using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using _Math = System.Math; namespace THREE { /// /// @author bhouston / http://clara.io /// @author WestLangley / http://github.com/WestLangley /// @author tengge / https://github.com/tengge1 /// public class Box3 { public Vector3 min; public Vector3 max; public Box3(Vector3 min = null, Vector3 max = null) { this.min = (min != null) ? min : new Vector3(double.PositiveInfinity, double.PositiveInfinity, double.PositiveInfinity); this.max = (max != null) ? max : new Vector3(double.NegativeInfinity, double.NegativeInfinity, double.NegativeInfinity); } public const bool isBox3 = true; public Box3 Set(Vector3 min, Vector3 max) { this.min.Copy(min); this.max.Copy(max); return this; } public Box3 SetFromArray(double[] array) { var minX = double.PositiveInfinity; var minY = double.PositiveInfinity; var minZ = double.PositiveInfinity; var maxX = double.NegativeInfinity; var maxY = double.NegativeInfinity; var maxZ = double.NegativeInfinity; for (int i = 0, l = array.Length; i < l; i += 3) { var x = array[i]; var y = array[i + 1]; var z = array[i + 2]; if (x < minX) minX = x; if (y < minY) minY = y; if (z < minZ) minZ = z; if (x > maxX) maxX = x; if (y > maxY) maxY = y; if (z > maxZ) maxZ = z; } this.min.Set(minX, minY, minZ); this.max.Set(maxX, maxY, maxZ); return this; } public Box3 SetFromPoints(Vector3[] points) { this.MakeEmpty(); for (int i = 0, il = points.Length; i < il; i++) { this.ExpandByPoint(points[i]); } return this; } public Box3 SetFromCenterAndSize(Vector3 center, Vector3 size) { var v1 = new Vector3(); var halfSize = v1.Copy(size).MultiplyScalar(0.5); this.min.Copy(center).Sub(halfSize); this.max.Copy(center).Add(halfSize); return this; } public Box3 Clone() { return new Box3().Copy(this); } public Box3 Copy(Box3 box) { this.min.Copy(box.min); this.max.Copy(box.max); return this; } public Box3 MakeEmpty() { this.min.x = this.min.y = this.min.z = double.PositiveInfinity; this.max.x = this.max.y = this.max.z = double.NegativeInfinity; return this; } public bool IsEmpty() { // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes return (this.max.x < this.min.x) || (this.max.y < this.min.y) || (this.max.z < this.min.z); } public Vector3 GetCenter(Vector3 target) { if (target == null) { Console.WriteLine("THREE.Box3: .getCenter() target is now required"); target = new Vector3(); } return this.IsEmpty() ? target.Set(0, 0, 0) : target.AddVectors(this.min, this.max).MultiplyScalar(0.5); } public Vector3 GetSize(Vector3 target) { if (target == null) { Console.WriteLine("THREE.Box3: .getSize() target is now required"); target = new Vector3(); } return this.IsEmpty() ? target.Set(0, 0, 0) : target.SubVectors(this.max, this.min); } public Box3 ExpandByPoint(Vector3 point) { this.min.Min(point); this.max.Max(point); return this; } public Box3 ExpandByVector(Vector3 vector) { this.min.Sub(vector); this.max.Add(vector); return this; } public Box3 ExpandByScalar(double scalar) { this.min.AddScalar(-scalar); this.max.AddScalar(scalar); return this; } public bool ContainsPoint(Vector3 point) { return point.x < this.min.x || point.x > this.max.x || point.y < this.min.y || point.y > this.max.y || point.z < this.min.z || point.z > this.max.z ? false : true; } public bool ContainsBox(Box3 box) { return this.min.x <= box.min.x && box.max.x <= this.max.x && this.min.y <= box.min.y && box.max.y <= this.max.y && this.min.z <= box.min.z && box.max.z <= this.max.z; } public Vector3 GetParameter(Vector3 point, Vector3 target) { // This can potentially have a divide by zero if the box // has a size dimension of 0. if (target == null) { Console.WriteLine("THREE.Box3: .getParameter() target is now required"); target = new Vector3(); } return target.Set( (point.x - this.min.x) / (this.max.x - this.min.x), (point.y - this.min.y) / (this.max.y - this.min.y), (point.z - this.min.z) / (this.max.z - this.min.z) ); } public bool IntersectsBox(Box3 box) { // using 6 splitting planes to rule out intersections. return box.max.x < this.min.x || box.min.x > this.max.x || box.max.y < this.min.y || box.min.y > this.max.y || box.max.z < this.min.z || box.min.z > this.max.z ? false : true; } public bool IntersectsSphere(Sphere sphere) { var closestPoint = new Vector3(); // Find the point on the AABB closest to the sphere center. this.ClampPoint(sphere.center, closestPoint); // If that point is inside the sphere, the AABB and sphere intersect. return closestPoint.DistanceToSquared(sphere.center) <= (sphere.radius * sphere.radius); } public bool IntersectsPlane(Plane plane) { // We compute the minimum and maximum dot product values. If those values // are on the same side (back or front) of the plane, then there is no intersection. double min, max; if (plane.normal.x > 0) { min = plane.normal.x * this.min.x; max = plane.normal.x * this.max.x; } else { min = plane.normal.x * this.max.x; max = plane.normal.x * this.min.x; } if (plane.normal.y > 0) { min += plane.normal.y * this.min.y; max += plane.normal.y * this.max.y; } else { min += plane.normal.y * this.max.y; max += plane.normal.y * this.min.y; } if (plane.normal.z > 0) { min += plane.normal.z * this.min.z; max += plane.normal.z * this.max.z; } else { min += plane.normal.z * this.max.z; max += plane.normal.z * this.min.z; } return (min <= plane.constant && max >= plane.constant); } public bool _SatForAxes(double[] axes, Vector3 testAxis, Vector3 extents, Vector3 v0, Vector3 v1, Vector3 v2) { int i, j; for (i = 0, j = axes.Length - 3; i <= j; i += 3) { testAxis.FromArray(axes, i); // project the aabb onto the seperating axis var r = extents.x * _Math.Abs(testAxis.x) + extents.y * _Math.Abs(testAxis.y) + extents.z * _Math.Abs(testAxis.z); // project all 3 vertices of the triangle onto the seperating axis var p0 = v0.Dot(testAxis); var p1 = v1.Dot(testAxis); var p2 = v2.Dot(testAxis); // actual test, basically see if either of the most extreme of the triangle points intersects r if (_Math.Max(-_Math.Max(_Math.Max(p0, p1), p2), _Math.Min(_Math.Min(p0, p1), p2)) > r) { // points of the projected triangle are outside the projected half-length of the aabb // the axis is seperating and we can exit return false; } } return true; } public bool IntersectsTriangle(Triangle triangle) { // triangle centered vertices var v0 = new Vector3(); var v1 = new Vector3(); var v2 = new Vector3(); // triangle edge vectors var f0 = new Vector3(); var f1 = new Vector3(); var f2 = new Vector3(); var testAxis = new Vector3(); var center = new Vector3(); var extents = new Vector3(); var triangleNormal = new Vector3(); if (this.IsEmpty()) { return false; } // compute box center and extents this.GetCenter(center); extents.SubVectors(this.max, center); // translate triangle to aabb origin v0.SubVectors(triangle.a, center); v1.SubVectors(triangle.b, center); v2.SubVectors(triangle.c, center); // compute edge vectors for triangle f0.SubVectors(v1, v0); f1.SubVectors(v2, v1); f2.SubVectors(v0, v2); // test against axes that are given by cross product combinations of the edges of the triangle and the edges of the aabb // make an axis testing of each of the 3 sides of the aabb against each of the 3 sides of the triangle = 9 axis of separation // axis_ij = u_i x f_j (u0, u1, u2 = face normals of aabb = x,y,z axes vectors since aabb is axis aligned) var axes = new double[] { 0, -f0.z, f0.y, 0, -f1.z, f1.y, 0, -f2.z, f2.y, f0.z, 0, -f0.x, f1.z, 0, -f1.x, f2.z, 0, -f2.x, -f0.y, f0.x, 0, -f1.y, f1.x, 0, -f2.y, f2.x, 0 }; if (!_SatForAxes(axes, testAxis, extents, v0, v1, v2)) { return false; } // test 3 face normals from the aabb axes = new double[] { 1, 0, 0, 0, 1, 0, 0, 0, 1 }; if (!_SatForAxes(axes, testAxis, extents, v0, v1, v2)) { return false; } // finally testing the face normal of the triangle // use already existing triangle edge vectors here triangleNormal.CrossVectors(f0, f1); axes = new double[] { triangleNormal.x, triangleNormal.y, triangleNormal.z }; return _SatForAxes(axes, testAxis, extents, v0, v1, v2); } public Vector3 ClampPoint(Vector3 point, Vector3 target) { if (target == null) { Console.WriteLine("THREE.Box3: .clampPoint() target is now required"); target = new Vector3(); } return target.Copy(point).Clamp(this.min, this.max); } public double DistanceToPoint(Vector3 point) { var v1 = new Vector3(); var clampedPoint = v1.Copy(point).Clamp(this.min, this.max); return clampedPoint.Sub(point).Length(); } public Sphere GetBoundingSphere(Sphere target) { var v1 = new Vector3(); if (target == null) { Console.WriteLine("THREE.Box3: .getBoundingSphere() target is now required"); target = new Sphere(); } this.GetCenter(target.center); target.radius = this.GetSize(v1).Length() * 0.5; return target; } public Box3 Intersect(Box3 box) { this.min.Max(box.min); this.max.Min(box.max); // ensure that if there is no overlap, the result is fully empty, not slightly empty with non-inf/+inf values that will cause subsequence intersects to erroneously return valid values. if (this.IsEmpty()) this.MakeEmpty(); return this; } public Box3 Union(Box3 box) { this.min.Min(box.min); this.max.Max(box.max); return this; } public Box3 ApplyMatrix4(Matrix4 matrix) { var points = new Vector3[] { new Vector3(), new Vector3(), new Vector3(), new Vector3(), new Vector3(), new Vector3(), new Vector3(), new Vector3() }; // transform of empty box is an empty box. if (this.IsEmpty()) return this; // NOTE: I am using a binary pattern to specify all 2^3 combinations below points[0].Set(this.min.x, this.min.y, this.min.z).ApplyMatrix4(matrix); // 000 points[1].Set(this.min.x, this.min.y, this.max.z).ApplyMatrix4(matrix); // 001 points[2].Set(this.min.x, this.max.y, this.min.z).ApplyMatrix4(matrix); // 010 points[3].Set(this.min.x, this.max.y, this.max.z).ApplyMatrix4(matrix); // 011 points[4].Set(this.max.x, this.min.y, this.min.z).ApplyMatrix4(matrix); // 100 points[5].Set(this.max.x, this.min.y, this.max.z).ApplyMatrix4(matrix); // 101 points[6].Set(this.max.x, this.max.y, this.min.z).ApplyMatrix4(matrix); // 110 points[7].Set(this.max.x, this.max.y, this.max.z).ApplyMatrix4(matrix); // 111 this.SetFromPoints(points); return this; } public Box3 Translate(Vector3 offset) { this.min.Add(offset); this.max.Add(offset); return this; } public bool Equals(Box3 box) { return box.min.Equals(this.min) && box.max.Equals(this.max); } } }