mirror of https://github.com/axmolengine/axmol.git
185 lines
5.2 KiB
C++
Executable File
185 lines
5.2 KiB
C++
Executable File
/****************************************************************************
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Copyright (c) 2014 Chukong Technologies Inc.
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http://www.cocos2d-x.org
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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#include "3d/CCAABB.h"
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NS_CC_BEGIN
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AABB::AABB()
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{
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reset();
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}
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AABB::AABB(const Vec3& min, const Vec3& max)
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{
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set(min, max);
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}
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AABB::AABB(const AABB& box)
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{
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set(box._min,box._max);
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}
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Vec3 AABB::getCenter()
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{
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Vec3 center;
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center.x = 0.5f*(_min.x+_max.x);
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center.y = 0.5f*(_min.y+_max.y);
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center.z = 0.5f*(_min.z+_max.z);
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return center;
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}
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void AABB::getCorners(Vec3 *dst) const
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{
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assert(dst);
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// Near face, specified counter-clockwise looking towards the origin from the positive z-axis.
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// Left-top-front.
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dst[0].set(_min.x, _max.y, _max.z);
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// Left-bottom-front.
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dst[1].set(_min.x, _min.y, _max.z);
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// Right-bottom-front.
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dst[2].set(_max.x, _min.y, _max.z);
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// Right-top-front.
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dst[3].set(_max.x, _max.y, _max.z);
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// Far face, specified counter-clockwise looking towards the origin from the negative z-axis.
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// Right-top-back.
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dst[4].set(_max.x, _max.y, _min.z);
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// Right-bottom-back.
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dst[5].set(_max.x, _min.y, _min.z);
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// Left-bottom-back.
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dst[6].set(_min.x, _min.y, _min.z);
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// Left-top-back.
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dst[7].set(_min.x, _max.y, _min.z);
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}
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bool AABB::intersects(const AABB& aabb) const
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{
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return ((_min.x >= aabb._min.x && _min.x <= aabb._max.x) || (aabb._min.x >= _min.x && aabb._min.x <= _max.x)) &&
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((_min.y >= aabb._min.y && _min.y <= aabb._max.y) || (aabb._min.y >= _min.y && aabb._min.y <= _max.y)) &&
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((_min.z >= aabb._min.z && _min.z <= aabb._max.z) || (aabb._min.z >= _min.z && aabb._min.z <= _max.z));
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}
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bool AABB::containPoint(const Vec3& point) const
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{
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if (point.x < _min.x) return false;
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if (point.y < _min.y) return false;
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if (point.z < _min.z) return false;
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if (point.x > _max.x) return false;
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if (point.y > _max.y) return false;
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if (point.z > _max.z) return false;
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return true;
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}
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void AABB::merge(const AABB& box)
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{
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// Calculate the new minimum point.
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_min.x = std::min(_min.x, box._min.x);
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_min.y = std::min(_min.y, box._min.y);
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_min.z = std::min(_min.z, box._min.z);
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// Calculate the new maximum point.
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_max.x = std::max(_max.x, box._max.x);
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_max.y = std::max(_max.y, box._max.y);
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_max.z = std::max(_max.z, box._max.z);
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}
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void AABB::set(const Vec3& min, const Vec3& max)
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{
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this->_min = min;
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this->_max = max;
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}
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void AABB::reset()
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{
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_min.set(99999.0f, 99999.0f, 99999.0f);
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_max.set(-99999.0f, -99999.0f, -99999.0f);
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}
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void AABB::updateMinMax(const Vec3* point, ssize_t num)
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{
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for (ssize_t i = 0; i < num; i++)
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{
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// Leftmost point.
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if (point[i].x < _min.x)
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_min.x = point[i].x;
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// Lowest point.
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if (point[i].y < _min.y)
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_min.y = point[i].y;
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// Farthest point.
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if (point[i].z < _min.z)
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_min.z = point[i].z;
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// Rightmost point.
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if (point[i].x > _max.x)
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_max.x = point[i].x;
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// Highest point.
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if (point[i].y > _max.y)
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_max.y = point[i].y;
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// Nearest point.
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if (point[i].z > _max.z)
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_max.z = point[i].z;
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}
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}
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void AABB::transform(const Mat4& mat)
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{
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Vec3 corners[8];
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// Near face, specified counter-clockwise
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// Left-top-front.
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corners[0].set(_min.x, _max.y, _max.z);
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// Left-bottom-front.
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corners[1].set(_min.x, _min.y, _max.z);
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// Right-bottom-front.
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corners[2].set(_max.x, _min.y, _max.z);
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// Right-top-front.
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corners[3].set(_max.x, _max.y, _max.z);
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// Far face, specified clockwise
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// Right-top-back.
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corners[4].set(_max.x, _max.y, _min.z);
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// Right-bottom-back.
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corners[5].set(_max.x, _min.y, _min.z);
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// Left-bottom-back.
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corners[6].set(_min.x, _min.y, _min.z);
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// Left-top-back.
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corners[7].set(_min.x, _max.y, _min.z);
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// Transform the corners, recalculate the min and max points along the way.
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for (int i = 0; i < 8; i++)
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mat.transformPoint(&corners[i]);
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reset();
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updateMinMax(corners, 8);
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}
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NS_CC_END
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