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/*
 * The MIT License (MIT)
 *
 * FXGL - JavaFX Game Library
 *
 * Copyright (c) 2015-2017 AlmasB ([email protected])
 *
 * Permission is hereby granted, free of charge, to any person obtaining a copy
 * of this software and associated documentation files (the "Software"), to deal
 * in the Software without restriction, including without limitation the rights
 * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
 * copies of the Software, and to permit persons to whom the Software is
 * furnished to do so, subject to the following conditions:
 *
 * The above copyright notice and this permission notice shall be included in
 * all copies or substantial portions of the Software.
 *
 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
 * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
 * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
 * SOFTWARE.
 */
package org.jbox2d.collision;

import com.almasb.fxgl.core.math.Vec2;
import org.jbox2d.common.JBoxSettings;
import org.jbox2d.common.JBoxUtils;
import org.jbox2d.pooling.IWorldPool;
import org.jbox2d.pooling.normal.DefaultWorldPool;

/** An axis-aligned bounding box. */
public class AABB {
    /** Bottom left vertex of bounding box. */
    public final Vec2 lowerBound;
    /** Top right vertex of bounding box. */
    public final Vec2 upperBound;

    /**
     * Creates the default object, with vertices at 0,0 and 0,0.
     */
    public AABB() {
        lowerBound = new Vec2();
        upperBound = new Vec2();
    }

    /**
     * Copies from the given object
     *
     * @param copy the object to copy from
     */
    public AABB(final AABB copy) {
        this(copy.lowerBound, copy.upperBound);
    }

    /**
     * Creates an AABB object using the given bounding vertices.
     *
     * @param lowerVertex the bottom left vertex of the bounding box
     * @param maxVertex the top right vertex of the bounding box
     */
    public AABB(final Vec2 lowerVertex, final Vec2 upperVertex) {
        this.lowerBound = lowerVertex.clone(); // clone to be safe
        this.upperBound = upperVertex.clone();
    }

    /**
     * Sets this object from the given object
     *
     * @param aabb the object to copy from
     */
    public final void set(final AABB aabb) {
        Vec2 v = aabb.lowerBound;
        lowerBound.x = v.x;
        lowerBound.y = v.y;
        Vec2 v1 = aabb.upperBound;
        upperBound.x = v1.x;
        upperBound.y = v1.y;
    }

    /** Verify that the bounds are sorted */
    public final boolean isValid() {
        final float dx = upperBound.x - lowerBound.x;
        if (dx < 0f) {
            return false;
        }
        final float dy = upperBound.y - lowerBound.y;
        if (dy < 0) {
            return false;
        }
        return lowerBound.isValid() && upperBound.isValid();
    }

    /**
     * Get the center of the AABB
     *
     * @return
     */
    public final Vec2 getCenter() {
        final Vec2 center = new Vec2(lowerBound);
        center.addLocal(upperBound);
        center.mulLocal(.5f);
        return center;
    }

    public final void getCenterToOut(final Vec2 out) {
        out.x = (lowerBound.x + upperBound.x) * .5f;
        out.y = (lowerBound.y + upperBound.y) * .5f;
    }

    /**
     * Get the extents of the AABB (half-widths).
     *
     * @return
     */
    public final Vec2 getExtents() {
        final Vec2 center = new Vec2(upperBound);
        center.subLocal(lowerBound);
        center.mulLocal(.5f);
        return center;
    }

    public final void getExtentsToOut(final Vec2 out) {
        out.x = (upperBound.x - lowerBound.x) * .5f;
        out.y = (upperBound.y - lowerBound.y) * .5f; // thanks FDN1
    }

    public final void getVertices(Vec2[] argRay) {
        argRay[0].set(lowerBound);
        argRay[1].set(lowerBound);
        argRay[1].x += upperBound.x - lowerBound.x;
        argRay[2].set(upperBound);
        argRay[3].set(upperBound);
        argRay[3].x -= upperBound.x - lowerBound.x;
    }

    /**
     * Combine two AABBs into this one.
     *
     * @param aabb1
     * @param aab
     */
    public final void combine(final AABB aabb1, final AABB aab) {
        lowerBound.x = aabb1.lowerBound.x < aab.lowerBound.x ? aabb1.lowerBound.x : aab.lowerBound.x;
        lowerBound.y = aabb1.lowerBound.y < aab.lowerBound.y ? aabb1.lowerBound.y : aab.lowerBound.y;
        upperBound.x = aabb1.upperBound.x > aab.upperBound.x ? aabb1.upperBound.x : aab.upperBound.x;
        upperBound.y = aabb1.upperBound.y > aab.upperBound.y ? aabb1.upperBound.y : aab.upperBound.y;
    }

    /**
     * Gets the perimeter length
     *
     * @return
     */
    public final float getPerimeter() {
        return 2.0f * (upperBound.x - lowerBound.x + upperBound.y - lowerBound.y);
    }

    /**
     * Combines another aabb with this one
     *
     * @param aabb
     */
    public final void combine(final AABB aabb) {
        lowerBound.x = lowerBound.x < aabb.lowerBound.x ? lowerBound.x : aabb.lowerBound.x;
        lowerBound.y = lowerBound.y < aabb.lowerBound.y ? lowerBound.y : aabb.lowerBound.y;
        upperBound.x = upperBound.x > aabb.upperBound.x ? upperBound.x : aabb.upperBound.x;
        upperBound.y = upperBound.y > aabb.upperBound.y ? upperBound.y : aabb.upperBound.y;
    }

    /**
     * Does this aabb contain the provided AABB.
     *
     * @return
     */
    public final boolean contains(final AABB aabb) {
    /*
     * boolean result = true; result = result && lowerBound.x <= aabb.lowerBound.x; result = result
     * && lowerBound.y <= aabb.lowerBound.y; result = result && aabb.upperBound.x <= upperBound.x;
     * result = result && aabb.upperBound.y <= upperBound.y; return result;
     */
        // djm: faster putting all of them together, as if one is false we leave the logic
        // early
        return lowerBound.x <= aabb.lowerBound.x && lowerBound.y <= aabb.lowerBound.y
                && aabb.upperBound.x <= upperBound.x && aabb.upperBound.y <= upperBound.y;
    }

    /**
     * @deprecated please use {@link #raycast(RayCastOutput, RayCastInput, IWorldPool)} for better
     *             performance
     * @param output
     * @param input
     * @return
     */
    public final boolean raycast(final RayCastOutput output, final RayCastInput input) {
        return raycast(output, input, new DefaultWorldPool(4, 4));
    }

    /**
     * From Real-time Collision Detection, p179.
     *
     * @param output
     * @param input
     */
    public final boolean raycast(final RayCastOutput output, final RayCastInput input,
                                 IWorldPool argPool) {
        float tmin = -Float.MAX_VALUE;
        float tmax = Float.MAX_VALUE;

        final Vec2 p = argPool.popVec2();
        final Vec2 d = argPool.popVec2();
        final Vec2 absD = argPool.popVec2();
        final Vec2 normal = argPool.popVec2();

        p.set(input.p1);
        d.set(input.p2).subLocal(input.p1);
        Vec2.absToOut(d, absD);

        // x then y
        if (absD.x < JBoxSettings.EPSILON) {
            // Parallel.
            if (p.x < lowerBound.x || upperBound.x < p.x) {
                argPool.pushVec2(4);
                return false;
            }
        } else {
            final float inv_d = 1.0f / d.x;
            float t1 = (lowerBound.x - p.x) * inv_d;
            float t2 = (upperBound.x - p.x) * inv_d;

            // Sign of the normal vector.
            float s = -1.0f;

            if (t1 > t2) {
                final float temp = t1;
                t1 = t2;
                t2 = temp;
                s = 1.0f;
            }

            // Push the min up
            if (t1 > tmin) {
                normal.setZero();
                normal.x = s;
                tmin = t1;
            }

            // Pull the max down
            tmax = JBoxUtils.min(tmax, t2);

            if (tmin > tmax) {
                argPool.pushVec2(4);
                return false;
            }
        }

        if (absD.y < JBoxSettings.EPSILON) {
            // Parallel.
            if (p.y < lowerBound.y || upperBound.y < p.y) {
                argPool.pushVec2(4);
                return false;
            }
        } else {
            final float inv_d = 1.0f / d.y;
            float t1 = (lowerBound.y - p.y) * inv_d;
            float t2 = (upperBound.y - p.y) * inv_d;

            // Sign of the normal vector.
            float s = -1.0f;

            if (t1 > t2) {
                final float temp = t1;
                t1 = t2;
                t2 = temp;
                s = 1.0f;
            }

            // Push the min up
            if (t1 > tmin) {
                normal.setZero();
                normal.y = s;
                tmin = t1;
            }

            // Pull the max down
            tmax = JBoxUtils.min(tmax, t2);

            if (tmin > tmax) {
                argPool.pushVec2(4);
                return false;
            }
        }

        // Does the ray start inside the box?
        // Does the ray intersect beyond the max fraction?
        if (tmin < 0.0f || input.maxFraction < tmin) {
            argPool.pushVec2(4);
            return false;
        }

        // Intersection.
        output.fraction = tmin;
        output.normal.x = normal.x;
        output.normal.y = normal.y;
        argPool.pushVec2(4);
        return true;
    }

    public static final boolean testOverlap(final AABB a, final AABB b) {
        if (b.lowerBound.x - a.upperBound.x > 0.0f || b.lowerBound.y - a.upperBound.y > 0.0f) {
            return false;
        }

        if (a.lowerBound.x - b.upperBound.x > 0.0f || a.lowerBound.y - b.upperBound.y > 0.0f) {
            return false;
        }

        return true;
    }

    @Override
    public final String toString() {
        final String s = "AABB[" + lowerBound + " . " + upperBound + "]";
        return s;
    }
}




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