2018-12-08 20:34:46 +08:00

449 lines
14 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using _Math = System.Math;
namespace THREE
{
/// <summary>
/// @author bhouston / http://clara.io
/// @author WestLangley / http://github.com/WestLangley
/// @author tengge / https://github.com/tengge1
/// </summary>
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);
}
}
}