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Intersection and Collision Algorithms.
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/*
* Simplex3dAlgorithm - Intersection Module
* Copyright (C) 2011, Aleksey Nikiforov
*
* This file is part of Simplex3dAlgorithm.
*
* Simplex3dAlgorithm is free software: you can redistribute it and/or modify
* it under the terms of the GNU Lesser General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* Simplex3dAlgorithm is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License
* along with this program. If not, see .
*/
package simplex3d.algorithm.intersection
import simplex3d.math._
import simplex3d.math.double._
import simplex3d.math.double.functions._
/** Axis aligned bounding box. 2d case Axis alingned bounding rectangle (Aabr).
*
* @author Aleksey Nikiforov (lex)
*/
class Aabb(val min: Vec3, val max: Vec3)
object Aabb {
/** Projects Aabb defined by bmin and bmax onto a space defined by transformation.
*/
def projectAabb(bmin: inVec3, bmax: inVec3, transformation: inMat4x3)(resultMin: Vec3, resultMax :Vec3) {
resultMin := Vec3(Double.PositiveInfinity)
resultMax := Vec3(Double.NegativeInfinity)
def process(point: inVec3) {
val trainsformed = transformation.transformPoint(point)
resultMin := min(resultMin, trainsformed)
resultMax := max(resultMax, trainsformed)
}
process(bmin)
process(Vec3(bmax.x, bmin.y, bmin.z))
process(Vec3(bmin.x, bmin.y, bmax.z))
process(Vec3(bmax.x, bmin.y, bmax.z))
process(bmax)
process(Vec3(bmin.x, bmax.y, bmax.z))
process(Vec3(bmax.x, bmax.y, bmin.z))
process(Vec3(bmin.x, bmax.y, bmin.z))
}
/** Intersect dynamic bounding box (dmin, dmax) with a static bounding box (smin, smax).
* The result is a vector by which the dynamic box has to be displaced to resolve the collision.
*
*/
def intersectAabb(dmin: inVec3, dmax: inVec3)(smin: inVec3, smax: inVec3) :Vec3 = {
val tx = Util.axisAlignedComponentTest(dmin.x, dmax.x, smin.x, smax.x); if (tx == 0) return Vec3(0)
val ty = Util.axisAlignedComponentTest(dmin.y, dmax.y, smin.y, smax.y); if (ty == 0) return Vec3(0)
val tz = Util.axisAlignedComponentTest(dmin.z, dmax.z, smin.z, smax.z); if (tz == 0) return Vec3(0)
val ax = abs(tx)
val ay = abs(ty)
val az = abs(tz)
val res = min(ax, min(ay, az))
if (res == ax) Vec3(tx, 0, 0)
else if (res == ay) Vec3(0, ty, 0)
else Vec3(0, 0, tz)
}
}
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