A struct representing an axis-aligned bounding box used by the DBVT (dynamic bounding volume tree) code. It provides constructors, containment/intersection tests, merging, expansion, classification relative to a plane, and some utility projections and spans.
/* * C# / XNA port of Bullet (c) 2011 Mark Neale <[email protected]> * * Bullet Continuous Collision Detection and Physics Library * Copyright (c) 2003-2008 Erwin Coumans http://www.bulletphysics.com/ * * This software is provided 'as-is', without any express or implied warranty. * In no event will the authors be held liable for any damages arising from * the use of this software. * * Permission is granted to anyone to use this software for any purpose, * including commercial applications, and to alter it and redistribute it * freely, subject to the following restrictions: * * 1. The origin of this software must not be misrepresented; you must not * claim that you wrote the original software. If you use this software * in a product, an acknowledgment in the product documentation would be * appreciated but is not required. * 2. Altered source versions must be plainly marked as such, and must not be * misrepresented as being the original software. * 3. This notice may not be removed or altered from any source distribution. */ // Adapted from BulletXNA 73b2e1b9: namespace isolation, no XNA rendering, one type per file. #nullable disable #pragma warning disable CS1591, CS0168, CS0219, CS0414, CS0660, CS0661, CS0659, CS0693, CS8981, CS0108, CS0114 using System; using System.Collections.Generic; using HumanoidRetargeter.Core.Formats.Mmd.Bullet.LinearMath; using System.Diagnostics; namespace HumanoidRetargeter.Core.Formats.Mmd.Bullet.BulletCollision; internal struct DbvtAabbMm { public IndexedVector3 Center() { return (_max + _min) / 2f; } public IndexedVector3 Extent() { return (_max - _min) / 2f; } public IndexedVector3 Mins() { return _min; } // should be ref? public IndexedVector3 Maxs() { return _max; } // should be ref? public IndexedVector3 Lengths() { return new IndexedVector3(); } public static float Proximity(ref DbvtAabbMm a, ref DbvtAabbMm b) { IndexedVector3 d = (a._min + a._max) - (b._min + b._max); return (Math.Abs(d.X) + Math.Abs(d.Y) + Math.Abs(d.Z)); } public static DbvtAabbMm Merge(ref DbvtAabbMm a, ref DbvtAabbMm b) { DbvtAabbMm res = new DbvtAabbMm(); Merge(ref a, ref b, ref res); return (res); } public static void Merge(ref DbvtAabbMm a, ref DbvtAabbMm b, ref DbvtAabbMm r) { //r = a; //SetMin(ref r._min, ref b._min); //SetMax(ref r._max, ref b._max); MathUtil.VectorMin(ref a._min, ref b._min, out r._min); MathUtil.VectorMax(ref a._max, ref b._max, out r._max); } public static int Select(ref DbvtAabbMm o, ref DbvtAabbMm a, ref DbvtAabbMm b) { return (Proximity(ref o, ref a) < Proximity(ref o, ref b) ? 0 : 1); } public static bool NotEqual(ref DbvtAabbMm a, ref DbvtAabbMm b) { return ((a._min.X != b._min.X) || (a._min.Y != b._min.Y) || (a._min.Z != b._min.Z) || (a._max.X != b._max.X) || (a._max.Y != b._max.Y) || (a._max.Z != b._max.Z)); } public static DbvtAabbMm FromCE(ref IndexedVector3 c, ref IndexedVector3 e) { DbvtAabbMm box; box._min = c - e; box._max = c + e; return (box); } public static DbvtAabbMm FromCR(ref IndexedVector3 c, float r) { IndexedVector3 temp = new IndexedVector3(r); return (FromCE(ref c, ref temp)); } public static DbvtAabbMm FromMM(ref IndexedVector3 mi, ref IndexedVector3 mx) { DbvtAabbMm box; box._min = mi; box._max = mx; return (box); } public static DbvtAabbMm FromPoints(ObjectArray<IndexedVector3> points) { DbvtAabbMm box; box._min = box._max = points[0]; for (int i = 1; i < points.Count; ++i) { IndexedVector3 temp = points[i]; //SetMin(ref box._min, ref temp); //SetMax(ref box._max, ref temp); MathUtil.VectorMin(ref temp, ref box._min); MathUtil.VectorMax(ref temp, ref box._max); } return (box); } public static DbvtAabbMm FromPoints(ObjectArray<ObjectArray<IndexedVector3>> points) { return new DbvtAabbMm(); } public void Expand(IndexedVector3 e) { _min -= e; _max += e; } public void SignedExpand(IndexedVector3 e) { if (e.X > 0) _max.X = _max.X + e.X; else _min.X = _min.X + e.X; if (e.Y > 0) _max.Y = _max.Y + e.Y; else _min.Y = _min.Y + e.Y; if (e.Z > 0) _max.Z = _max.Z + e.Z; else _min.Z = _min.Z + e.Z; } public bool Contain(ref DbvtAabbMm a) { return ((_min.X <= a._min.X) && (_min.Y <= a._min.Y) && (_min.Z <= a._min.Z) && (_max.X >= a._max.X) && (_max.Y >= a._max.Y) && (_max.Z >= a._max.Z)); } public static bool Intersect(ref DbvtAabbMm a, ref DbvtAabbMm b) { return ((a._min.X <= b._max.X) && (a._max.X >= b._min.X) && (a._min.Y <= b._max.Y) && (a._max.Y >= b._min.Y) && (a._min.Z <= b._max.Z) && (a._max.Z >= b._min.Z)); } public static bool Intersect(DbvtAabbMm a, ref IndexedVector3 b) { return ((b.X >= a._min.X) && (b.Y >= a._min.Y) && (b.Z >= a._min.Z) && (b.X <= a._max.X) && (b.Y <= a._max.Y) && (b.Z <= a._max.Z)); } public int Classify(ref IndexedVector3 n, float o, int s) { IndexedVector3 pi, px; switch (s) { case (0 + 0 + 0): { px = new IndexedVector3(_min.X, _min.Y, _min.Z); pi = new IndexedVector3(_max.X, _max.Y, _max.Z); break; } case (1 + 0 + 0): { px = new IndexedVector3(_max.X, _min.Y, _min.Z); pi = new IndexedVector3(_min.X, _max.Y, _max.Z); break; } case (0 + 2 + 0): { px = new IndexedVector3(_min.X, _max.Y, _min.Z); pi = new IndexedVector3(_max.X, _min.Y, _max.Z); break; } case (1 + 2 + 0): { px = new IndexedVector3(_max.X, _max.Y, _min.Z); pi = new IndexedVector3(_min.X, _min.Y, _max.Z); break; } case (0 + 0 + 4): { px = new IndexedVector3(_min.X, _min.Y, _max.Z); pi = new IndexedVector3(_max.X, _max.Y, _min.Z); break; } case (1 + 0 + 4): { px = new IndexedVector3(_max.X, _min.Y, _max.Z); pi = new IndexedVector3(_min.X, _max.Y, _min.Z); break; } case (0 + 2 + 4): { px = new IndexedVector3(_min.X, _max.Y, _max.Z); pi = new IndexedVector3(_max.X, _min.Y, _min.Z); break; } case (1 + 2 + 4): { px = new IndexedVector3(_max.X, _max.Y, _max.Z); pi = new IndexedVector3(_min.X, _min.Y, _min.Z); break; } default: { px = new IndexedVector3(); pi = new IndexedVector3(); break; } } if ((IndexedVector3.Dot(n, px) + o) < 0) return (-1); if ((IndexedVector3.Dot(n, pi) + o) >= 0) return (+1); return (0); } public float ProjectMinimum(ref IndexedVector3 v, uint signs) { IndexedVector3[] b = { _max, _min }; IndexedVector3 p = new IndexedVector3(b[(signs >> 0) & 1].X, b[(signs >> 1) & 1].Y, b[(signs >> 2) & 1].Z); return (IndexedVector3.Dot(p, v)); } public void AddSpan(ref IndexedVector3 d, ref float smi, ref float smx) { for (int i = 0; i < 3; ++i) { if (d[i] < 0) { smi += _max[i] * d[i]; smx += _min[i] * d[i]; } else { smi += _min[i] * d[i]; smx += _max[i] * d[i]; } } } public IndexedVector3 _min; public IndexedVector3 _max; }