source: OniSplit/Math/BoundingBox.cs@ 1131

Last change on this file since 1131 was 1114, checked in by iritscen, 5 years ago

Adding OniSplit source code (v0.9.99.0). Many thanks to Neo for all his work over the years.

File size: 3.7 KB
RevLine 
[1114]1using System;
2using System.Collections.Generic;
3
4namespace Oni
5{
6 internal struct BoundingBox : IEquatable<BoundingBox>
7 {
8 public Vector3 Min;
9 public Vector3 Max;
10
11 public BoundingBox(Vector3 min, Vector3 max)
12 {
13 Min = min;
14 Max = max;
15 }
16
17 public static BoundingBox CreateFromSphere(BoundingSphere sphere)
18 {
19 var radius = new Vector3(sphere.Radius);
20
21 return new BoundingBox(sphere.Center - radius, sphere.Center + radius);
22 }
23
24 public static BoundingBox CreateFromPoints(IEnumerable<Vector3> points)
25 {
26 var min = new Vector3(float.MaxValue);
27 var max = new Vector3(float.MinValue);
28
29 foreach (var point in points)
30 {
31 var p = point;
32
33 Vector3.Min(ref min, ref p, out min);
34 Vector3.Max(ref max, ref p, out max);
35 }
36
37 return new BoundingBox(min, max);
38 }
39
40 public bool Contains(Vector3 point) =>
41 point.X >= Min.X && point.X <= Max.X
42 && point.Y >= Min.Y && point.Y <= Max.Y
43 && point.Z >= Min.Z && point.Z <= Max.Z;
44
45 public bool Contains(BoundingBox box) =>
46 Min.X <= box.Min.X && box.Max.X <= Max.X
47 && Min.Y <= box.Min.Y && box.Max.Y <= Max.Y
48 && Min.Z <= box.Min.Z && box.Max.Z <= Max.Z;
49
50 public bool Intersects(BoundingBox box) =>
51 Max.X >= box.Min.X && Min.X <= box.Max.X
52 && Max.Y >= box.Min.Y && Min.Y <= box.Max.Y
53 && Max.Z >= box.Min.Z && Min.Z <= box.Max.Z;
54
55 public bool Intersects(Plane plane)
56 {
57 Vector3 v0, v1;
58
59 v0.X = (plane.Normal.X >= 0.0f) ? Max.X : Min.X;
60 v1.X = (plane.Normal.X >= 0.0f) ? Min.X : Max.X;
61
62 v0.Y = (plane.Normal.Y >= 0.0f) ? Max.Y : Min.Y;
63 v1.Y = (plane.Normal.Y >= 0.0f) ? Min.Y : Max.Y;
64
65 v0.Z = (plane.Normal.Z >= 0.0f) ? Max.Z : Min.Z;
66 v1.Z = (plane.Normal.Z >= 0.0f) ? Min.Z : Max.Z;
67
68 return plane.Normal.Dot(ref v1) <= -plane.D
69 && plane.Normal.Dot(ref v0) >= -plane.D;
70 }
71
72 public Vector3[] GetCorners() => new[]
73 {
74 new Vector3(Min.X, Max.Y, Max.Z),
75 new Vector3(Max.X, Max.Y, Max.Z),
76 new Vector3(Max.X, Min.Y, Max.Z),
77 new Vector3(Min.X, Min.Y, Max.Z),
78 new Vector3(Min.X, Max.Y, Min.Z),
79 new Vector3(Max.X, Max.Y, Min.Z),
80 new Vector3(Max.X, Min.Y, Min.Z),
81 new Vector3(Min.X, Min.Y, Min.Z)
82 };
83
84 public static bool operator ==(BoundingBox b1, BoundingBox b2) => b1.Min == b2.Min && b1.Max == b2.Max;
85 public static bool operator !=(BoundingBox b1, BoundingBox b2) => b1.Min != b2.Min || b1.Max != b2.Max;
86
87 public bool Equals(BoundingBox other) => Min == other.Min && Max == other.Max;
88
89 public override bool Equals(object obj) => obj is BoundingBox && Equals((BoundingBox)obj);
90 public override int GetHashCode() => Min.GetHashCode() ^ Max.GetHashCode();
91
92 public override string ToString() => $"{{{Min} {Max}}}";
93
94 public float Volume()
95 {
96 Vector3 size = Max - Min;
97 return size.X * size.Y * size.Z;
98 }
99
100 public void Inflate(Vector3 v)
101 {
102 Min -= v;
103 Max += v;
104 }
105
106 public float Height => Max.Y - Min.Y;
107 public float Width => Max.X - Min.X;
108 public float Depth => Max.Z - Min.Z;
109
110 public Vector3 Size => Max - Min;
111 }
112}
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