.max[i]) out[i] = box.max[i];
else out[i] = in[i];
}
return out;
}
//
// Return p if p is inside the box.
//
template <class T>
Vec3<T>
closestPointInBox(const Vec3<T>& p, const Box< Vec3<T> >& box )
{
Imath::V3f b;
if (p.x < box.min.x)
b.x = box.min.x;
else if (p.x > box.max.x)
b.x = box.max.x;
else
b.x = p.x;
if (p.y < box.min.y)
b.y = box.min.y;
else if (p.y > box.max.y)
b.y = box.max.y;
else
b.y = p.y;
if (p.z < box.min.z)
b.z = box.min.z;
else if (p.z > box.max.z)
b.z = box.max.z;
else
b.z = p.z;
return b;
}
template <class T>
Vec3<T> closestPointOnBox(const Vec3<T>& pt, const Box< Vec3<T> >& box )
{
//
// This sucker is specialized to work with a Vec3f and a box
// made of Vec3fs.
//
Vec3<T> result;
// trivial cases first
if (box.isEmpty())
return pt;
else if (pt == box.center())
{
// middle of z side
result[0] = (box.max[0] + box.min[0])/2.0;
result[1] = (box.max[1] + box.min[1])/2.0;
result[2] = box.max[2];
}
else
{
// Find the closest point on a unit box (from -1 to 1),
// then scale up.
// Find the vector from center to the point, then scale
// to a unit box.
Vec3<T> vec = pt - box.center();
T sizeX = box.max[0]-box.min[0];
T sizeY = box.max[1]-box.min[1];
T sizeZ = box.max[2]-box.min[2];
T halfX = sizeX/2.0;
T halfY = sizeY/2.0;
T halfZ = sizeZ/2.0;
if (halfX > 0.0)
vec[0] /= halfX;
if (halfY > 0.0)
vec[1] /= halfY;
if (halfZ > 0.0)
vec[2] /= halfZ;
// Side to snap side that has greatest magnitude in the vector.
Vec3<T> mag;
mag[0] = fabs(vec[0]);
mag[1] = fabs(vec[1]);
mag[2] = fabs(vec[2]);
result = mag;
// Check if beyond corners
if (result[0] > 1.0)
result[0] = 1.0;
if (result[1] > 1.0)
result[1] = 1.0;
if (result[2] > 1.0)
result[2] = 1.0;
// snap to appropriate side
if ((mag[0] > mag[1]) && (mag[0] > mag[2]))
{
result[0] = 1.0;
}
else if ((mag[1] > mag[0]) && (mag[1] > mag[2]))
{
result[1] = 1.0;
}
else if ((mag[2] > mag[0]) && (mag[2] > mag[1]))
{
result[2] = 1.0;
}
else if ((mag[0] == mag[1]) && (mag[0] == mag[2]))
{
// corner
result = Vec3<T>(1,1,1);
}
else if (mag[0] == mag[1])
{
// edge parallel with z
result[0] = 1.0;
result[1] = 1.0;
}
else if (mag[0] == mag[2])
{
// edge parallel with y
result[0] = 1.0;
result[2] = 1.0;
}
else if (mag[1] == mag[2])
{
// edge parallel with x
result[1] = 1.0;
result[2] = 1.0;
}
// Now make everything point the right way
for (int i=0; i < 3; i++)
{
if (vec[i] < 0.0)
result[i] = -result[i];
}
// scale back up and move to center
result[0] *= halfX;
result[1] *= halfY;
result[2] *= halfZ;
result += box.center();
}
return result;
}
template <class S, class T>
Box< Vec3<S> >
transform(const Box< Vec3<S> >& box, const Matrix44<T>& m)
{
//
// Transform a 3D box by a matrix, and compute a new box that
// tightly encloses the transformed box.
//
// If m is an affine transform, then we use James Arvo's fast
// method as described in "Graphics Gems", Academic Press, 1990,
// pp. 548-550.
//
//
// A transformed empty box is still empty
//
if (box.isEmpty())
return box;
//
// If the last column of m is (0 0 0 1) then m is an affine
// transform, and we use the fast Graphics Gems trick.
//
if (m[0][3] == 0 && m[1][3] == 0 && m[2][3] == 0 && m[3][3] == 1)
{
Box< Vec3<S> > newBox;
for (int i = 0; i < 3; i++)
{
newBox.min[i] = newBox.max[i] = (S) m[3][i];
for (int j = 0; j < 3; j++)
{
float a, b;
a = (S) m[j][i] * box.min[j];
b = (S) m[j][i] * box.max[j];
if (a < b)
{
newBox.min[i] += a;
newBox.max[i] += b;
}
else
{
newBox.min[i] += b;
newBox.max[i] += a;
}
}
}
return newBox;
}
//
// M is a projection matrix. Do things the naive way:
// Transform the eight corners of the box, and find an
// axis-parallel box that encloses the transformed corners.
//
Vec3<S> points[8];
points[0][0] = points[1][0] = points[2][0] = points[3][0] = box.min[0];
points[4][0] = points[5][0] = points[6][0] = points[7][0] = box.max[0];
points[0][1] = points[1][1] = points[4][1] = points[5][1] = box.min[1];
points[2][1] = points[3][1] = points[6][1] = points[7][1] = box.max[1];
points[0][2] = points[2][2] = points[4][2] = points[6][2] = box.min[2];
points[1][2] = points[3][2] = points[5][2] = points[7][2] = box.max[2];
Box< Vec3<S> > newBox;
for (int i = 0; i < 8; i++)
newBox.extendBy (points[i] * m);
return newBox;
}
template <class T>
Box< Vec3<T> >
affineTransform(const Box< Vec3<T> > &bbox, const Matrix44<T> &M)
{
float min0, max0, min1, max1, min2, max2, a, b;
float min0new, max0new, min1new, max1new, min2new, max2new;
min0 = bbox.min[0];
max0 = bbox.max[0];
min1 = bbox.min[1];
max1 = bbox.max[1];
min2 = bbox.min[2];
max2 = bbox.max[2];
min0new = max0new = M[3][0];
a = M[0][0] * min0;
b = M[0][0] * max0;
if (a < b) {
min0new += a;
max0new += b;
} else {
min0new += b;
max0new += a;
}
a = M[1][0] * min1;
b = M[1][0] * max1;
if (a < b) {
min0new += a;
max0new += b;
} else {
min0new += b;
max0new += a;
}
a = M[2][0] * min2;
b = M[2][0] * max2;
if (a < b) {
min0new += a;
max0new += b;
} else {
min0new += b;
max0new += a;
}
min1new = max1new = M[3][1];
a = M[0][1] * min0;
b = M[0][1] * max0;
if (a < b) {
min1new += a;
max1new += b;
} else {
min1new += b;
max1new += a;
}
a = M[1][1] * min1;
b = M[1][1] * max1;
if (a < b) {
min1new += a;
max1new += b;
} else {
min1new += b;
max1new += a;
}
a = M[2][1] * min2;
b = M[2][1] * max2;
if (a < b) {
min1new += a;
max1new += b;
} else {
min1new += b;
max1new += a;
}
min2new = max2new = M[3][2];
a = M[0][2] * min0;
b = M[0][2] * max0;
if (a < b) {
min2new += a;
max2new += b;
} else {
min2new += b;
max2new += a;
}
a = M[1][2] * min1;
b = M[1][2] * max1;
if (a < b) {
min2new += a;
max2new += b;
} else {
min2new += b;
max2new += a;
}
a = M[2][2] * min2;
b = M[2][2] * max2;
if (a < b) {
min2new += a;
max2new += b;
} else {
min2new += b;
max2new += a;
}
Box< Vec3<T> > xbbox;
xbbox.min[0] = min0new;
xbbox.max[0] = max0new;
xbbox.min[1] = min1new;
xbbox.max[1] = max1new;
xbbox.min[2] = min2new;
xbbox.max[2] = max2new;
return xbbox;
}
template <class T>
bool findEntryAndExitPoints(const Line3<T>& line,
const Box<Vec3<T> >& box,
Vec3<T> &enterPoint,
Vec3<T> &exitPoint)
{
if ( box.isEmpty() ) return false;
if ( line.distanceTo(box.center()) > box.size().length()/2. ) return false;
Vec3<T> points[8], inter, bary;
Plane3<T> plane;
int i, v0, v1, v2;
bool front = false, valid, validIntersection = false;
// set up the eight coords of the corners of the box
for(i = 0; i < 8; i++)
{
points[i].setValue( i & 01 ? box.min[0] : box.max[0],
i & 02 ? box.min[1] : box.max[1],
i & 04 ? box.min[2] : box.max[2]);
}
// intersect the 12 triangles.
for(i = 0; i < 12; i++)
{
switch(i)
{
case 0: v0 = 2; v1 = 1; v2 = 0; break; // +z
case 1: v0 = 2; v1 = 3; v2 = 1; break;
case 2: v0 = 4; v1 = 5; v2 = 6; break; // -z
case 3: v0 = 6; v1 = 5; v2 = 7; break;
case 4: v0 = 0; v1 = 6; v2 = 2; break; // -x
case 5: v0 = 0; v1 = 4; v2 = 6; break;
case 6: v0 = 1; v1 = 3; v2 = 7; break; // +x
case 7: v0 = 1; v1 = 7; v2 = 5; break;
case 8: v0 = 1; v1 = 4; v2 = 0; break; // -y
case 9: v0 = 1; v1 = 5; v2 = 4; break;
case 10: v0 = 2; v1 = 7; v2 = 3; break; // +y
case 11: v0 = 2; v1 = 6; v2 = 7; break;
}
if((valid=intersect (line, points[v0], points[v1], points[v2],
inter, bary, front)) == true)
{
if(front == true)
{
enterPoint = inter;
validIntersection = valid;
}
else
{
exitPoint = inter;
validIntersection = valid;
}
}
}
return validIntersection;
}
template<class T>
bool
intersects (const Box< Vec3<T> > &b, const Line3<T> &r, Vec3<T> &ip)
{
//
// Intersect a ray, r, with a box, b, and compute the intersection
// point, ip:
//
// intersect() returns
//
// - true if the ray starts inside the box or if the
// ray starts outside and intersects the box
//
// - false if the ray starts outside the box and intersects it,
// but the intersection is behind the ray's origin.
//
// - false if the ray starts outside and does not intersect it
//
// The intersection point is
//
// - the ray's origin if the ray starts inside the box
//
// - a point on one of the faces of the box if the ray
// starts outside the box
//
// - undefined when intersect() returns false
//
if (b.isEmpty())
{
//
// No ray intersects an empty box
//
return false;
}
if (b.intersects (r.pos))
{
//
// The ray starts inside the box
//
ip = r.pos;
return true;
}
//
// The ray starts outside the box. Between one and three "frontfacing"
// sides of the box are oriented towards the ray, and between one and
// three "backfacing" sides are oriented away from the ray.
// We intersect the ray with the planes that contain the sides of the
// box, and compare the distances between the ray-plane intersections.
// The ray intersects the box if the most distant frontfacing intersection
// is nearer than the nearest backfacing intersection. If the ray does
// intersect the box, then the most distant frontfacing ray-plane
// intersection is the ray-box intersection.
//
const T TMAX = limits<T>::max();
T tFrontMax = -1;
T tBackMin = TMAX;
//
// Minimum and maximum X sides.
//
if (r.dir.x > 0)
{
if (r.pos.x > b.max.x)
return false;
T d = b.max.x - r.pos.x;
if (r.dir.x > 1 || d < TMAX * r.dir.x)
{
T t = d / r.dir.x;
if (tBackMin > t)
tBackMin = t;
}
if (r.pos.x <= b.min.x)
{
T d = b.min.x - r.pos.x;
T t = (r.dir.x > 1 || d < TMAX * r.dir.x)? d / r.dir.x: TMAX;
if (tFrontMax < t)
{
tFrontMax = t;
ip.x = b.min.x;
ip.y = clamp (r.pos.y + t * r.dir.y, b.min.y, b.max.y);
ip.z = clamp (r.pos.z + t * r.dir.z, b.min.z, b.max.z);
}
}
}
else if (r.dir.x < 0)
{
if (r.pos.x < b.min.x)
return false;
T d = b.min.x - r.pos.x;
if (r.dir.x < -1 || d > TMAX * r.dir.x)
{
T t = d / r.dir.x;
if (tBackMin > t)
tBackMin = t;
}
if (r.pos.x >= b.max.x)
{
T d = b.max.x - r.pos.x;
T t = (r.dir.x < -1 || d > TMAX * r.dir.x)? d / r.dir.x: TMAX;
if (tFrontMax < t)
{
tFrontMax = t;
ip.x = b.max.x;
ip.y = clamp (r.pos.y + t * r.dir.y, b.min.y, b.max.y);
ip.z = clamp (r.pos.z + t * r.dir.z, b.min.z, b.max.z);
}
}
}
else // r.dir.x == 0
{
if (r.pos.x < b.min.x || r.pos.x > b.max.x)
return false;
}
//
// Minimum and maximum Y sides.
//
if (r.dir.y > 0)
{
if (r.pos.y > b.max.y)
return false;
T d = b.max.y - r.pos.y;
if (r.dir.y > 1 || d < TMAX * r.dir.y)
{
T t = d / r.dir.y;
if (tBackMin > t)
tBackMin = t;
}
if (r.pos.y <= b.min.y)
{
T d = b.min.y - r.pos.y;
T t = (r.dir.y > 1 || d < TMAX * r.dir.y)? d / r.dir.y: TMAX;
if (tFrontMax < t)
{
tFrontMax = t;
ip.x = clamp (r.pos.x + t * r.dir.x, b.min.x, b.max.x);
ip.y = b.min.y;
ip.z = clamp (r.pos.z + t * r.dir.z, b.min.z, b.max.z);
}
}
}
else if (r.dir.y < 0)
{
if (r.pos.y < b.min.y)
return false;
T d = b.min.y - r.pos.y;
if (r.dir.y < -1 || d > TMAX * r.dir.y)
{
T t = d / r.dir.y;
if (tBackMin > t)
tBackMin = t;
}
if (r.pos.y >= b.max.y)
{
T d = b.max.y - r.pos.y;
T t = (r.dir.y < -1 || d > TMAX * r.dir.y)? d / r.dir.y: TMAX;
if (tFrontMax < t)
{
tFrontMax = t;
ip.x = clamp (r.pos.x + t * r.dir.x, b.min.x, b.max.x);
ip.y = b.max.y;
ip.z = clamp (r.pos.z + t * r.dir.z, b.min.z, b.max.z);
}
}
}
else // r.dir.y == 0
{
if (r.pos.y < b.min.y || r.pos.y > b.max.y)
return false;
}
//
// Minimum and maximum Z sides.
//
if (r.dir.z > 0)
{
if (r.pos.z > b.max.z)
return false;
T d = b.max.z - r.pos.z;
if (r.dir.z > 1 || d < TMAX * r.dir.z)
{
T t = d / r.dir.z;
if (tBackMin > t)
tBackMin = t;
}
if (r.pos.z <= b.min.z)
{
T d = b.min.z - r.pos.z;
T t = (r.dir.z > 1 || d < TMAX * r.dir.z)? d / r.dir.z: TMAX;
if (tFrontMax < t)
{
tFrontMax = t;
ip.x = clamp (r.pos.x + t * r.dir.x, b.min.x, b.max.x);
ip.y = clamp (r.pos.y + t * r.dir.y, b.min.y, b.max.y);
ip.z = b.min.z;
}
}
}
else if (r.dir.z < 0)
{
if (r.pos.z < b.min.z)
return false;
T d = b.min.z - r.pos.z;
if (r.dir.z < -1 || d > TMAX * r.dir.z)
{
T t = d / r.dir.z;
if (tBackMin > t)
tBackMin = t;
}
if (r.pos.z >= b.max.z)
{
T d = b.max.z - r.pos.z;
T t = (r.dir.z < -1 || d > TMAX * r.dir.z)? d / r.dir.z: TMAX;
if (tFrontMax < t)
{
tFrontMax = t;
ip.x = clamp (r.pos.x + t * r.dir.x, b.min.x, b.max.x);
ip.y = clamp (r.pos.y + t * r.dir.y, b.min.y, b.max.y);
ip.z = b.max.z;
}
}
}
else // r.dir.z == 0
{
if (r.pos.z < b.min.z || r.pos.z > b.max.z)
return false;
}
return tFrontMax <= tBackMin;
}
template<class T>
bool
intersects (const Box< Vec3<T> > &box, const Line3<T> &ray)
{
Vec3<T> ignored;
return intersects (box, ray, ignored);
}
} // namespace Imath
#endif