Jolt Physics
A multi core friendly Game Physics Engine
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AABox.h
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1// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
2// SPDX-FileCopyrightText: 2021 Jorrit Rouwe
3// SPDX-License-Identifier: MIT
4
5#pragma once
6
10#include <Jolt/Math/Mat44.h>
11
13
15class [[nodiscard]] AABox
16{
17public:
19
21 AABox() : mMin(Vec3::sReplicate(FLT_MAX)), mMax(Vec3::sReplicate(-FLT_MAX)) { }
22 AABox(Vec3Arg inMin, Vec3Arg inMax) : mMin(inMin), mMax(inMax) { }
23 AABox(DVec3Arg inMin, DVec3Arg inMax) : mMin(inMin.ToVec3RoundDown()), mMax(inMax.ToVec3RoundUp()) { }
24 AABox(Vec3Arg inCenter, float inRadius) : mMin(inCenter - Vec3::sReplicate(inRadius)), mMax(inCenter + Vec3::sReplicate(inRadius)) { }
25
27 static AABox sFromTwoPoints(Vec3Arg inP1, Vec3Arg inP2) { return AABox(Vec3::sMin(inP1, inP2), Vec3::sMax(inP1, inP2)); }
28
30 static AABox sFromTriangle(const VertexList &inVertices, const IndexedTriangle &inTriangle)
31 {
32 AABox box = sFromTwoPoints(Vec3(inVertices[inTriangle.mIdx[0]]), Vec3(inVertices[inTriangle.mIdx[1]]));
33 box.Encapsulate(Vec3(inVertices[inTriangle.mIdx[2]]));
34 return box;
35 }
36
38 static AABox sBiggest()
39 {
40 return AABox(Vec3::sReplicate(-FLT_MAX), Vec3::sReplicate(FLT_MAX));
41 }
42
44 bool operator == (const AABox &inRHS) const { return mMin == inRHS.mMin && mMax == inRHS.mMax; }
45 bool operator != (const AABox &inRHS) const { return mMin != inRHS.mMin || mMax != inRHS.mMax; }
46
48 void SetEmpty()
49 {
50 mMin = Vec3::sReplicate(FLT_MAX);
51 mMax = Vec3::sReplicate(-FLT_MAX);
52 }
53
55 bool IsValid() const
56 {
57 return mMin.GetX() <= mMax.GetX() && mMin.GetY() <= mMax.GetY() && mMin.GetZ() <= mMax.GetZ();
58 }
59
61 void Encapsulate(Vec3Arg inPos)
62 {
63 mMin = Vec3::sMin(mMin, inPos);
64 mMax = Vec3::sMax(mMax, inPos);
65 }
66
68 void Encapsulate(const AABox &inRHS)
69 {
70 mMin = Vec3::sMin(mMin, inRHS.mMin);
71 mMax = Vec3::sMax(mMax, inRHS.mMax);
72 }
73
75 void Encapsulate(const Triangle &inRHS)
76 {
77 Vec3 v = Vec3::sLoadFloat3Unsafe(inRHS.mV[0]);
78 Encapsulate(v);
79 v = Vec3::sLoadFloat3Unsafe(inRHS.mV[1]);
80 Encapsulate(v);
81 v = Vec3::sLoadFloat3Unsafe(inRHS.mV[2]);
82 Encapsulate(v);
83 }
84
86 void Encapsulate(const VertexList &inVertices, const IndexedTriangle &inTriangle)
87 {
88 for (uint32 idx : inTriangle.mIdx)
89 Encapsulate(Vec3(inVertices[idx]));
90 }
91
93 AABox Intersect(const AABox &inOther) const
94 {
95 return AABox(Vec3::sMax(mMin, inOther.mMin), Vec3::sMin(mMax, inOther.mMax));
96 }
97
99 void EnsureMinimalEdgeLength(float inMinEdgeLength)
100 {
101 Vec3 min_length = Vec3::sReplicate(inMinEdgeLength);
102 mMax = Vec3::sSelect(mMax, mMin + min_length, Vec3::sLess(mMax - mMin, min_length));
103 }
104
106 void ExpandBy(Vec3Arg inVector)
107 {
108 mMin -= inVector;
109 mMax += inVector;
110 }
111
114 {
115 return 0.5f * (mMin + mMax);
116 }
117
120 {
121 return 0.5f * (mMax - mMin);
122 }
123
125 Vec3 GetSize() const
126 {
127 return mMax - mMin;
128 }
129
131 float GetSurfaceArea() const
132 {
133 Vec3 extent = mMax - mMin;
134 return 2.0f * (extent.GetX() * extent.GetY() + extent.GetX() * extent.GetZ() + extent.GetY() * extent.GetZ());
135 }
136
138 float GetVolume() const
139 {
140 Vec3 extent = mMax - mMin;
141 return extent.GetX() * extent.GetY() * extent.GetZ();
142 }
143
145 bool Contains(const AABox &inOther) const
146 {
147 return UVec4::sAnd(Vec3::sLessOrEqual(mMin, inOther.mMin), Vec3::sGreaterOrEqual(mMax, inOther.mMax)).TestAllXYZTrue();
148 }
149
151 bool Contains(Vec3Arg inOther) const
152 {
153 return UVec4::sAnd(Vec3::sLessOrEqual(mMin, inOther), Vec3::sGreaterOrEqual(mMax, inOther)).TestAllXYZTrue();
154 }
155
157 bool Contains(DVec3Arg inOther) const
158 {
159 return Contains(Vec3(inOther));
160 }
161
163 bool Overlaps(const AABox &inOther) const
164 {
165 return !UVec4::sOr(Vec3::sGreater(mMin, inOther.mMax), Vec3::sLess(mMax, inOther.mMin)).TestAnyXYZTrue();
166 }
167
169 bool Overlaps(const Plane &inPlane) const
170 {
171 Vec3 normal = inPlane.GetNormal();
172 float dist_normal = inPlane.SignedDistance(GetSupport(normal));
173 float dist_min_normal = inPlane.SignedDistance(GetSupport(-normal));
174 return dist_normal * dist_min_normal <= 0.0f; // If both support points are on the same side of the plane we don't overlap
175 }
176
178 void Translate(Vec3Arg inTranslation)
179 {
180 mMin += inTranslation;
181 mMax += inTranslation;
182 }
183
185 void Translate(DVec3Arg inTranslation)
186 {
187 mMin = (DVec3(mMin) + inTranslation).ToVec3RoundDown();
188 mMax = (DVec3(mMax) + inTranslation).ToVec3RoundUp();
189 }
190
192 AABox Transformed(Mat44Arg inMatrix) const
193 {
194 // Start with the translation of the matrix
195 Vec3 new_min, new_max;
196 new_min = new_max = inMatrix.GetTranslation();
197
198 // Now find the extreme points by considering the product of the min and max with each column of inMatrix
199 for (int c = 0; c < 3; ++c)
200 {
201 Vec3 col = inMatrix.GetColumn3(c);
202
203 Vec3 a = col * mMin[c];
204 Vec3 b = col * mMax[c];
205
206 new_min += Vec3::sMin(a, b);
207 new_max += Vec3::sMax(a, b);
208 }
209
210 // Return the new bounding box
211 return AABox(new_min, new_max);
212 }
213
216 {
217 AABox transformed = Transformed(inMatrix.GetRotation());
218 transformed.Translate(inMatrix.GetTranslation());
219 return transformed;
220 }
221
223 AABox Scaled(Vec3Arg inScale) const
224 {
225 return AABox::sFromTwoPoints(mMin * inScale, mMax * inScale);
226 }
227
229 Vec3 GetSupport(Vec3Arg inDirection) const
230 {
231 return Vec3::sSelect(mMax, mMin, Vec3::sLess(inDirection, Vec3::sZero()));
232 }
233
235 template <class VERTEX_ARRAY>
236 void GetSupportingFace(Vec3Arg inDirection, VERTEX_ARRAY &outVertices) const
237 {
238 outVertices.resize(4);
239
240 int axis = inDirection.Abs().GetHighestComponentIndex();
241 if (inDirection[axis] < 0.0f)
242 {
243 switch (axis)
244 {
245 case 0:
246 outVertices[0] = Vec3(mMax.GetX(), mMin.GetY(), mMin.GetZ());
247 outVertices[1] = Vec3(mMax.GetX(), mMax.GetY(), mMin.GetZ());
248 outVertices[2] = Vec3(mMax.GetX(), mMax.GetY(), mMax.GetZ());
249 outVertices[3] = Vec3(mMax.GetX(), mMin.GetY(), mMax.GetZ());
250 break;
251
252 case 1:
253 outVertices[0] = Vec3(mMin.GetX(), mMax.GetY(), mMin.GetZ());
254 outVertices[1] = Vec3(mMin.GetX(), mMax.GetY(), mMax.GetZ());
255 outVertices[2] = Vec3(mMax.GetX(), mMax.GetY(), mMax.GetZ());
256 outVertices[3] = Vec3(mMax.GetX(), mMax.GetY(), mMin.GetZ());
257 break;
258
259 case 2:
260 outVertices[0] = Vec3(mMin.GetX(), mMin.GetY(), mMax.GetZ());
261 outVertices[1] = Vec3(mMax.GetX(), mMin.GetY(), mMax.GetZ());
262 outVertices[2] = Vec3(mMax.GetX(), mMax.GetY(), mMax.GetZ());
263 outVertices[3] = Vec3(mMin.GetX(), mMax.GetY(), mMax.GetZ());
264 break;
265 }
266 }
267 else
268 {
269 switch (axis)
270 {
271 case 0:
272 outVertices[0] = Vec3(mMin.GetX(), mMin.GetY(), mMin.GetZ());
273 outVertices[1] = Vec3(mMin.GetX(), mMin.GetY(), mMax.GetZ());
274 outVertices[2] = Vec3(mMin.GetX(), mMax.GetY(), mMax.GetZ());
275 outVertices[3] = Vec3(mMin.GetX(), mMax.GetY(), mMin.GetZ());
276 break;
277
278 case 1:
279 outVertices[0] = Vec3(mMin.GetX(), mMin.GetY(), mMin.GetZ());
280 outVertices[1] = Vec3(mMax.GetX(), mMin.GetY(), mMin.GetZ());
281 outVertices[2] = Vec3(mMax.GetX(), mMin.GetY(), mMax.GetZ());
282 outVertices[3] = Vec3(mMin.GetX(), mMin.GetY(), mMax.GetZ());
283 break;
284
285 case 2:
286 outVertices[0] = Vec3(mMin.GetX(), mMin.GetY(), mMin.GetZ());
287 outVertices[1] = Vec3(mMin.GetX(), mMax.GetY(), mMin.GetZ());
288 outVertices[2] = Vec3(mMax.GetX(), mMax.GetY(), mMin.GetZ());
289 outVertices[3] = Vec3(mMax.GetX(), mMin.GetY(), mMin.GetZ());
290 break;
291 }
292 }
293 }
294
297 {
298 return Vec3::sMin(Vec3::sMax(inPoint, mMin), mMax);
299 }
300
302 inline float GetSqDistanceTo(Vec3Arg inPoint) const
303 {
304 return (GetClosestPoint(inPoint) - inPoint).LengthSq();
305 }
306
310};
311
#define JPH_NAMESPACE_END
Definition Core.h:379
std::uint32_t uint32
Definition Core.h:456
#define JPH_NAMESPACE_BEGIN
Definition Core.h:373
#define JPH_OVERRIDE_NEW_DELETE
Macro to override the new and delete functions.
Definition Memory.h:31
Axis aligned box.
Definition AABox.h:16
Vec3 GetExtent() const
Get extent of bounding box (half of the size)
Definition AABox.h:119
JPH_OVERRIDE_NEW_DELETE AABox()
Constructor.
Definition AABox.h:21
static AABox sBiggest()
Get bounding box of size 2 * FLT_MAX.
Definition AABox.h:38
static AABox sFromTriangle(const VertexList &inVertices, const IndexedTriangle &inTriangle)
Create box from indexed triangle.
Definition AABox.h:30
void Translate(DVec3Arg inTranslation)
Translate bounding box.
Definition AABox.h:185
AABox Scaled(Vec3Arg inScale) const
Scale this bounding box, can handle non-uniform and negative scaling.
Definition AABox.h:223
bool Contains(Vec3Arg inOther) const
Check if this box contains a point.
Definition AABox.h:151
Vec3 GetSize() const
Get size of bounding box.
Definition AABox.h:125
void EnsureMinimalEdgeLength(float inMinEdgeLength)
Make sure that each edge of the bounding box has a minimal length.
Definition AABox.h:99
Vec3 mMin
Bounding box min and max.
Definition AABox.h:308
void SetEmpty()
Reset the bounding box to an empty bounding box.
Definition AABox.h:48
AABox Intersect(const AABox &inOther) const
Intersect this bounding box with inOther, returns the intersection.
Definition AABox.h:93
void ExpandBy(Vec3Arg inVector)
Widen the box on both sides by inVector.
Definition AABox.h:106
static AABox sFromTwoPoints(Vec3Arg inP1, Vec3Arg inP2)
Create box from 2 points.
Definition AABox.h:27
void Encapsulate(const AABox &inRHS)
Encapsulate bounding box in bounding box.
Definition AABox.h:68
AABox(Vec3Arg inMin, Vec3Arg inMax)
Definition AABox.h:22
void Encapsulate(const VertexList &inVertices, const IndexedTriangle &inTriangle)
Encapsulate triangle in bounding box.
Definition AABox.h:86
AABox Transformed(DMat44Arg inMatrix) const
Transform bounding box.
Definition AABox.h:215
void GetSupportingFace(Vec3Arg inDirection, VERTEX_ARRAY &outVertices) const
Get the vertices of the face that faces inDirection the most.
Definition AABox.h:236
float GetSqDistanceTo(Vec3Arg inPoint) const
Get the squared distance between inPoint and this box (will be 0 if in Point is inside the box)
Definition AABox.h:302
AABox(Vec3Arg inCenter, float inRadius)
Definition AABox.h:24
float GetVolume() const
Get volume of bounding box.
Definition AABox.h:138
Vec3 GetClosestPoint(Vec3Arg inPoint) const
Get the closest point on or in this box to inPoint.
Definition AABox.h:296
Vec3 GetSupport(Vec3Arg inDirection) const
Calculate the support vector for this convex shape.
Definition AABox.h:229
AABox Transformed(Mat44Arg inMatrix) const
Transform bounding box.
Definition AABox.h:192
bool Overlaps(const Plane &inPlane) const
Check if this box overlaps with a plane.
Definition AABox.h:169
bool Overlaps(const AABox &inOther) const
Check if this box overlaps with another box.
Definition AABox.h:163
AABox(DVec3Arg inMin, DVec3Arg inMax)
Definition AABox.h:23
float GetSurfaceArea() const
Get surface area of bounding box.
Definition AABox.h:131
void Translate(Vec3Arg inTranslation)
Translate bounding box.
Definition AABox.h:178
bool IsValid() const
Check if the bounding box is valid (max >= min)
Definition AABox.h:55
void Encapsulate(Vec3Arg inPos)
Encapsulate point in bounding box.
Definition AABox.h:61
Vec3 GetCenter() const
Get center of bounding box.
Definition AABox.h:113
bool Contains(const AABox &inOther) const
Check if this box contains another box.
Definition AABox.h:145
bool Contains(DVec3Arg inOther) const
Check if this box contains a point.
Definition AABox.h:157
void Encapsulate(const Triangle &inRHS)
Encapsulate triangle in bounding box.
Definition AABox.h:75
Vec3 mMax
Definition AABox.h:309
Holds a 4x4 matrix of floats with the last column consisting of doubles.
Definition DMat44.h:13
JPH_INLINE DVec3 GetTranslation() const
Definition DMat44.h:111
JPH_INLINE Mat44 GetRotation() const
Get rotation part only (note: retains the first 3 values from the bottom row)
Definition DMat44.h:128
Definition DVec3.h:14
Triangle with 32-bit indices and material index.
Definition IndexedTriangle.h:73
uint32 mIdx[3]
Definition IndexedTriangle.h:68
Holds a 4x4 matrix of floats, but supports also operations on the 3x3 upper left part of the matrix.
Definition Mat44.h:13
JPH_INLINE Vec3 GetColumn3(uint inCol) const
Definition Mat44.h:158
JPH_INLINE Vec3 GetTranslation() const
Definition Mat44.h:152
An infinite plane described by the formula X . Normal + Constant = 0.
Definition Plane.h:11
Vec3 GetNormal() const
Definition Plane.h:30
float SignedDistance(Vec3Arg inPoint) const
Distance point to plane.
Definition Plane.h:54
A simple triangle and its material.
Definition Triangle.h:11
Float3 mV[3]
Vertices.
Definition Triangle.h:27
JPH_INLINE bool TestAnyXYZTrue() const
Test if any of X, Y or Z components are true (true is when highest bit of component is set)
Definition UVec4.inl:403
static JPH_INLINE UVec4 sAnd(UVec4Arg inV1, UVec4Arg inV2)
Logical and (component wise)
Definition UVec4.inl:202
static JPH_INLINE UVec4 sOr(UVec4Arg inV1, UVec4Arg inV2)
Logical or (component wise)
Definition UVec4.inl:174
JPH_INLINE bool TestAllXYZTrue() const
Test if X, Y and Z components are true (true is when highest bit of component is set)
Definition UVec4.inl:413
Definition Vec3.h:17
static JPH_INLINE Vec3 sMax(Vec3Arg inV1, Vec3Arg inV2)
Return the maximum of each of the components.
Definition Vec3.inl:159
static JPH_INLINE Vec3 sMin(Vec3Arg inV1, Vec3Arg inV2)
Return the minimum value of each of the components.
Definition Vec3.inl:146
JPH_INLINE float GetX() const
Get individual components.
Definition Vec3.h:124
static JPH_INLINE UVec4 sGreaterOrEqual(Vec3Arg inV1, Vec3Arg inV2)
Greater than or equal (component wise)
Definition Vec3.inl:237
static JPH_INLINE UVec4 sLessOrEqual(Vec3Arg inV1, Vec3Arg inV2)
Less than or equal (component wise)
Definition Vec3.inl:207
JPH_INLINE Vec3 Abs() const
Return the absolute value of each of the components.
Definition Vec3.inl:576
static JPH_INLINE UVec4 sGreater(Vec3Arg inV1, Vec3Arg inV2)
Greater than (component wise)
Definition Vec3.inl:222
JPH_INLINE float GetY() const
Definition Vec3.h:125
static JPH_INLINE Vec3 sZero()
Vector with all zeros.
Definition Vec3.inl:107
static JPH_INLINE UVec4 sLess(Vec3Arg inV1, Vec3Arg inV2)
Less than (component wise)
Definition Vec3.inl:192
static JPH_INLINE Vec3 sReplicate(float inV)
Replicate inV across all components.
Definition Vec3.inl:118
static JPH_INLINE Vec3 sSelect(Vec3Arg inNotSet, Vec3Arg inSet, UVec4Arg inControl)
Component wise select, returns inNotSet when highest bit of inControl = 0 and inSet when highest bit ...
Definition Vec3.inl:269
static JPH_INLINE Vec3 sLoadFloat3Unsafe(const Float3 &inV)
Load 3 floats from memory (reads 32 bits extra which it doesn't use)
Definition Vec3.inl:134
JPH_INLINE float GetZ() const
Definition Vec3.h:126
JPH_INLINE int GetHighestComponentIndex() const
Get index of component with highest value.
Definition Vec3.inl:571