/usr/src/castle-game-engine-6.4/3d/castleboxes.pas is in castle-game-engine-src 6.4+dfsg1-2.
This file is owned by root:root, with mode 0o644.
The actual contents of the file can be viewed below.
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Copyright 2003-2017 Michalis Kamburelis.
This file is part of "Castle Game Engine".
"Castle Game Engine" is free software; see the file COPYING.txt,
included in this distribution, for details about the copyright.
"Castle Game Engine" 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.
----------------------------------------------------------------------------
}
{ Axis-aligned 3D boxes (TBox3D). }
unit CastleBoxes;
{$I castleconf.inc}
interface
uses SysUtils, Generics.Collections,
CastleVectors, CastleUtils, CastleTriangles, CastleRectangles;
type
EBox3DEmpty = class(Exception);
TGetIndexFromIndexNumFunc = function (indexNum: integer): integer of object;
{ State of collision between a plane and some other object.
pcNone occurs only when the "other object" is empty
(TBox3D.IsEmpty, in case of box).
Other values mean that the other object is not empty.
pcOutside means that the whole object is on the side of the plane pointed
by plane direction (normal) vector. More formally, every point P
inserted into the plane equation will yield (P*PlaneNormal + PlaneD) > 0.
pcInside is the reverse of pcOutside:
the other object is on the side of plane
pointed by inverted plane normal. Every point inserted into plane
equation will yield < 0.
pcIntersecting is, well, the remaining case. It means that there's
for sure some point P of other object that, when inserted into
plane equation, will yield = 0. }
TPlaneCollision = (pcIntersecting, pcOutside, pcInside, pcNone);
TBoxCorners = array [0..7] of TVector3;
{ Various ways to sort the 3D objects, in particular useful to correctly
render the partially-transparent objects.
@seealso TSceneRenderingAttributes.BlendingSort }
TBlendingSort = (
{ Do not sort.
Using this for @link(TSceneRenderingAttributes.BlendingSort Scene.Attributes.BlendingSort)
is fastest, but will cause artifacts if multiple
partially-transparent objects may be visible on top of each other. }
bsNone,
{ Sort objects by their Z coordinate.
Using this for @link(TSceneRenderingAttributes.BlendingSort Scene.Attributes.BlendingSort)
is very useful for 2D worlds, with flat 2D objects
that have zero (or near-zero) size in the Z axis,
and they are moved in the Z axis to specify which is on top for another.
More precisely, we take the minimum bounding box Z coordinate
of two objects. (We don't bother calculating the middle Z coordinate,
as we assume that the bounding box is infinitely small along the Z axis.)
The one with @italic(larger) Z coordinate is considered to be
@italic(closer), this is consistent with the right-handed coordinate system.
Note that the actual camera position doesn't matter for this sorting.
So the 2D object will look OK, @italic(even if viewed from an angle,
even if viewed from the other side). }
bs2D,
{ Sort objects by the (3D) distance to the camera.
Using this for @link(TSceneRenderingAttributes.BlendingSort Scene.Attributes.BlendingSort)
is the best sorting method for 3D
scenes with many partially-transparent objects.
The distance is measured from the middle
of the bounding box to the camera posotion. }
bs3D);
{ Axis-aligned box. Rectangular prism with all sides parallel to basic planes
X = 0, Y = 0 and Z = 0. This is sometimes called AABB, "axis-aligned bounding
box". Many geometric operations are fast and easy on this type.
The actual box dimensions are stored inside the @link(Data) field, as two 3D points.
First point has always all the smaller coords, second point has all
the larger coords. I.e. always
@preformatted(
Data[0].Data[0] <= Data[1].Data[0] and
Data[0].Data[1] <= Data[1].Data[1] and
Data[0].Data[2] <= Data[1].Data[2]
)
The only exception is the special value TBox3D.Empty.
Note that the box may still have all sizes equal 0. Consider a 3D model with
only a single 3D point --- it's not empty, but all the sizes must be 0. }
TBox3D = record
strict private
function GetMin: TVector3; inline;
procedure SetMin(const Value: TVector3); inline;
function GetMax: TVector3; inline;
procedure SetMax(const Value: TVector3); inline;
public
Data: array [0..1] of TVector3;
const
{ Special TBox3D value meaning "bounding box is empty".
This is different than just bounding box with zero sizes,
as bounding box with zero sizes still has some position.
Empty bounding box doesn't contain any portion of 3D space. }
Empty: TBox3D = (Data: ((Data: (0, 0, 0)), (Data: (-1, -1, -1))));
{ Check is box empty.
You can think of this function as "compare Box with TBox3D.Empty".
But actually it works a little faster, by utilizing the assumption
that TBox3D.Empty is the only allowed value that breaks
@code(Data[0].Data[0] <= Data[1].Data[0]) rule. }
function IsEmpty: boolean;
{ The minimum 3D position within this box. Use only if not @link(IsEmpty),
in which case this is just a shortcut for @code(Data[0]). }
property Min: TVector3 read GetMin write SetMin;
{ The maximum 3D position within this box. Use only if not @link(IsEmpty),
in which case this is just a shortcut for @code(Data[1]). }
property Max: TVector3 read GetMax write SetMax;
{ Check is box empty or has all the sizes equal 0. }
function IsEmptyOrZero: boolean;
procedure CheckNonEmpty;
{ Center of the box.
@raises(EBox3DEmpty If the Box is empty.) }
function Middle: TVector3; deprecated 'use Center';
{ Center of the box.
Name consistent with e.g. @link(TAbstractX3DGroupingNode.BboxCenter).
@raises(EBox3DEmpty If the Box is empty.) }
function Center: TVector3;
{ Average size of the box.
@raises(EBox3DEmpty If the Box is empty.) }
function AverageSize: Single; overload;
{ Largest size of the box.
@raises(EBox3DEmpty If the Box is empty.) }
function MaxSize: Single; overload;
{ Smallest size of the box.
@raises(EBox3DEmpty If the Box is empty.) }
function MinSize: Single; overload;
{ Size in X (width) of the box.
@raises(EBox3DEmpty If the Box is empty.) }
function SizeX: Single;
{ Size in Y (height) of the box.
@raises(EBox3DEmpty If the Box is empty.) }
function SizeY: Single;
{ Size in Z (depth) of the box.
@raises(EBox3DEmpty If the Box is empty.) }
function SizeZ: Single;
{ Average size of TBox3D, or EmptyBoxSize if box is empty.
@param(AllowZero Decides what to do when box is not empty but the result
would be zero, which means that the box is infinitely thin in all axes.
If @true, then result is just 0, otherwise it's EmptyBoxSize.) }
function AverageSize(const AllowZero: boolean;
const EmptyBoxSize: Single): Single; overload;
{ Largest size of TBox3D, or EmptyBoxSize if box is empty.
@param(AllowZero Decides what to do when box is not empty but the result
would be zero, which means that the box is infinitely thin in all axes.
If @true, then result is just 0, otherwise it's EmptyBoxSize.) }
function MaxSize(const AllowZero: boolean;
const EmptyBoxSize: Single): Single; overload;
{ Area of the six TBox3D sides, EmptyBoxArea if box is empty.
@param(AllowZero Decides what to do when box is not empty but the result
would be zero, which means that the box is infinitely thin in all axes.
If @true, then result is just 0, otherwise it's EmptyBoxSize.) }
function Area(const AllowZero: boolean;
const EmptyBoxArea: Single): Single;
{ Decrease "minimum corner" by (AExpand, AExpand, AExpand) vector,
and increase "maximum corner" by the same vector.
So you get Box with all sizes increased by 2 * AExpand.
Box must not be empty.
Note that AExpand may be negative, but then you must be sure
that it doesn't make Box empty. }
procedure ExpandMe(const AExpand: Single); overload;
{ Decrease "minimum corner" by AExpand vector,
and increase "maximum corner" by the same vector.
So you get Box with all sizes increased by 2 * AExpand.
Box must not be empty.
Note that AExpand may be negative, but then you must be sure
that it doesn't make Box empty. }
procedure ExpandMe(const AExpand: TVector3); overload;
function Grow(const AExpand: Single): TBox3D; overload;
function Grow(const AExpand: TVector3): TBox3D; overload;
function Expand(const AExpand: Single): TBox3D; overload; deprecated 'use Grow, consistent with TRectangle.Grow';
function Expand(const AExpand: TVector3): TBox3D; overload; deprecated 'use Grow, consistent with TRectangle.Grow';
{ Check is the point inside the box.
Always false if Box is empty (obviously, no point is inside an empty box).
@groupBegin }
function Contains(const Point: TVector3): boolean; overload;
{ Causes FPC errors about "duplicate ASM label",
see https://bugs.freepascal.org/view.php?id=32188 .
Also, it's not really very useful. }
//function Contains(const Point: TVector3Double): boolean; overload;
{ }
function PointInside(const Point: TVector3): boolean; overload; deprecated 'use Contains method, which is consistent with TRectangle';
{ Causes FPC errors about "duplicate ASM label",
see https://bugs.freepascal.org/view.php?id=32188 .
Also, it's not really very useful. }
//function PointInside(const Point: TVector3Double): boolean; overload; deprecated 'use Contains method, which is consistent with TRectangle';
{ @groupEnd }
{ Is the 2D point inside the 2D projection of the box, ignores the Z coord of box. }
function Contains2D(const Point: TVector2): boolean; overload;
function PointInside2D(const Point: TVector2): boolean; overload; deprecated 'use Contains2d method';
{ Is the 2D point inside the 2D projection of the box.
2D projection (of point and box) is obtained by rejecting
the IgnoreIndex coordinate (must be 0, 1 or 2). }
function Contains2D(const Point: TVector3; const IgnoreIndex: Integer): boolean; overload;
function PointInside2D(const Point: TVector3; const IgnoreIndex: Integer): boolean; overload; deprecated 'use Contains2D method';
{ Add another box to our box.
This calculates the smallest box that encloses both the current box,
and Box2. Doing @code(MyBox.Include(AnotherBox)) is equivalent to doing
@code(MyBox := MyBox + AnotherBox). }
procedure Include(const box2: TBox3D); overload;
{ Make box larger, if necessary, to contain given Point. }
procedure Include(const Point: TVector3); overload;
{ Three box sizes. }
function Sizes: TVector3; deprecated 'use Size';
{ Three box sizes. Name consistent with TBoxNode.Size.
@raises(EBox3DEmpty If the Box is empty.) }
function Size: TVector3;
{ Calculate eight corners of the box.}
procedure Corners(var AllPoints: TBoxCorners);
procedure GetAllPoints(AllPoints: PVector3Array); deprecated 'use Corners';
{ Transform the Box by given matrix.
Since this is still an axis-aligned box, rotating etc. of the box
usually makes larger box.
Note that this is very optimized for Matrix with no projection
(where last row of the last matrix = [0, 0, 0, 1]). It still works
for all matrices (eventually fallbacks to simple "transform 8 corners and get
box enclosing them" method).
@raises(ETransformedResultInvalid When the Matrix will
transform some point to a direction (vector with 4th component
equal zero). In this case we just cannot interpret the result as a 3D point,
so we also cannot interpret the final result as a box.) }
function Transform(const Matrix: TMatrix4): TBox3D;
{ Move Box. Does nothing if Box is empty. }
function Translate(const Translation: TVector3): TBox3D;
{ Move Box, by -Translation. Does nothing if Box is empty. }
function AntiTranslate(const Translation: TVector3): TBox3D;
function ToNiceStr: string; deprecated 'use ToString';
function ToRawStr: string; deprecated 'use ToRawString';
function ToString: string;
function ToRawString: string;
procedure ClampVar(var point: TVector3); overload;
{ Causes FPC errors about "duplicate ASM label",
see https://bugs.freepascal.org/view.php?id=32188 .
Also, it's not really very useful. }
// procedure ClampVar(var point: TVector3Double); overload;
{ TryBoxRayClosestIntersection calculates intersection between the
ray (returns closest intersection to RayOrigin) and the box.
The box is treated just like a set of 6 rectangles in 3D.
This means that the intersection will always be placed on one of the
box sides, even if RayOrigin starts inside the box.
See TryBoxRayEntrance for the other version.
Returns also IntersectionDistance, which is the distance to the Intersection
relative to RayDirection (i.e. Intersection is always = RayOrigin +
IntersectionDistance * RayDirection).
@groupBegin }
function TryRayClosestIntersection(
out Intersection: TVector3;
out IntersectionDistance: Single;
const RayOrigin, RayDirection: TVector3): boolean; overload;
function TryRayClosestIntersection(
out Intersection: TVector3;
const RayOrigin, RayDirection: TVector3): boolean; overload;
function TryRayClosestIntersection(
out IntersectionDistance: Single;
const RayOrigin, RayDirection: TVector3): boolean; overload;
{ @groupEnd }
{ Intersection between the ray (returns closest intersection to RayOrigin)
and the box, treating the box as a filled volume.
If RayOrigin is inside the box, TryBoxRayEntrance simply returns
RayOrigin. If RayOrigin is outside of the box, the answer is the same
as with TryBoxRayClosestIntersection.
@groupBegin }
function TryRayEntrance(
out Entrance: TVector3; out EntranceDistance: Single;
const RayOrigin, RayDirection: TVector3): boolean; overload;
function TryRayEntrance(
out Entrance: TVector3;
const RayOrigin, RayDirection: TVector3): boolean; overload;
{ @groupEnd }
function SegmentCollision(
const Segment1, Segment2: TVector3): boolean;
{ Deprecated name for SegmentCollision. @deprecated @exclude }
function IsSegmentCollision(
const Segment1, Segment2: TVector3): boolean; deprecated;
{ Collision between axis-aligned box (TBox3D) and 3D plane.
Returns detailed result as TPlaneCollision. }
function PlaneCollision(const Plane: TVector4): TPlaneCollision;
{ Check is axis-aligned box (TBox3D) fully inside/outside the plane.
Inside/outside are defined as for TPlaneCollision:
Outside is where plane direction (normal) points.
Inside is where the @italic(inverted) plane direction (normal) points.
They work exactly like Box3DPlaneCollision, except they returns @true
when box is inside/outside (when Box3DPlaneCollision returned pcInside/pcOutside),
and @false otherwise.
For example Box3DPlaneCollisionInside doesn't differentiate between case
when box is empty, of partially intersects the plane, and is on the outside.
But it works (very slightly) faster.
@groupBegin }
function PlaneCollisionInside(const Plane: TVector4): boolean;
function PlaneCollisionOutside(const Plane: TVector4): boolean;
{ @groupEnd }
function IsTriangleCollision(
const Triangle: TTriangle3): boolean;
{ Smallest possible sphere completely enclosing given Box.
When Box is empty we return SphereRadiusSqr = 0 and undefined SphereCenter. }
procedure BoundingSphere(
var SphereCenter: TVector3; var SphereRadiusSqr: Single);
function Collision(const Box2: TBox3D): boolean;
{ Radius of the minimal sphere that contains this box.
Sphere center is assumed to be in (0, 0, 0).
0 if box is empty. }
function Radius: Single;
{ Radius of the minimal circle that contains the 2D projection of this box.
2D box projection is obtained by rejecting the IgnoreIndex coordinate
(must be 0, 1 or 2).
Circle center is assumed to be in (0, 0).
0 if box is empty. }
function Radius2D(const IgnoreIndex: Integer): Single;
{ Check for collision between box and sphere, fast @italic(but not
entirely correct).
This considers a Box enlarged by SphereRadius in each direction.
Then checks whether SphereCenter is inside such enlarged Box.
So this check will incorrectly report collision while in fact
there's no collision in the case when the sphere center is near
the corner of the Box.
So this check is not 100% correct. But often this is good enough
--- in games, if you know that the SphereRadius is going to be
relatively small compared to the Box, this may be perfectly
acceptable. And it's fast. }
function SphereSimpleCollision(
const SphereCenter: TVector3; const SphereRadius: Single): boolean;
{ Check box vs sphere collision. }
function SphereCollision(
const SphereCenter: TVector3; const SphereRadius: Single): boolean;
{ Check box vs sphere collision in 2D (ignores Z coordinates of box). }
function SphereCollision2D(
const SphereCenter: TVector2; const SphereRadius: Single): boolean;
{ Calculate a plane in 3D space with direction = given Direction, moved
maximally in Direction and still intersecting the given Box.
For example, if Direction = -Z = (0, 0, -1), then this will return
the bottom plane of this box. For Direction = (1, 1, 1), this will return
a plane intersecting the Data[1] (maximum) point, with slope = (1, 1, 1).
The resulting plane always intersects at least one of the 8 corners of the box.
@raises(EBox3DEmpty If the Box is empty.) }
function MaximumPlane(const Direction: TVector3): TVector4;
{ Calculate a plane in 3D space with direction = given Direction, moved
such that it touches the Box but takes minimum volume of this box.
For example, if Direction = +Z = (0, 0, 1), then this will return
the bottom plane of this box. For Direction = (1, 1, 1), this will return
a plane intersecting the Data[0] (minimum) point, with slope = (1, 1, 1).
The resulting plane always intersects at least one of the 8 corners of the box.
@raises(EBox3DEmpty If the Box is empty.) }
function MinimumPlane(const Direction: TVector3): TVector4;
{ Farthest corner of the box in the given Direction.
@raises(EBox3DEmpty If the Box is empty.) }
function MaximumCorner(const Direction: TVector3): TVector3;
{ Corner of the box such that the rest of the box lies in the given
Direction from this corner.
@raises(EBox3DEmpty If the Box is empty.) }
function MinimumCorner(const Direction: TVector3): TVector3;
{ Calculate the distances between a given 3D point and a box.
MinDistance is the distance to the closest point of the box,
MaxDistance is the distance to the farthest point of the box.
Note that always MinDistance <= MaxDistance.
Note that both distances are always >= 0.
When the point is inside the box, it works correct too: minimum distance
is zero in this case.
@raises EBox3DEmpty When used with an empty box.
TODO: calculation of MinDistance is not perfect now. We assume that
the closest/farthest point of the box is one of the 8 box corners.
Which may not be true in case of the closest point, because it may
lie in the middle of some box face (imagine a sphere with increasing
radius reaching from a point to a box). So our minimum may be a *little*
too large. }
procedure PointDistances(const P: TVector3;
out MinDistance, MaxDistance: Single);
{ Calculate the distances along a direction to a box.
The idea is that you have a 3D plane orthogonal to direction Dir
and passing through Point. You can move this plane,
but you have to keep it's direction constant.
MinDistance is the minimal distance along the Dir that you can
move this plane, such that it touches the box.
MaxDistance is the maximum such distance.
Note that always MinDistance <= MaxDistance.
Note that one distance (MinDistance) or both distances may be negative.
As a practical example: imagine a DirectionalLight (light rays are
parallel) that has a location. Now MinDistance and MaxDistance give
ranges of depth where the Box is, as seen from the light source.
@raises EBox3DEmpty When used with an empty box. }
procedure DirectionDistances(
const Point, Dir: TVector3;
out MinDistance, MaxDistance: Single);
{ Shortest distance between the box and a point.
Always zero when the point is inside the box.
@raises EBox3DEmpty When used with an empty box. }
function PointDistance(const Point: TVector3): Single;
{ Maximum distance between the box and a point.
Returns EmptyBoxDistance when box is empty. }
function PointMaxDistance(const Point: TVector3;
const EmptyBoxDistance: Single): Single;
function Equal(const Box2: TBox3D): boolean; overload;
function Equal(const Box2: TBox3D; const Epsilon: Single): boolean; overload;
{ Diagonal of the box, zero if empty. }
function Diagonal: Single;
function RectangleXY: TFloatRectangle;
function RectangleXZ: TFloatRectangle;
{ Project box along a given direction to a 2D rectangle.
@bold(Assumes that Dir, Side and Up vectors are already
orthogonal and normalized.) }
function OrthoProject(const Pos, Dir, Side, Up: TVector3): TFloatRectangle;
{ Compare two bounding boxes based
on their distance to the SortPosition point,
suitable for depth sorting in 3D.
Follows the algorithm documented at @link(TBlendingSort.bs3D).
Returns -1 if A < B, 1 if A > B, 0 if A = B.
Using this with a typical sorting function will result
in boxes back-to-front ordering, which means that the farthest
box will be first. }
class function CompareBackToFront3D(
const A, B: TBox3D; const SortPosition: TVector3): Integer; static;
{ Compare two bounding boxes based
on their Z coordinates, suitable for depth sorting in 2D.
Follows the algorithm documented at @link(TBlendingSort.bs2D).
Returns -1 if A < B, 1 if A > B, 0 if A = B.
Using this with a typical sorting function will result
in boxes back-to-front ordering, which means that the farthest
box will be first. }
class function CompareBackToFront2D(
const A, B: TBox3D): Integer; static;
class operator {$ifdef FPC}+{$else}Add{$endif} (const Box1, Box2: TBox3D): TBox3D;
class operator {$ifdef FPC}+{$else}Add{$endif} (const B: TBox3D; const V: TVector3): TBox3D; deprecated 'use TBox3D.Translate. Operator is ambiguous (do we add a point, or translate?)';
class operator {$ifdef FPC}+{$else}Add{$endif} (const V: TVector3; const B: TBox3D): TBox3D; deprecated 'use TBox3D.Translate. Operator is ambiguous (do we add a point, or translate?)';
end;
TBox3DBool = array [boolean] of TVector3;
PBox3D = ^TBox3D;
const
{ Special TBox3D value meaning "bounding box is empty".
This is different than just bounding box with zero sizes,
as bounding box with zero sizes still has some position.
Empty bounding box doesn't contain any portion of 3D space. }
EmptyBox3D: TBox3D = (Data: ((Data: (0, 0, 0)), (Data: (-1, -1, -1)))) deprecated 'use TBox3D.Empty';
type
TBox3DList = {$ifdef CASTLE_OBJFPC}specialize{$endif} TStructList<TBox3D>;
{ Construct TBox3D value from a minimum and maximum 3D point. }
function Box3D(const p0, p1: TVector3): TBox3D;
{ Construct TBox3D value from a center and size.
When any Size component is < 0, we return an empty box (@link(TBox3D.Empty)).
This is consistent with X3D bboxCenter/Size definition e.g. at X3D Group node,
see http://www.web3d.org/documents/specifications/19775-1/V3.2/Part01/components/group.html#Group
@groupBegin }
function Box3DAroundPoint(const Pt: TVector3; Size: Single): TBox3D; overload;
function Box3DAroundPoint(const Pt: TVector3; Size: TVector3): TBox3D; overload;
{ @groupEnd }
{ Calculate bounding box of a set of 3D points.
This calculates the smallest possible box enclosing all given points.
For VertsCount = 0 this returns TBox3D.Empty.
Overloaded version with Transform parameter transforms each point
by given matrix.
Overloaded version with GetVertex as a function uses GetVertex to query
for indexes from [0 .. VertsCount - 1] range.
As usual, VertsStride = 0 means VertsStride = SizeOf(TVector3).
@groupBegin }
function CalculateBoundingBox(
Verts: PVector3; VertsCount: Cardinal; VertsStride: Cardinal): TBox3D; overload;
function CalculateBoundingBox(
Verts: PVector3; VertsCount: Cardinal; VertsStride: Cardinal;
const Transform: TMatrix4): TBox3D; overload;
function CalculateBoundingBox(Verts: TVector3List): TBox3D; overload;
function CalculateBoundingBox(Verts: TVector3List;
const Transform: TMatrix4): TBox3D; overload;
function CalculateBoundingBox(
GetVertex: TGetVertexFromIndexFunc;
VertsCount: integer): TBox3D; overload;
{ @groupEnd }
{ Calculate bounding box of a set of indexed 3D points.
This is much like CalculateBoundingBox, except there are two functions:
For each number in [0 .. VertsIndicesCount - 1] range, GetVertIndex
returns an index. If this index is >= 0 then it's used to query
GetVertex function to get actual vertex position.
Indexes < 0 are ignored, this is sometimes comfortable. E.g. for X3D models,
you often have a list of indexes with -1 in between marking end of faces.
Returns smallest box enclosing all vertexes.
Overloaded version with Transform parameter transforms each point
by given matrix.
@groupBegin }
function CalculateBoundingBoxFromIndices(
GetVertIndex: TGetIndexFromIndexNumFunc;
VertsIndicesCount: integer;
GetVertex: TGetVertexFromIndexFunc): TBox3D; overload;
function CalculateBoundingBoxFromIndices(
GetVertIndex: TGetIndexFromIndexNumFunc;
VertsIndicesCount: integer;
GetVertex: TGetVertexFromIndexFunc;
const Transform: TMatrix4): TBox3D; overload;
{ @groupEnd }
function TriangleBoundingBox(const T: TTriangle3): TBox3D;
{ Tests for collision between box3d centered around (0, 0, 0)
and a plane.
Note that you can't express empty box3d here: all BoxHalfSize items
must be >= 0. The case when size = 0 is considered like infintely small
box in some dimension (e.g. if all three sizes are = 0 then the box
becomes a point). }
function IsCenteredBox3DPlaneCollision(
const BoxHalfSize: TVector3;
const Plane: TVector4): boolean;
{ Smallest possible box enclosing a sphere with Center, Radius. }
function BoundingBox3DFromSphere(const Center: TVector3;
const Radius: Single): TBox3D;
implementation
uses Math;
// Internal IsCenteredBox3DPlaneCollision alternative with Double-precision.
function IsCenteredBox3DPlaneCollisionDouble(
const BoxHalfSize: TVector3Double;
const Plane: TVector4Double): boolean; forward;
{ Special procedures for raising errors, to make GetMin and friends ultra-fast,
so that they don't need an implicit try-finally section because they have a string. }
procedure RaiseGetMin;
begin
raise EBox3DEmpty.Create('Empty box 3D (Box.IsEmpty), cannot get minimum point');
end;
procedure RaiseSetMin;
begin
raise EBox3DEmpty.Create('Empty box 3D (Box.IsEmpty), cannot set minimum point. Set the whole box to non-empty using the global Box3D() function');
end;
procedure RaiseGetMax;
begin
raise EBox3DEmpty.Create('Empty box 3D (Box.IsEmpty), cannot get maximum point');
end;
procedure RaiseSetMax;
begin
raise EBox3DEmpty.Create('Empty box 3D (Box.IsEmpty), cannot set maximum point. Set the whole box to non-empty using the global Box3D() function');
end;
procedure RaiseRadius2DInvalidIgnoreIndex;
begin
raise EInternalError.Create('Invalid IgnoreIndex for TBox3D.Radius2D');
end;
{ TBox3D --------------------------------------------------------------------- }
function TBox3D.GetMin: TVector3;
begin
if IsEmpty then RaiseGetMin;
Result := Data[0];
end;
procedure TBox3D.SetMin(const Value: TVector3);
begin
if IsEmpty then RaiseSetMin;
Data[0] := Value;
end;
function TBox3D.GetMax: TVector3;
begin
if IsEmpty then RaiseGetMax;
Result := Data[1];
end;
procedure TBox3D.SetMax(const Value: TVector3);
begin
if IsEmpty then RaiseSetMax;
Data[1] := Value;
end;
function TBox3D.IsEmpty: boolean;
begin
Result := Data[0].Data[0] > Data[1].Data[0];
end;
function TBox3D.IsEmptyOrZero: boolean;
begin
Result := (Data[0].Data[0] > Data[1].Data[0]) or
( (Data[0].Data[0] = Data[1].Data[0]) and
(Data[0].Data[1] = Data[1].Data[1]) and
(Data[0].Data[2] = Data[1].Data[2])
);
end;
procedure TBox3D.CheckNonEmpty;
begin
if IsEmpty then
raise EBox3DEmpty.Create('Empty box 3d: no middle point, no sizes etc.');
end;
function TBox3D.Center: TVector3;
begin
CheckNonEmpty;
Result.Data[0] := (Data[0].Data[0] + Data[1].Data[0]) / 2;
Result.Data[1] := (Data[0].Data[1] + Data[1].Data[1]) / 2;
Result.Data[2] := (Data[0].Data[2] + Data[1].Data[2]) / 2;
end;
function TBox3D.Middle: TVector3;
begin
Result := Center;
end;
function TBox3D.AverageSize: Single;
begin
CheckNonEmpty;
Result := (
(Data[1].Data[0] - Data[0].Data[0]) +
(Data[1].Data[1] - Data[0].Data[1]) +
(Data[1].Data[2] - Data[0].Data[2])) / 3;
end;
function TBox3D.AverageSize(const AllowZero: boolean;
const EmptyBoxSize: Single): Single;
begin
if IsEmpty then
Result := EmptyBoxSize else
begin
Result := ((Data[1].Data[0] - Data[0].Data[0]) +
(Data[1].Data[1] - Data[0].Data[1]) +
(Data[1].Data[2] - Data[0].Data[2])) / 3;
if (not AllowZero) and (Result = 0) then
Result := EmptyBoxSize;
end;
end;
function TBox3D.MaxSize: Single;
begin
CheckNonEmpty;
Result := MaxValue([
Data[1].Data[0] - Data[0].Data[0],
Data[1].Data[1] - Data[0].Data[1],
Data[1].Data[2] - Data[0].Data[2]
]);
end;
function TBox3D.MaxSize(const AllowZero: boolean;
const EmptyBoxSize: Single): Single;
begin
if IsEmpty then
Result := EmptyBoxSize else
begin
Result := MaxValue([
Data[1].Data[0] - Data[0].Data[0],
Data[1].Data[1] - Data[0].Data[1],
Data[1].Data[2] - Data[0].Data[2]
]);
if (not AllowZero) and (Result = 0) then
Result := EmptyBoxSize;
end;
end;
function TBox3D.Area(const AllowZero: boolean;
const EmptyBoxArea: Single): Single;
var
A, B, C: Single;
begin
if IsEmpty then
Result := EmptyBoxArea else
begin
A := Data[1].Data[0] - Data[0].Data[0];
B := Data[1].Data[1] - Data[0].Data[1];
C := Data[1].Data[2] - Data[0].Data[2];
Result := 2*A*B + 2*B*C + 2*A*C;
if (not AllowZero) and (Result = 0) then
Result := EmptyBoxArea;
end;
end;
function TBox3D.MinSize: Single;
begin
CheckNonEmpty;
Result := MinValue([
Data[1].Data[0] - Data[0].Data[0],
Data[1].Data[1] - Data[0].Data[1],
Data[1].Data[2] - Data[0].Data[2]
]);
{ Another version is below (but this is slower without any benefit...)
var sizes: TVector3;
sizes := Box3DSizes(box);
result := sizes[MaxVectorCoord(sizes)];
}
end;
function TBox3D.SizeX: Single;
begin
CheckNonEmpty;
Result := Data[1].Data[0] - Data[0].Data[0];
end;
function TBox3D.SizeY: Single;
begin
CheckNonEmpty;
Result := Data[1].Data[1] - Data[0].Data[1];
end;
function TBox3D.SizeZ: Single;
begin
CheckNonEmpty;
Result := Data[1].Data[2] - Data[0].Data[2];
end;
procedure TBox3D.ExpandMe(const AExpand: Single);
begin
Data[0].Data[0] := Data[0].Data[0] - AExpand;
Data[0].Data[1] := Data[0].Data[1] - AExpand;
Data[0].Data[2] := Data[0].Data[2] - AExpand;
Data[1].Data[0] := Data[1].Data[0] + AExpand;
Data[1].Data[1] := Data[1].Data[1] + AExpand;
Data[1].Data[2] := Data[1].Data[2] + AExpand;
end;
procedure TBox3D.ExpandMe(const AExpand: TVector3);
begin
Data[0].Data[0] := Data[0].Data[0] - AExpand.Data[0];
Data[0].Data[1] := Data[0].Data[1] - AExpand.Data[1];
Data[0].Data[2] := Data[0].Data[2] - AExpand.Data[2];
Data[1].Data[0] := Data[1].Data[0] + AExpand.Data[0];
Data[1].Data[1] := Data[1].Data[1] + AExpand.Data[1];
Data[1].Data[2] := Data[1].Data[2] + AExpand.Data[2];
end;
function TBox3D.Grow(const AExpand: Single): TBox3D;
begin
if IsEmpty then Exit(Empty);
Result.Data[0].Data[0] := Data[0].Data[0] - AExpand;
Result.Data[0].Data[1] := Data[0].Data[1] - AExpand;
Result.Data[0].Data[2] := Data[0].Data[2] - AExpand;
Result.Data[1].Data[0] := Data[1].Data[0] + AExpand;
Result.Data[1].Data[1] := Data[1].Data[1] + AExpand;
Result.Data[1].Data[2] := Data[1].Data[2] + AExpand;
end;
function TBox3D.Grow(const AExpand: TVector3): TBox3D;
begin
if IsEmpty then Exit(Empty);
Result.Data[0].Data[0] := Data[0].Data[0] - AExpand.Data[0];
Result.Data[0].Data[1] := Data[0].Data[1] - AExpand.Data[1];
Result.Data[0].Data[2] := Data[0].Data[2] - AExpand.Data[2];
Result.Data[1].Data[0] := Data[1].Data[0] + AExpand.Data[0];
Result.Data[1].Data[1] := Data[1].Data[1] + AExpand.Data[1];
Result.Data[1].Data[2] := Data[1].Data[2] + AExpand.Data[2];
end;
function TBox3D.Expand(const AExpand: Single): TBox3D;
begin
Result := Grow(AExpand);
end;
function TBox3D.Expand(const AExpand: TVector3): TBox3D;
begin
Result := Grow(AExpand);
end;
function TBox3D.Contains(const Point: TVector3): boolean;
begin
if IsEmpty then Exit(false);
Result :=
(Data[0].Data[0] <= Point.Data[0]) and (Point.Data[0] <= Data[1].Data[0]) and
(Data[0].Data[1] <= Point.Data[1]) and (Point.Data[1] <= Data[1].Data[1]) and
(Data[0].Data[2] <= Point.Data[2]) and (Point.Data[2] <= Data[1].Data[2]);
end;
{ Causes FPC error:
Error: Asm: Duplicate label CASTLEBOXES/home/michalis/bin/castle-engineTBOX3D_$__$$_CONTAINS$TGENERICVECTOR3$$BOOLEAN
See https://bugs.freepascal.org/view.php?id=32188
function TBox3D.Contains(const Point: TVector3Double): boolean;
begin
if IsEmpty then Exit(false);
Result :=
(Data[0].Data[0] <= Point.Data[0]) and (Point.Data[0] <= Data[1].Data[0]) and
(Data[0].Data[1] <= Point.Data[1]) and (Point.Data[1] <= Data[1].Data[1]) and
(Data[0].Data[2] <= Point.Data[2]) and (Point.Data[2] <= Data[1].Data[2]);
end;
}
function TBox3D.PointInside(const Point: TVector3): boolean;
begin
Result := Contains(Point);
end;
{ Causes FPC error:
Error: Asm: Duplicate label CASTLEBOXES/home/michalis/bin/castle-engineTBOX3D_$__$$_POINTINSIDE$TGENERICVECTOR3$$BOOLEAN
See https://bugs.freepascal.org/view.php?id=32188
function TBox3D.PointInside(const Point: TVector3Double): boolean;
begin
Result := Contains(Point);
end;
}
{ Separated from Contains2D, to not slowdown it by implicit
try/finally section because we use string. }
procedure Contains2D_InvalidIgnoreIndex;
begin
raise EInternalError.Create('Invalid IgnoreIndex for TBox3D.Contains2D');
end;
function TBox3D.Contains2D(const Point: TVector2): boolean;
begin
if IsEmpty then Exit(false);
Result :=
(Data[0].Data[0] <= Point.Data[0]) and (Point.Data[0] <= Data[1].Data[0]) and
(Data[0].Data[1] <= Point.Data[1]) and (Point.Data[1] <= Data[1].Data[1]);
end;
function TBox3D.Contains2D(const Point: TVector3;
const IgnoreIndex: Integer): boolean;
begin
if IsEmpty then Exit(false);
case IgnoreIndex of
0: Result :=
(Data[0].Data[1] <= Point.Data[1]) and (Point.Data[1] <= Data[1].Data[1]) and
(Data[0].Data[2] <= Point.Data[2]) and (Point.Data[2] <= Data[1].Data[2]);
1: Result :=
(Data[0].Data[2] <= Point.Data[2]) and (Point.Data[2] <= Data[1].Data[2]) and
(Data[0].Data[0] <= Point.Data[0]) and (Point.Data[0] <= Data[1].Data[0]);
2: Result :=
(Data[0].Data[0] <= Point.Data[0]) and (Point.Data[0] <= Data[1].Data[0]) and
(Data[0].Data[1] <= Point.Data[1]) and (Point.Data[1] <= Data[1].Data[1]);
else Contains2D_InvalidIgnoreIndex;
end;
end;
function TBox3D.PointInside2D(const Point: TVector2): boolean;
begin
Result := Contains2D(Point);
end;
function TBox3D.PointInside2D(const Point: TVector3;
const IgnoreIndex: Integer): boolean;
begin
Result := Contains2D(Point, IgnoreIndex);
end;
procedure TBox3D.Include(const box2: TBox3D);
begin
if Box2.IsEmpty then
Exit else
if IsEmpty then
Data := Box2.Data else
begin
MinVar(Data[0].Data[0], box2.Data[0].Data[0]);
MaxVar(Data[1].Data[0], box2.Data[1].Data[0]);
MinVar(Data[0].Data[1], box2.Data[0].Data[1]);
MaxVar(Data[1].Data[1], box2.Data[1].Data[1]);
MinVar(Data[0].Data[2], box2.Data[0].Data[2]);
MaxVar(Data[1].Data[2], box2.Data[1].Data[2]);
end;
end;
procedure TBox3D.Include(const Point: TVector3);
begin
if IsEmpty then
begin
Data[0] := Point;
Data[1] := Point;
end else
begin
MinVar(Data[0].Data[0], Point.Data[0]);
MaxVar(Data[1].Data[0], Point.Data[0]);
MinVar(Data[0].Data[1], Point.Data[1]);
MaxVar(Data[1].Data[1], Point.Data[1]);
MinVar(Data[0].Data[2], Point.Data[2]);
MaxVar(Data[1].Data[2], Point.Data[2]);
end;
end;
function TBox3D.Size: TVector3;
begin
CheckNonEmpty;
Result.Data[0] := Data[1].Data[0] - Data[0].Data[0];
Result.Data[1] := Data[1].Data[1] - Data[0].Data[1];
Result.Data[2] := Data[1].Data[2] - Data[0].Data[2];
end;
function TBox3D.Sizes: TVector3;
begin
Result := Size;
end;
procedure TBox3D.GetAllPoints(AllPoints: PVector3Array);
begin
AllPoints^[0] := Vector3(Data[0].Data[0], Data[0].Data[1], Data[0].Data[2]);
AllPoints^[1] := Vector3(Data[0].Data[0], Data[0].Data[1], Data[1].Data[2]);
AllPoints^[2] := Vector3(Data[0].Data[0], Data[1].Data[1], Data[0].Data[2]);
AllPoints^[3] := Vector3(Data[0].Data[0], Data[1].Data[1], Data[1].Data[2]);
AllPoints^[4] := Vector3(Data[1].Data[0], Data[0].Data[1], Data[0].Data[2]);
AllPoints^[5] := Vector3(Data[1].Data[0], Data[0].Data[1], Data[1].Data[2]);
AllPoints^[6] := Vector3(Data[1].Data[0], Data[1].Data[1], Data[0].Data[2]);
AllPoints^[7] := Vector3(Data[1].Data[0], Data[1].Data[1], Data[1].Data[2]);
end;
procedure TBox3D.Corners(var AllPoints: TBoxCorners);
begin
{$warnings off} // using deprecated knowingly
GetAllPoints(@AllPoints);
{$warnings on}
end;
function TBox3D.Transform(
const Matrix: TMatrix4): TBox3D;
function Slower(const Matrix: TMatrix4): TBox3D;
var
BoxPoints: TBoxCorners;
i: integer;
begin
Corners(BoxPoints);
for i := 0 to 7 do BoxPoints[i] := Matrix.MultPoint(BoxPoints[i]);
{ Non-optimized version:
Result := CalculateBoundingBox(@BoxPoints, 8, 0);
But it turns out that the code below, that does essentially the same
thing as CalculateBoundingBox implementation, works noticeably faster.
This is noticeable on "The Castle" with many creatures: then a considerable
time is spend inside TCreature.BoundingBox, that must calculate
transformed bounding boxes.
}
Result.Data[0] := BoxPoints[0];
Result.Data[1] := BoxPoints[0];
for I := 1 to High(BoxPoints) do
begin
if BoxPoints[I].Data[0] < Result.Data[0].Data[0] then Result.Data[0].Data[0] := BoxPoints[I].Data[0];
if BoxPoints[I].Data[1] < Result.Data[0].Data[1] then Result.Data[0].Data[1] := BoxPoints[I].Data[1];
if BoxPoints[I].Data[2] < Result.Data[0].Data[2] then Result.Data[0].Data[2] := BoxPoints[I].Data[2];
if BoxPoints[I].Data[0] > Result.Data[1].Data[0] then Result.Data[1].Data[0] := BoxPoints[I].Data[0];
if BoxPoints[I].Data[1] > Result.Data[1].Data[1] then Result.Data[1].Data[1] := BoxPoints[I].Data[1];
if BoxPoints[I].Data[2] > Result.Data[1].Data[2] then Result.Data[1].Data[2] := BoxPoints[I].Data[2];
end;
end;
function Faster(const Matrix: TMatrix4): TBox3D;
{ Reasoning why this works Ok: look at Slower approach, and imagine
how each of the 8 points is multiplied by the same matrix.
Each of the 8 points is
( Data[0][0] or Data[1][0],
Data[0][1] or Data[1][1],
Data[0][2] or Data[1][2],
1 )
To calculate X components of 8 resulting points, you multiply 8 original
points by the same Matrix row. Since we're only interested in the minimum
and maximum X component, we can actually just take
Result[0][0] := ( min( Matrix[0, 0] * Data[0][0], Matrix[0, 0] * Data[1][0] ),
min( Matrix[1, 0] * Data[0][1], Matrix[1, 0] * Data[1][1] ),
min( Matrix[2, 0] * Data[0][2], Matrix[2, 0] * Data[1][2] ),
Matrix[3, 0] )
Result[0][1] is the same, but with max instead of min.
This way we fully calculated X components.
Idea from http://www.soe.ucsc.edu/~pang/160/f98/Gems/Gems/TransBox.c,
see also http://www.gamedev.net/community/forums/topic.asp?topic_id=349370.
This is 2-3 times faster than Slower (compiled with -dRELEASE, like
0.44 to 0.13 =~ 3.3 times faster). See
testcastleboxes.pas for speed (and correctness) test. }
var
I, J: Integer;
A, B: Single;
begin
{ Initially, both Result corners are copies of Matrix[3][0..2]
(the "translate" numbers of Matrix) }
Move(Matrix.Data[3], Result.Data[0], SizeOf(Result.Data[0]));
Move(Matrix.Data[3], Result.Data[1], SizeOf(Result.Data[1]));
for I := 0 to 2 do
begin
{ Calculate Result[0].Data[I], Result[1].Data[I] }
for J := 0 to 2 do
begin
A := Matrix.Data[J, I] * Data[0].Data[J];
B := Matrix.Data[J, I] * Data[1].Data[J];
if A < B then
begin
Result.Data[0].Data[I] := Result.Data[0].Data[I] + A;
Result.Data[1].Data[I] := Result.Data[1].Data[I] + B;
end else
begin
Result.Data[0].Data[I] := Result.Data[0].Data[I] + B;
Result.Data[1].Data[I] := Result.Data[1].Data[I] + A;
end;
end;
end;
end;
begin
if IsEmpty then
Exit(Empty);
if (Matrix.Data[0, 3] = 0) and
(Matrix.Data[1, 3] = 0) and
(Matrix.Data[2, 3] = 0) and
(Matrix.Data[3, 3] = 1) then
Result := Faster(Matrix) else
Result := Slower(Matrix);
end;
function TBox3D.Translate(
const Translation: TVector3): TBox3D;
begin
if not IsEmpty then
begin
Result.Data[0] := Data[0] + Translation;
Result.Data[1] := Data[1] + Translation;
end else
Result := Empty;
end;
function TBox3D.AntiTranslate(
const Translation: TVector3): TBox3D;
begin
if not IsEmpty then
begin
Result.Data[0] := Data[0] - Translation;
Result.Data[1] := Data[1] - Translation;
end else
Result := Empty;
end;
function TBox3D.ToString: string;
begin
if IsEmpty then
Result := 'EMPTY'
else
Result := Data[0].ToString+' - '+Data[1].ToString;
end;
function TBox3D.ToRawString: string;
begin
if IsEmpty then
Result := 'EMPTY'
else
Result := '(' + Data[0].ToRawString + ') - (' + Data[1].ToRawString + ')';
end;
function TBox3D.ToNiceStr: string;
begin
Result := ToString;
end;
function TBox3D.ToRawStr: string;
begin
Result := ToRawString;
end;
procedure TBox3D.ClampVar(var point: TVector3);
var
I: Integer;
begin
for I := 0 to 2 do
begin
if Point.Data[I] < Data[0].Data[I] then
Point.Data[I] := Data[0].Data[I]
else
if Point.Data[I] > Data[1].Data[I] then
Point.Data[I] := Data[1].Data[I];
end;
end;
{ Causes FPC errors:
Error: Asm: Duplicate label CASTLEBOXES/home/michalis/bin/castle-engineTBOX3D_$__$$_CLAMPVAR$TGENERICVECTOR3
See https://bugs.freepascal.org/view.php?id=32188
procedure TBox3D.ClampVar(var point: TVector3Double);
var
I: Integer;
begin
for I := 0 to 2 do
begin
if Point.Data[I] < Data[0].Data[I] then
Point.Data[I] := Data[0].Data[I]
else
if Point.Data[I] > Data[1].Data[I] then
Point.Data[I] := Data[1].Data[I];
end;
end;
}
function TBox3D.TryRayClosestIntersection(
out Intersection: TVector3;
out IntersectionDistance: Single;
const RayOrigin, RayDirection: TVector3): boolean;
var
IntrProposed: boolean absolute result;
procedure ProposeBoxIntr(const PlaneConstCoord: integer;
const PlaneConstValue: Single);
var
NowIntersection: TVector3;
NowIntersectionDistance: Single;
c1, c2: integer;
begin
if TrySimplePlaneRayIntersection(NowIntersection, NowIntersectionDistance,
PlaneConstCoord, PlaneConstValue, RayOrigin, RayDirection) then
begin
RestOf3dCoords(PlaneConstCoord, c1, c2);
if Between(NowIntersection.Data[c1], Data[0].Data[c1], Data[1].Data[c1]) and
Between(NowIntersection.Data[c2], Data[0].Data[c2], Data[1].Data[c2]) then
begin
if (not IntrProposed) or
(NowIntersectionDistance < IntersectionDistance) then
begin
IntrProposed := true;
Intersection := NowIntersection;
IntersectionDistance := NowIntersectionDistance;
end;
end;
end;
end;
var
I: integer;
begin
IntrProposed := false;
for I := 0 to 2 do
begin
{ wykorzystujemy ponizej fakt ze jezeli RayOrigin[i] < Data[0].Data[i] to na pewno
promien ktory przecinalby scianke Data[1].Data[i] pudelka przecinalby najpierw
tez inna scianke. Wiec jezeli RayOrigin[i] < Data[0].Data[i] to nie musimy sprawdzac
przeciecia z plaszczyzna Data[1].Data[i]. }
if RayOrigin.Data[i] < Data[0].Data[i] then
ProposeBoxIntr(i, Data[0].Data[i]) else
if RayOrigin.Data[i] > Data[1].Data[i] then
ProposeBoxIntr(i, Data[1].Data[i]) else
begin
ProposeBoxIntr(i, Data[0].Data[i]);
ProposeBoxIntr(i, Data[1].Data[i]);
end;
end;
end;
function TBox3D.TryRayClosestIntersection(
out Intersection: TVector3;
const RayOrigin, RayDirection: TVector3): boolean;
var
IntersectionDistance: Single;
begin
Result := TryRayClosestIntersection(
Intersection, IntersectionDistance, RayOrigin, RayDirection);
end;
function TBox3D.TryRayClosestIntersection(
out IntersectionDistance: Single;
const RayOrigin, RayDirection: TVector3): boolean;
var
Intersection: TVector3;
begin
Result := TryRayClosestIntersection(
Intersection, IntersectionDistance, RayOrigin, RayDirection);
end;
function TBox3D.TryRayEntrance(
out Entrance: TVector3; out EntranceDistance: Single;
const RayOrigin, RayDirection: TVector3): boolean;
begin
if Contains(RayOrigin) then
begin
Entrance := RayOrigin;
EntranceDistance := 0;
result := true;
end else
result := TryRayClosestIntersection(Entrance, EntranceDistance, RayOrigin, RayDirection);
end;
function TBox3D.TryRayEntrance(
out Entrance: TVector3;
const RayOrigin, RayDirection: TVector3): boolean;
begin
if Contains(RayOrigin) then
begin
Entrance := RayOrigin;
result := true;
end else
result := TryRayClosestIntersection(Entrance, RayOrigin, RayDirection);
end;
function TBox3D.IsSegmentCollision(
const Segment1, Segment2: TVector3): boolean;
begin
Result := SegmentCollision(Segment1, Segment2);
end;
function TBox3D.SegmentCollision(
const Segment1, Segment2: TVector3): boolean;
function IsCollisionWithBoxPlane(const PlaneConstCoord: integer;
const PlaneConstValue: Single): boolean;
var
NowIntersection: TVector3;
c1, c2: integer;
begin
if TrySimplePlaneSegmentIntersection(NowIntersection,
PlaneConstCoord, PlaneConstValue, Segment1, Segment2) then
begin
RestOf3dCoords(PlaneConstCoord, c1, c2);
Result :=
Between(NowIntersection.Data[c1], Data[0].Data[c1], Data[1].Data[c1]) and
Between(NowIntersection.Data[c2], Data[0].Data[c2], Data[1].Data[c2]);
end else
Result := false;
end;
var
I: integer;
begin
for I := 0 to 2 do
begin
{ wykorzystujemy ponizej fakt ze jezeli Segment1[i] < Data[0].Data[i] to na pewno
promien ktory przecinalby scianke Data[1].Data[i] pudelka przecinalby najpierw
tez inna scianke. Wiec jezeli Segment1[i] < Data[0].Data[i] to nie musimy sprawdzac
przeciecia z plaszczyzna Data[1].Data[i]. }
if Segment1.Data[i] < Data[0].Data[i] then
begin
if IsCollisionWithBoxPlane(i, Data[0].Data[i]) then Exit(true);
end else
if Segment1.Data[i] > Data[1].Data[i] then
begin
if IsCollisionWithBoxPlane(i, Data[1].Data[i]) then Exit(true);
end else
begin
if IsCollisionWithBoxPlane(i, Data[0].Data[i]) then Exit(true);
if IsCollisionWithBoxPlane(i, Data[1].Data[i]) then Exit(true);
end;
end;
Result := false;
end;
function TBox3D.PlaneCollision(
const Plane: TVector4): TPlaneCollision;
{ This generalizes the idea from IsCenteredBox3DPlaneCollision
in castleboxes_generic_float.inc.
It's also explained in
Akenine-Moller, Haines "Real-Time Rendering" (2nd ed), 13.9 (page 586)
}
var
I: Integer;
VMin, VMax: TVector3;
B: boolean;
BoxBool: TBox3DBool absolute Data;
begin
if IsEmpty then
Exit(pcNone);
for I := 0 to 2 do
begin
{ Normal code:
if Plane[I] >= 0 then
begin
VMin[I] := Data[0].Data[I];
VMax[I] := Data[1].Data[I];
end else
begin
VMin[I] := Data[1].Data[I];
VMax[I] := Data[0].Data[I];
end;
}
{ Code optimized to avoid "if", instead doing table lookup by BoxBool }
B := Plane.Data[I] >= 0;
VMin.Data[I] := BoxBool[not B].Data[I];
VMax.Data[I] := BoxBool[B].Data[I];
end;
if Plane.Data[0] * VMin.Data[0] +
Plane.Data[1] * VMin.Data[1] +
Plane.Data[2] * VMin.Data[2] +
Plane.Data[3] > 0 then
Exit(pcOutside);
if Plane.Data[0] * VMax.Data[0] +
Plane.Data[1] * VMax.Data[1] +
Plane.Data[2] * VMax.Data[2] +
Plane.Data[3] < 0 then
Exit(pcInside);
Result := pcIntersecting;
end;
function TBox3D.PlaneCollisionInside(
const Plane: TVector4): boolean;
{ Based on Box3DPlaneCollision, except now we need only VMax point.
Actually, we don't even store VMax. Instead, we calculate to
PlaneResult the equation
Plane[0] * VMax[0] +
Plane[1] * VMax[1] +
Plane[2] * VMax[2] +
Plane[3]
}
var
BoxBool: TBox3DBool absolute Data;
begin
if IsEmpty then
Exit(false);
Result :=
BoxBool[Plane.Data[0] >= 0].Data[0] * Plane.Data[0] +
BoxBool[Plane.Data[1] >= 0].Data[1] * Plane.Data[1] +
BoxBool[Plane.Data[2] >= 0].Data[2] * Plane.Data[2] +
Plane.Data[3] < 0;
end;
function TBox3D.PlaneCollisionOutside(
const Plane: TVector4): boolean;
var
BoxBool: TBox3DBool absolute Data;
begin
if IsEmpty then
Exit(false);
Result :=
BoxBool[Plane.Data[0] < 0].Data[0] * Plane.Data[0] +
BoxBool[Plane.Data[1] < 0].Data[1] * Plane.Data[1] +
BoxBool[Plane.Data[2] < 0].Data[2] * Plane.Data[2] +
Plane.Data[3] > 0;
end;
function TBox3D.IsTriangleCollision(const Triangle: TTriangle3): boolean;
{ Implementation based on
[http://jgt.akpeters.com/papers/AkenineMoller01/tribox.html],
by Tomas Akenine-Möller, described
in his paper [http://jgt.akpeters.com/papers/AkenineMoller01/]
"Fast 3D Triangle-Box Overlap Testing", downloadable from
[http://www.cs.lth.se/home/Tomas_Akenine_Moller/pubs/tribox.pdf].
Use separating axis theorem to test overlap between triangle and box
need to test for overlap in these directions:
1) the (x,y,z)-directions
2) normal of the triangle
3) crossproduct(edge from tri, (x,y,z)-direction)
this gives 3x3=9 more tests
}
const
{ Special equality epsilon used by IsCenteredBox3DPlaneCollision.
For implementation reasons, they always
use Double precision (even when called with arguments with Single precision),
and still have to use epsilon slightly larger than usual
CastleVectors.DoubleEpsilon. }
Epsilon: Double = 1e-5;
{ It's better to make these calculations using Double precision. }
{$define IsTriangleCollision_DoublePrecision}
type
TVector3 = {$ifdef IsTriangleCollision_DoublePrecision}
CastleVectors.TVector3Double {$else}
CastleVectors.TVector3 {$endif};
TVector4 = {$ifdef IsTriangleCollision_DoublePrecision}
CastleVectors.TVector4Double {$else}
CastleVectors.TVector4 {$endif};
TScalar = {$ifdef IsTriangleCollision_DoublePrecision}
Double {$else}
Single {$endif};
TTriangle3 = array [0..2] of TVector3;
var
TriangleMoved: TTriangle3;
BoxHalfSize: TVector3;
{ ======================== X-tests ======================== }
function AXISTEST_X01(const a, b, fa, fb: TScalar): boolean;
var
p0, p2, rad, min, max: TScalar;
begin
p0 := a * TriangleMoved[0].Data[1] - b * TriangleMoved[0].Data[2];
p2 := a * TriangleMoved[2].Data[1] - b * TriangleMoved[2].Data[2];
if p0<p2 then begin min := p0; max := p2; end else
begin min := p2; max := p0; end;
rad := fa * BoxHalfSize.Data[1] + fb * BoxHalfSize.Data[2];
Result := (min > rad + Epsilon) or (max < -rad - Epsilon);
end;
function AXISTEST_X2(const a, b, fa, fb: TScalar): boolean;
var
p0, p1, rad, min, max: TScalar;
begin
p0 := a * TriangleMoved[0].Data[1] - b * TriangleMoved[0].Data[2];
p1 := a * TriangleMoved[1].Data[1] - b * TriangleMoved[1].Data[2];
if p0<p1 then begin min := p0; max := p1; end else
begin min := p1; max := p0; end;
rad := fa * BoxHalfSize.Data[1] + fb * BoxHalfSize.Data[2];
Result := (min > rad + Epsilon) or (max < -rad - Epsilon);
end;
{ ======================== Y-tests ======================== }
function AXISTEST_Y02(const a, b, fa, fb: TScalar): boolean;
var
p0, p2, rad, min, max: TScalar;
begin
p0 := -a * TriangleMoved[0].Data[0] + b * TriangleMoved[0].Data[2];
p2 := -a * TriangleMoved[2].Data[0] + b * TriangleMoved[2].Data[2];
if p0<p2 then begin min := p0; max := p2; end else
begin min := p2; max := p0; end;
rad := fa * BoxHalfSize.Data[0] + fb * BoxHalfSize.Data[2];
Result := (min > rad + Epsilon) or (max < -rad - Epsilon);
end;
function AXISTEST_Y1(const a, b, fa, fb: TScalar): boolean;
var
p0, p1, rad, min, max: TScalar;
begin
p0 := -a * TriangleMoved[0].Data[0] + b * TriangleMoved[0].Data[2];
p1 := -a * TriangleMoved[1].Data[0] + b * TriangleMoved[1].Data[2];
if p0<p1 then begin min := p0; max := p1; end else
begin min := p1; max := p0; end;
rad := fa * BoxHalfSize.Data[0] + fb * BoxHalfSize.Data[2];
Result := (min > rad + Epsilon) or (max < -rad - Epsilon);
end;
{ ======================== Z-tests ======================== }
function AXISTEST_Z12(const a, b, fa, fb: TScalar): boolean;
var
p1, p2, rad, min, max: TScalar;
begin
p1 := a * TriangleMoved[1].Data[0] - b * TriangleMoved[1].Data[1];
p2 := a * TriangleMoved[2].Data[0] - b * TriangleMoved[2].Data[1];
if p2<p1 then begin min := p2; max := p1; end else
begin min := p1; max := p2; end;
rad := fa * BoxHalfSize.Data[0] + fb * BoxHalfSize.Data[1];
Result := (min > rad + Epsilon) or (max < -rad - Epsilon);
end;
function AXISTEST_Z0(const a, b, fa, fb: TScalar): boolean;
var
p0, p1, rad, min, max: TScalar;
begin
p0 := a * TriangleMoved[0].Data[0] - b * TriangleMoved[0].Data[1];
p1 := a * TriangleMoved[1].Data[0] - b * TriangleMoved[1].Data[1];
if p0<p1 then begin min := p0; max := p1; end else
begin min := p1; max := p0; end;
rad := fa * BoxHalfSize.Data[0] + fb * BoxHalfSize.Data[1];
Result := (min > rad + Epsilon) or (max < -rad - Epsilon);
end;
var
BoxCenter: TVector3;
I: Integer;
TriangleEdges: TTriangle3;
EdgeAbs: TVector3;
TriMin, TriMax: TScalar;
Plane: TVector4;
PlaneDir: TVector3 absolute Plane;
begin
if IsEmpty then
Exit(false);
{ calculate BoxCenter and BoxHalfSize }
for I := 0 to 2 do
begin
BoxCenter.Data[I] := (Data[0].Data[I] + Data[1].Data[I]) / 2;
BoxHalfSize.Data[I] := (Data[1].Data[I] - Data[0].Data[I]) / 2;
end;
{ calculate TriangleMoved (Triangle shifted by -BoxCenter,
so that we can treat the BoxHalfSize as centered around origin) }
TriangleMoved[0] := {$ifdef IsTriangleCollision_DoublePrecision}Vector3Double{$endif}(Triangle.Data[0]) - BoxCenter;
TriangleMoved[1] := {$ifdef IsTriangleCollision_DoublePrecision}Vector3Double{$endif}(Triangle.Data[1]) - BoxCenter;
TriangleMoved[2] := {$ifdef IsTriangleCollision_DoublePrecision}Vector3Double{$endif}(Triangle.Data[2]) - BoxCenter;
{ calculate TriangleMoved edges }
TriangleEdges[0] := TriangleMoved[1] - TriangleMoved[0];
TriangleEdges[1] := TriangleMoved[2] - TriangleMoved[1];
TriangleEdges[2] := TriangleMoved[0] - TriangleMoved[2];
{ tests 3) }
EdgeAbs.Data[0] := Abs(TriangleEdges[0].Data[0]);
EdgeAbs.Data[1] := Abs(TriangleEdges[0].Data[1]);
EdgeAbs.Data[2] := Abs(TriangleEdges[0].Data[2]);
if AXISTEST_X01(TriangleEdges[0].Data[2], TriangleEdges[0].Data[1], EdgeAbs.Data[2], EdgeAbs.Data[1]) then Exit(false);
if AXISTEST_Y02(TriangleEdges[0].Data[2], TriangleEdges[0].Data[0], EdgeAbs.Data[2], EdgeAbs.Data[0]) then Exit(false);
if AXISTEST_Z12(TriangleEdges[0].Data[1], TriangleEdges[0].Data[0], EdgeAbs.Data[1], EdgeAbs.Data[0]) then Exit(false);
EdgeAbs.Data[0] := Abs(TriangleEdges[1].Data[0]);
EdgeAbs.Data[1] := Abs(TriangleEdges[1].Data[1]);
EdgeAbs.Data[2] := Abs(TriangleEdges[1].Data[2]);
if AXISTEST_X01(TriangleEdges[1].Data[2], TriangleEdges[1].Data[1], EdgeAbs.Data[2], EdgeAbs.Data[1]) then Exit(false);
if AXISTEST_Y02(TriangleEdges[1].Data[2], TriangleEdges[1].Data[0], EdgeAbs.Data[2], EdgeAbs.Data[0]) then Exit(false);
if AXISTEST_Z0 (TriangleEdges[1].Data[1], TriangleEdges[1].Data[0], EdgeAbs.Data[1], EdgeAbs.Data[0]) then Exit(false);
EdgeAbs.Data[0] := Abs(TriangleEdges[2].Data[0]);
EdgeAbs.Data[1] := Abs(TriangleEdges[2].Data[1]);
EdgeAbs.Data[2] := Abs(TriangleEdges[2].Data[2]);
if AXISTEST_X2 (TriangleEdges[2].Data[2], TriangleEdges[2].Data[1], EdgeAbs.Data[2], EdgeAbs.Data[1]) then Exit(false);
if AXISTEST_Y1 (TriangleEdges[2].Data[2], TriangleEdges[2].Data[0], EdgeAbs.Data[2], EdgeAbs.Data[0]) then Exit(false);
if AXISTEST_Z12(TriangleEdges[2].Data[1], TriangleEdges[2].Data[0], EdgeAbs.Data[1], EdgeAbs.Data[0]) then Exit(false);
{ tests 1)
first test overlap in the (x,y,z)-directions
find TriMin, TriMax of the triangle each direction, and test for overlap in
that direction -- this is equivalent to testing a minimal AABB around
the triangle against the AABB }
{ test in X-direction }
MinMax(TriangleMoved[0].Data[0], TriangleMoved[1].Data[0], TriangleMoved[2].Data[0], TriMin, TriMax);
if (TriMin > boxhalfsize.Data[0] + Epsilon) or
(TriMax < -boxhalfsize.Data[0] - Epsilon) then Exit(false);
{ test in Y-direction }
MinMax(TriangleMoved[0].Data[1], TriangleMoved[1].Data[1], TriangleMoved[2].Data[1], TriMin, TriMax);
if (TriMin > boxhalfsize.Data[1] + Epsilon) or
(TriMax < -boxhalfsize.Data[1] - Epsilon) then Exit(false);
{ test in Z-direction }
MinMax(TriangleMoved[0].Data[2], TriangleMoved[1].Data[2], TriangleMoved[2].Data[2], TriMin, TriMax);
if (TriMin > boxhalfsize.Data[2] + Epsilon) or
(TriMax < -boxhalfsize.Data[2] - Epsilon) then Exit(false);
{ tests 2)
test if the box intersects the plane of the triangle
compute plane equation of triangle: normal*x+d=0 }
PlaneDir := TVector3.CrossProduct(TriangleEdges[0], TriangleEdges[1]);
Plane.Data[3] := -TVector3.DotProduct(PlaneDir, TriangleMoved[0]);
if not {$ifdef IsTriangleCollision_DoublePrecision}
IsCenteredBox3DPlaneCollisionDouble{$else}
IsCenteredBox3DPlaneCollision{$endif}
(BoxHalfSize, Plane) then
Exit(false);
Result := true; { box and triangle overlaps }
end;
procedure TBox3D.BoundingSphere(
var SphereCenter: TVector3; var SphereRadiusSqr: Single);
begin
if IsEmpty then
begin
SphereRadiusSqr := 0;
end else
begin
SphereCenter := Center;
SphereRadiusSqr := PointsDistanceSqr(SphereCenter, Data[0]);
end;
end;
function TBox3D.Collision(const Box2: TBox3D): boolean;
begin
Result :=
(not IsEmpty) and
(not Box2.IsEmpty) and
(not ((Data[1].Data[0] < Box2.Data[0].Data[0]) or (Box2.Data[1].Data[0] < Data[0].Data[0]))) and
(not ((Data[1].Data[1] < Box2.Data[0].Data[1]) or (Box2.Data[1].Data[1] < Data[0].Data[1]))) and
(not ((Data[1].Data[2] < Box2.Data[0].Data[2]) or (Box2.Data[1].Data[2] < Data[0].Data[2])));
end;
function TBox3D.Radius: Single;
begin
if IsEmpty then
Result := 0
else
Result := Sqrt(MaxValue([
Vector3(Data[0].Data[0], Data[0].Data[1], Data[0].Data[2]).LengthSqr,
Vector3(Data[1].Data[0], Data[0].Data[1], Data[0].Data[2]).LengthSqr,
Vector3(Data[1].Data[0], Data[1].Data[1], Data[0].Data[2]).LengthSqr,
Vector3(Data[0].Data[0], Data[1].Data[1], Data[0].Data[2]).LengthSqr,
Vector3(Data[0].Data[0], Data[0].Data[1], Data[1].Data[2]).LengthSqr,
Vector3(Data[1].Data[0], Data[0].Data[1], Data[1].Data[2]).LengthSqr,
Vector3(Data[1].Data[0], Data[1].Data[1], Data[1].Data[2]).LengthSqr,
Vector3(Data[0].Data[0], Data[1].Data[1], Data[1].Data[2]).LengthSqr
]));
end;
function TBox3D.Radius2D(const IgnoreIndex: Integer): Single;
begin
if IsEmpty then
Result := 0 else
begin
case IgnoreIndex of
0: Result := MaxValue([
Vector2(Data[0].Data[1], Data[0].Data[2]).LengthSqr,
Vector2(Data[1].Data[1], Data[0].Data[2]).LengthSqr,
Vector2(Data[1].Data[1], Data[1].Data[2]).LengthSqr,
Vector2(Data[0].Data[1], Data[1].Data[2]).LengthSqr
]);
1: Result := MaxValue([
Vector2(Data[0].Data[2], Data[0].Data[0]).LengthSqr,
Vector2(Data[1].Data[2], Data[0].Data[0]).LengthSqr,
Vector2(Data[1].Data[2], Data[1].Data[0]).LengthSqr,
Vector2(Data[0].Data[2], Data[1].Data[0]).LengthSqr
]);
2: Result := MaxValue([
Vector2(Data[0].Data[0], Data[0].Data[1]).LengthSqr,
Vector2(Data[1].Data[0], Data[0].Data[1]).LengthSqr,
Vector2(Data[1].Data[0], Data[1].Data[1]).LengthSqr,
Vector2(Data[0].Data[0], Data[1].Data[1]).LengthSqr
]);
else RaiseRadius2DInvalidIgnoreIndex;
end;
Result := Sqrt(Result);
end;
end;
function TBox3D.SphereSimpleCollision(
const SphereCenter: TVector3; const SphereRadius: Single): boolean;
begin
Result := (not IsEmpty) and
(SphereCenter.Data[0] >= Data[0].Data[0] - SphereRadius) and
(SphereCenter.Data[0] <= Data[1].Data[0] + SphereRadius) and
(SphereCenter.Data[1] >= Data[0].Data[1] - SphereRadius) and
(SphereCenter.Data[1] <= Data[1].Data[1] + SphereRadius) and
(SphereCenter.Data[2] >= Data[0].Data[2] - SphereRadius) and
(SphereCenter.Data[2] <= Data[1].Data[2] + SphereRadius);
end;
function TBox3D.SphereCollision(
const SphereCenter: TVector3; const SphereRadius: Single): boolean;
{ This great and simple algorithm was invented by Arvo, I read about
it in "Real-Time Rendering" by Moller and Haines.
The idea is beatifully simple: we can easily find point on the Box
that is closest to SphereCenter: on each of X, Y, Z axis,
1. SphereCenter[I] is within Box, so distance on this axis is 0
2. SphereCenter[I] is not within Box, so the closest point is taken
from appropriate box corner
Then just compare distance between these points and radius.
Implementation below is low-optimized: we actually calculate
distance, d, as we go (we don't keep explicitly our "closest point",
although we think about calculating it). And loop over three planes
is unfolded to be sure. }
var
D: Single;
begin
if IsEmpty then Exit(false);
D := 0;
{ Uses:
4 up to 7 comparisons,
6 additions,
4 multiplications.
Ok, that's damn fast, but still a little slower than
TBox3D.SphereSimpleCollision (that has 1 up to 6 comparisons and additions). }
if SphereCenter.Data[0] < Data[0].Data[0] then D := D + (Sqr(SphereCenter.Data[0] - Data[0].Data[0])) else
if SphereCenter.Data[0] > Data[1].Data[0] then D := D + (Sqr(SphereCenter.Data[0] - Data[1].Data[0]));
if SphereCenter.Data[1] < Data[0].Data[1] then D := D + (Sqr(SphereCenter.Data[1] - Data[0].Data[1])) else
if SphereCenter.Data[1] > Data[1].Data[1] then D := D + (Sqr(SphereCenter.Data[1] - Data[1].Data[1]));
if SphereCenter.Data[2] < Data[0].Data[2] then D := D + (Sqr(SphereCenter.Data[2] - Data[0].Data[2])) else
if SphereCenter.Data[2] > Data[1].Data[2] then D := D + (Sqr(SphereCenter.Data[2] - Data[1].Data[2]));
Result := D <= Sqr(SphereRadius);
end;
function TBox3D.SphereCollision2D(
const SphereCenter: TVector2; const SphereRadius: Single): boolean;
var
D: Single;
begin
if IsEmpty then Exit(false);
D := 0;
if SphereCenter.Data[0] < Data[0].Data[0] then D := D + (Sqr(SphereCenter.Data[0] - Data[0].Data[0])) else
if SphereCenter.Data[0] > Data[1].Data[0] then D := D + (Sqr(SphereCenter.Data[0] - Data[1].Data[0]));
if SphereCenter.Data[1] < Data[0].Data[1] then D := D + (Sqr(SphereCenter.Data[1] - Data[0].Data[1])) else
if SphereCenter.Data[1] > Data[1].Data[1] then D := D + (Sqr(SphereCenter.Data[1] - Data[1].Data[1]));
Result := D <= Sqr(SphereRadius);
end;
function TBox3D.MaximumPlane(
const Direction: TVector3): TVector4;
var
BoxBool: TBox3DBool absolute Data;
ResultDir: TVector3 absolute Result;
begin
CheckNonEmpty;
{ first 3 plane components are just copied from Direction }
ResultDir := Direction;
(*
{ calculate box corner that intersects resulting plane:
just choose appropriate coords using Direction. }
P[0] := BoxBool[Direction[0] >= 0].Data[0];
P[1] := BoxBool[Direction[1] >= 0].Data[1];
P[2] := BoxBool[Direction[2] >= 0].Data[2];
{ calculate 4th plane component.
Plane must intersect P, so
P[0] * Result[0] + .... + Result[3] = 0
}
Result[3] := - (P[0] * Result[0] +
P[1] * Result[1] +
P[2] * Result[2]);
*)
{ optimized version, just do this in one go: }
Result.Data[3] := - (
BoxBool[Direction.Data[0] >= 0].Data[0] * Result.Data[0] +
BoxBool[Direction.Data[1] >= 0].Data[1] * Result.Data[1] +
BoxBool[Direction.Data[2] >= 0].Data[2] * Result.Data[2]);
end;
function TBox3D.MinimumPlane(const Direction: TVector3): TVector4;
var
BoxBool: TBox3DBool absolute Data;
ResultDir: TVector3 absolute Result;
begin
CheckNonEmpty;
{ first 3 plane components are just copied from Direction }
ResultDir := Direction;
{ optimized version, just do this in one go: }
Result.Data[3] := - (
BoxBool[Direction.Data[0] < 0].Data[0] * Result.Data[0] +
BoxBool[Direction.Data[1] < 0].Data[1] * Result.Data[1] +
BoxBool[Direction.Data[2] < 0].Data[2] * Result.Data[2]);
end;
function TBox3D.MaximumCorner(const Direction: TVector3): TVector3;
var
BoxBool: TBox3DBool absolute Data;
begin
CheckNonEmpty;
Result.Data[0] := BoxBool[Direction.Data[0] >= 0].Data[0];
Result.Data[1] := BoxBool[Direction.Data[1] >= 0].Data[1];
Result.Data[2] := BoxBool[Direction.Data[2] >= 0].Data[2];
end;
function TBox3D.MinimumCorner(const Direction: TVector3): TVector3;
var
BoxBool: TBox3DBool absolute Data;
begin
CheckNonEmpty;
Result.Data[0] := BoxBool[Direction.Data[0] < 0].Data[0];
Result.Data[1] := BoxBool[Direction.Data[1] < 0].Data[1];
Result.Data[2] := BoxBool[Direction.Data[2] < 0].Data[2];
end;
procedure TBox3D.PointDistances(const P: TVector3;
out MinDistance, MaxDistance: Single);
var
Dist0, Dist1: Single;
I: Integer;
begin
CheckNonEmpty;
MinDistance := 0;
MaxDistance := 0;
{ For each coordinate (0, 1, 2), find which side of the box is closest.
Effectively, we find the closest of the 8 box corners.
The opposite corner is the farthest.
We want to calculate distance to this point, so we do it by the way. }
for I := 0 to 2 do
begin
Dist0 := Sqr(P.Data[I] - Data[0].Data[I]);
Dist1 := Sqr(P.Data[I] - Data[1].Data[I]);
if Dist0 < Dist1 then
begin
MinDistance := MinDistance + Dist0;
MaxDistance := MaxDistance + Dist1;
end else
begin
MinDistance := MinDistance + Dist1;
MaxDistance := MaxDistance + Dist0;
end;
end;
if Contains(P) then
MinDistance := 0;
{ Because of floating point inaccuracy, MinDistance may be larger
by epsilon than MaxDistance? Fix it to be sure. }
{ For now: just assert it: }
Assert(MinDistance <= MaxDistance);
end;
procedure TBox3D.DirectionDistances(
const Point, Dir: TVector3;
out MinDistance, MaxDistance: Single);
var
B: TBox3DBool absolute Data;
XMin, YMin, ZMin: boolean;
MinPoint, MaxPoint: TVector3;
Coord: Integer;
begin
CheckNonEmpty;
XMin := Dir.Data[0] < 0;
YMin := Dir.Data[1] < 0;
ZMin := Dir.Data[2] < 0;
MinPoint := PointOnLineClosestToPoint(Point, Dir,
Vector3(B[XMin].Data[0], B[YMin].Data[1], B[ZMin].Data[2]));
MaxPoint := PointOnLineClosestToPoint(Point, Dir,
Vector3(B[not XMin].Data[0], B[not YMin].Data[1], B[not ZMin].Data[2]));
MinDistance := PointsDistance(Point, MinPoint);
MaxDistance := PointsDistance(Point, MaxPoint);
{ choose one of the 3 coordinates where Dir is largest, for best
numerical stability. We need to compare now and see which
distances should be negated. }
Coord := MaxAbsVectorCoord(Dir);
if Dir.Data[Coord] > 0 then
begin
{ So the distances to points that are *larger* on Coord are positive.
Others should be negative. }
if MinPoint.Data[Coord] < Point.Data[Coord] then
MinDistance := -MinDistance;
if MaxPoint.Data[Coord] < Point.Data[Coord] then
MaxDistance := -MaxDistance;
end else
begin
if MinPoint.Data[Coord] > Point.Data[Coord] then
MinDistance := -MinDistance;
if MaxPoint.Data[Coord] > Point.Data[Coord] then
MaxDistance := -MaxDistance;
end;
{ Because of floating point inaccuracy, MinDistance may be larger
by epsilon than MaxDistance? Fix it to be sure. }
{ For now: just assert it: }
Assert(MinDistance <= MaxDistance);
end;
function TBox3D.PointDistance(const Point: TVector3): Single;
var
I: Integer;
begin
CheckNonEmpty;
{ There are 4 cases:
0. point is in no box range - calculate distance to closest corner
1. point is 1 box range - calculate distance to closest edge
2. point is 2 box ranges - calculate distance to closest side
3. point is 3 box ranges - so point is inside, distance = 0
First naive implementation was detecting these cases by calculating
InsideRangeCount, InsideRange and such.
But actually you can calculate all cases at once. }
Result := 0;
for I := 0 to 2 do
begin
if Point.Data[I] < Data[0].Data[I] then
Result := Result + (Sqr(Point.Data[I] - Data[0].Data[I])) else
if Point.Data[I] > Data[1].Data[I] then
Result := Result + (Sqr(Point.Data[I] - Data[1].Data[I]));
end;
Result := Sqrt(Result);
end;
function TBox3D.PointMaxDistance(const Point: TVector3;
const EmptyBoxDistance: Single): Single;
var
B: TBox3DBool absolute Data;
begin
if IsEmpty then
Result := EmptyBoxDistance else
Result := Sqrt(
Sqr(Point.Data[0] - B[Point.Data[0] < (Data[0].Data[0] + Data[1].Data[0]) / 2].Data[0]) +
Sqr(Point.Data[1] - B[Point.Data[1] < (Data[0].Data[1] + Data[1].Data[1]) / 2].Data[1]) +
Sqr(Point.Data[2] - B[Point.Data[2] < (Data[0].Data[2] + Data[1].Data[2]) / 2].Data[2])
);
end;
function TBox3D.Equal(const Box2: TBox3D): boolean;
begin
if IsEmpty then
Result := Box2.IsEmpty else
Result := (not Box2.IsEmpty) and
TVector3.Equals(Data[0], Box2.Data[0]) and
TVector3.Equals(Data[1], Box2.Data[1]);
end;
function TBox3D.Equal(const Box2: TBox3D; const Epsilon: Single): boolean;
begin
if IsEmpty then
Result := Box2.IsEmpty else
Result := (not Box2.IsEmpty) and
TVector3.Equals(Data[0], Box2.Data[0], Epsilon) and
TVector3.Equals(Data[1], Box2.Data[1], Epsilon);
end;
function TBox3D.Diagonal: Single;
begin
if IsEmpty then
Result := 0 else
Result := Sqrt(Sqr(Data[1].Data[0] - Data[0].Data[0]) +
Sqr(Data[1].Data[1] - Data[0].Data[1]) +
Sqr(Data[1].Data[2] - Data[0].Data[2]));
end;
function TBox3D.RectangleXY: TFloatRectangle;
begin
if IsEmpty then
Exit(TFloatRectangle.Empty) else
begin
Result.Left := Data[0].Data[0];
Result.Bottom := Data[0].Data[1];
Result.Width := Data[1].Data[0] - Data[0].Data[0];
Result.Height := Data[1].Data[1] - Data[0].Data[1];
end;
end;
function TBox3D.RectangleXZ: TFloatRectangle;
begin
if IsEmpty then
Exit(TFloatRectangle.Empty) else
begin
Result.Left := Data[0].Data[0];
Result.Bottom := Data[0].Data[2];
Result.Width := Data[1].Data[0] - Data[0].Data[0];
Result.Height := Data[1].Data[2] - Data[0].Data[2];
end;
end;
function TBox3D.OrthoProject(const Pos, Dir, Side, Up: TVector3): TFloatRectangle;
function ProjectPoint(const P: TVector3): TVector2;
var
PDiff: TVector3;
begin
PDiff := P - Pos;
Result.Data[0] := TVector3.DotProduct(PDiff, Side);
Result.Data[1] := TVector3.DotProduct(PDiff, Up);
end;
var
C: TBoxCorners;
I: Integer;
begin
Corners(C);
Result := FloatRectangle(ProjectPoint(C[0]), 0, 0);
for I := 1 to 7 do
Result := Result.Include(ProjectPoint(C[I]));
end;
class function TBox3D.CompareBackToFront3D(
const A, B: TBox3D; const SortPosition: TVector3): Integer; static;
begin
{ We always treat empty box as closer than non-empty.
And two empty boxes are always equal.
Remember that code below must make sure that Result = 0
for equal elements (Sort may depend on this). So A > B only when:
- A empty, and B non-empty
- both non-empty, and A closer }
if (not A.IsEmpty) and
( B.IsEmpty or
( PointsDistanceSqr(A.Center, SortPosition) >
PointsDistanceSqr(B.Center, SortPosition))) then
Result := -1 else
if (not B.IsEmpty) and
( A.IsEmpty or
( PointsDistanceSqr(B.Center, SortPosition) >
PointsDistanceSqr(A.Center, SortPosition))) then
Result := 1 else
Result := 0;
end;
class function TBox3D.CompareBackToFront2D(
const A, B: TBox3D): Integer; static;
begin
{ Note that we ignore SortPosition, we do not look at distance between
SortPosition and A, we merely look at A.
This way looking at 2D Spine scene from the other side is also Ok.
For speed, we don't look at bounding box Middle, only at it's min point.
The assumption here is that shape is 2D, so
BoundingBox.Data[0].Data[2] = BoundingBox.Data[1].Data[2] = BoundingBox.Center[2] . }
if (not A.IsEmpty) and
( B.IsEmpty or
( A.Data[0].Data[2] < B.Data[0].Data[2] )) then
Result := -1 else
if (not B.IsEmpty) and
( A.IsEmpty or
( B.Data[0].Data[2] < A.Data[0].Data[2] )) then
Result := 1 else
Result := 0;
end;
class operator TBox3D.{$ifdef FPC}+{$else}Add{$endif} (const Box1, Box2: TBox3D): TBox3D;
begin
if Box1.IsEmpty then
Result := Box2 else
if Box2.IsEmpty then
Result := Box1 else
begin
Result.Data[0].Data[0] := Math.Min(Box1.Data[0].Data[0], Box2.Data[0].Data[0]);
Result.Data[1].Data[0] := Math.Max(Box1.Data[1].Data[0], Box2.Data[1].Data[0]);
Result.Data[0].Data[1] := Math.Min(Box1.Data[0].Data[1], Box2.Data[0].Data[1]);
Result.Data[1].Data[1] := Math.Max(Box1.Data[1].Data[1], Box2.Data[1].Data[1]);
Result.Data[0].Data[2] := Math.Min(Box1.Data[0].Data[2], Box2.Data[0].Data[2]);
Result.Data[1].Data[2] := Math.Max(Box1.Data[1].Data[2], Box2.Data[1].Data[2]);
end;
end;
class operator TBox3D.{$ifdef FPC}+{$else}Add{$endif} (const B: TBox3D; const V: TVector3): TBox3D;
begin
Result := B.Translate(V);
end;
class operator TBox3D.{$ifdef FPC}+{$else}Add{$endif} (const V: TVector3; const B: TBox3D): TBox3D;
begin
Result := B.Translate(V);
end;
{ Routines ------------------------------------------------------------------- }
function IsCenteredBox3DPlaneCollisionDouble(
const BoxHalfSize: TVector3Double;
const Plane: TVector4Double): boolean;
{ Implementation of this is based on
[http://jgt.akpeters.com/papers/AkenineMoller01/tribox.html]
planeBoxOverlap routine, by Tomas Akenine-Moller,
mentioned in his paper [http://jgt.akpeters.com/papers/AkenineMoller01/]
about "Fast 3D Triangle-Box Overlap Testing", downloadable from
[http://www.cs.lth.se/home/Tomas_Akenine_Moller/pubs/tribox.pdf].
The idea: we need to test plane equation with only two points
(instead of eight points, as in naive version). Think about the plane
normal vector; imagine 8 box points projected on this vector; now
we can find 2 box points, one that has minimal value when projected
on normal vector, and one that has maximum value. Now you need to test
is the plane between these two points. }
{ Tests (see TTestCastleBoxes.TestIsBox3DTriangleCollisionEpsilonsSingle)
show that this calculation should really be done on at least Double precision.
The values for these tests were taken from debugging behavior on
castle.wrl test VRML model, so yes, these errors produce real errors
(they make some valid triangles not appear at all in the octree, so collision detection
and picking fail on these areas).
Otherwise floating point errors will force you to define really large Epsilon:
when trying to set this experimentally, I had to set Epsilon = 1e-3 (even
Epsilon = 1e-4 was still too small epsilon !).
With Double, I can use Epsilon below. OK, that's stil a large epsilon...
You can test on VRML models like malfunction/trunk/vrmls/wawoz.wrl:
view3dscene (when compiled with -dDEBUG) with fail loading
(Assert(AddedSomewhere) will trigger) with too small epsilon. }
const
{ Special equality epsilon used by IsCenteredBox3DPlaneCollision.
For implementation reasons, it always uses Double precision,
and it still has to use epsilon slightly larger than usual
CastleVectors.DoubleEpsilon. }
Epsilon: Double = 1e-5;
var
I: Integer;
VMin, VMax: TVector3Double;
begin
for I := 0 to 2 do
if Plane.Data[I] > 0 then
begin
VMin.Data[I] := -BoxHalfSize.Data[I];
VMax.Data[I] := BoxHalfSize.Data[I];
end else
begin
VMin.Data[I] := BoxHalfSize.Data[I];
VMax.Data[I] := -BoxHalfSize.Data[I];
end;
{ If VMin is above the plane (plane equation is > 0), then VMax
is also above, no need to test anything else. }
if Plane.Data[0] * VMin.Data[0] +
Plane.Data[1] * VMin.Data[1] +
Plane.Data[2] * VMin.Data[2] +
Plane.Data[3] > Epsilon then
Exit(false);
{ So VMin is <= plane. So if VMax is >= 0, then there's a collision. }
Result := Plane.Data[0] * VMax.Data[0] +
Plane.Data[1] * VMax.Data[1] +
Plane.Data[2] * VMax.Data[2] +
Plane.Data[3] >= -Epsilon;
end;
function IsCenteredBox3DPlaneCollision(
const BoxHalfSize: TVector3;
const Plane: TVector4): boolean;
begin
// redirect to Double-precision version
Result := IsCenteredBox3DPlaneCollisionDouble(
Vector3Double(BoxHalfSize),
Vector4Double(Plane));
end;
function Box3D(const p0, p1: TVector3): TBox3D;
begin
result.Data[0] := p0;
result.Data[1] := p1;
end;
function Box3DAroundPoint(const Pt: TVector3; Size: Single): TBox3D;
begin
if Size < 0 then
Exit(TBox3D.Empty);
Size := Size / 2;
Result.Data[0].Data[0] := Pt.Data[0] - Size;
Result.Data[0].Data[1] := Pt.Data[1] - Size;
Result.Data[0].Data[2] := Pt.Data[2] - Size;
Result.Data[1].Data[0] := Pt.Data[0] + Size;
Result.Data[1].Data[1] := Pt.Data[1] + Size;
Result.Data[1].Data[2] := Pt.Data[2] + Size;
end;
function Box3DAroundPoint(const Pt: TVector3; Size: TVector3): TBox3D;
begin
if (Size.Data[0] < 0) or
(Size.Data[1] < 0) or
(Size.Data[2] < 0) then
Exit(TBox3D.Empty);
Size := Size / 2;
Result.Data[0].Data[0] := Pt.Data[0] - Size.Data[0];
Result.Data[0].Data[1] := Pt.Data[1] - Size.Data[1];
Result.Data[0].Data[2] := Pt.Data[2] - Size.Data[2];
Result.Data[1].Data[0] := Pt.Data[0] + Size.Data[0];
Result.Data[1].Data[1] := Pt.Data[1] + Size.Data[1];
Result.Data[1].Data[2] := Pt.Data[2] + Size.Data[2];
end;
function CalculateBoundingBox(
GetVertex: TGetVertexFromIndexFunc;
VertsCount: integer): TBox3D;
var
I: Integer;
V: TVector3;
begin
if VertsCount = 0 then
Result := TBox3D.Empty else
begin
Result.Data[0] := GetVertex(0);
Result.Data[1] := Result.Data[0];
for I := 1 to VertsCount - 1 do
begin
V := GetVertex(I);
MinVar(Result.Data[0].Data[0], V.Data[0]);
MinVar(Result.Data[0].Data[1], V.Data[1]);
MinVar(Result.Data[0].Data[2], V.Data[2]);
MaxVar(Result.Data[1].Data[0], V.Data[0]);
MaxVar(Result.Data[1].Data[1], V.Data[1]);
MaxVar(Result.Data[1].Data[2], V.Data[2]);
end;
end;
end;
type
{ Internal helper for CalculateBoundingBox }
TBBox_Calculator = class
Verts: PVector3;
VertsStride: Cardinal; { tutaj VertsStride juz nie moze byc = 0 }
PMatrix: PMatrix4;
function GetVertexNotTransform(index: integer): TVector3;
function GetVertexTransform(index: integer): TVector3;
end;
function TBBox_Calculator.GetVertexNotTransform(index: integer): TVector3;
begin
result := PVector3(PointerAdd(Verts, VertsStride*Cardinal(index)))^;
end;
function TBBox_Calculator.GetVertexTransform(index: integer): TVector3;
begin
result := PMatrix^.MultPoint(PVector3(PointerAdd(Verts, VertsStride*Cardinal(index)))^);
end;
function CalculateBoundingBox(
Verts: PVector3; VertsCount: Cardinal; VertsStride: Cardinal): TBox3D;
var
Calculator: TBBox_Calculator;
begin
if VertsStride = 0 then VertsStride := SizeOf(TVector3);
Calculator := TBBox_Calculator.Create;
try
Calculator.VertsStride := VertsStride;
Calculator.Verts := Verts;
result := CalculateBoundingBox(
{$ifdef CASTLE_OBJFPC} @ {$endif} Calculator.GetVertexNotTransform, VertsCount);
finally Calculator.Free end;
end;
function CalculateBoundingBox(
Verts: PVector3; VertsCount: Cardinal; VertsStride: Cardinal;
const Transform: TMatrix4): TBox3D;
var
Calculator: TBBox_Calculator;
begin
if VertsStride = 0 then VertsStride := SizeOf(TVector3);
Calculator := TBBox_Calculator.Create;
try
Calculator.VertsStride := VertsStride;
Calculator.Verts := Verts;
Calculator.PMatrix := @Transform;
result := CalculateBoundingBox(
{$ifdef CASTLE_OBJFPC} @ {$endif} Calculator.GetVertexTransform, VertsCount);
finally Calculator.Free end;
end;
function CalculateBoundingBox(Verts: TVector3List): TBox3D;
begin
Result := CalculateBoundingBox(PVector3(Verts.List), Verts.Count, 0);
end;
function CalculateBoundingBox(Verts: TVector3List;
const Transform: TMatrix4): TBox3D;
begin
Result := CalculateBoundingBox(PVector3(Verts.List), Verts.Count, 0,
Transform);
end;
function CalculateBoundingBoxFromIndices(
GetVertIndex: TGetIndexFromIndexNumFunc;
VertsIndicesCount: integer;
GetVertex: TGetVertexFromIndexFunc): TBox3D;
var
{ pozycja pierwszego nieujemnego indexu.
Zwracamy TBox3D.Empty wtw. gdy firstIndex nie istnieje }
FirstIndexNum: integer;
IndexNum, Index: integer;
ThisVertex: TVector3;
begin
{seek for firstIndex}
firstIndexNum := 0;
while (firstIndexNum < VertsIndicesCount) and (GetVertIndex(firstIndexNum) < 0) do
Inc(firstIndexNum);
if firstIndexNum = VertsIndicesCount then {firstIndex not found ?}
begin
result := TBox3D.Empty;
exit;
end;
{ Note that I do only one pass, getting all vertexes.
This is important, because GetVertex may be quite expensive
operation (in case of e.g. TVertTransform_Calculator.GetTransformed,
this is Matrix.MultPoint for every vertex). At the beginning
I implemented this by caling 6 time find_extremum function,
and each call to find_extremum was iterating over every vertex.
This was obviously wrong, because this caused calling GetVertex
6 times more often than necessary. In some cases (like preparing
animations in "The Castle") this can cause really significant
slowdown. }
ThisVertex := GetVertex(GetVertIndex(firstIndexNum));
Result.Data[0] := ThisVertex;
Result.Data[1] := ThisVertex;
for IndexNum := FirstIndexNum+1 to VertsIndicesCount - 1 do
begin
Index := GetVertIndex(IndexNum);
if Index >= 0 then
begin
ThisVertex := GetVertex(Index);
if ThisVertex.Data[0] < Result.Data[0].Data[0] then Result.Data[0].Data[0] := ThisVertex.Data[0];
if ThisVertex.Data[1] < Result.Data[0].Data[1] then Result.Data[0].Data[1] := ThisVertex.Data[1];
if ThisVertex.Data[2] < Result.Data[0].Data[2] then Result.Data[0].Data[2] := ThisVertex.Data[2];
if ThisVertex.Data[0] > Result.Data[1].Data[0] then Result.Data[1].Data[0] := ThisVertex.Data[0];
if ThisVertex.Data[1] > Result.Data[1].Data[1] then Result.Data[1].Data[1] := ThisVertex.Data[1];
if ThisVertex.Data[2] > Result.Data[1].Data[2] then Result.Data[1].Data[2] := ThisVertex.Data[2];
end;
end;
end;
type
TVertTransform_Calculator = class
PTransform: PMatrix4;
GetNotTransformed: TGetVertexFromIndexFunc;
function GetTransformed(index: integer): TVector3;
end;
function TVertTransform_Calculator.GetTransformed(index: integer): TVector3;
begin
result := PTransform^.MultPoint(GetNotTransformed(index));
end;
function CalculateBoundingBoxFromIndices(
GetVertIndex: TGetIndexFromIndexNumFunc;
VertsIndicesCount: integer;
GetVertex: TGetVertexFromIndexFunc;
const Transform: TMatrix4): TBox3D;
var
Calculator: TVertTransform_Calculator;
begin
Calculator := TVertTransform_Calculator.Create;
try
Calculator.PTransform := @Transform;
Calculator.GetNotTransformed := GetVertex;
result := CalculateBoundingBoxFromIndices(
GetVertIndex,
VertsIndicesCount,
{$ifdef CASTLE_OBJFPC} @ {$endif} Calculator.GetTransformed);
finally Calculator.Free end;
end;
function TriangleBoundingBox(const T: TTriangle3): TBox3D;
begin
MinMax(T.Data[0].Data[0], T.Data[1].Data[0], T.Data[2].Data[0], Result.Data[0].Data[0], Result.Data[1].Data[0]);
MinMax(T.Data[0].Data[1], T.Data[1].Data[1], T.Data[2].Data[1], Result.Data[0].Data[1], Result.Data[1].Data[1]);
MinMax(T.Data[0].Data[2], T.Data[1].Data[2], T.Data[2].Data[2], Result.Data[0].Data[2], Result.Data[1].Data[2]);
end;
function BoundingBox3DFromSphere(const Center: TVector3;
const Radius: Single): TBox3D;
begin
Result.Data[0] := Center;
Result.Data[0].Data[0] := Result.Data[0].Data[0] - Radius;
Result.Data[0].Data[1] := Result.Data[0].Data[1] - Radius;
Result.Data[0].Data[2] := Result.Data[0].Data[2] - Radius;
Result.Data[1] := Center;
Result.Data[1].Data[0] := Result.Data[1].Data[0] + Radius;
Result.Data[1].Data[1] := Result.Data[1].Data[1] + Radius;
Result.Data[1].Data[2] := Result.Data[1].Data[2] + Radius;
end;
end.
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