/////////////////////////////////////////////////////////////////////////// // // Copyright (c) 2002, Industrial Light & Magic, a division of Lucas // Digital Ltd. LLC // // All rights reserved. // // Redistribution and use in source and binary forms, with or without // modification, are permitted provided that the following conditions are // met: // * Redistributions of source code must retain the above copyright // notice, this list of conditions and the following disclaimer. // * Redistributions in binary form must reproduce the above // copyright notice, this list of conditions and the following disclaimer // in the documentation and/or other materials provided with the // distribution. // * Neither the name of Industrial Light & Magic nor the names of // its contributors may be used to endorse or promote products derived // from this software without specific prior written permission. // // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS // "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT // LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR // A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT // OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, // SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT // LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, // DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY // THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. // /////////////////////////////////////////////////////////////////////////// #ifndef INCLUDED_IMATHBOXALGO_H #define INCLUDED_IMATHBOXALGO_H //--------------------------------------------------------------------------- // // This file contains algorithms applied to or in conjunction // with bounding boxes (Imath::Box). These algorithms require // more headers to compile. The assumption made is that these // functions are called much less often than the basic box // functions or these functions require more support classes. // // Contains: // // T clip(const T& in, const Box& box) // // Vec3 closestPointOnBox(const Vec3&, const Box>& ) // // Vec3 closestPointInBox(const Vec3&, const Box>& ) // // void transform(Box>&, const Matrix44&) // // bool findEntryAndExitPoints(const Line &line, // const Box< Vec3 > &box, // Vec3 &enterPoint, // Vec3 &exitPoint) // // bool intersects(const Box> &box, // const Line3 &ray, // Vec3 intersectionPoint) // // bool intersects(const Box> &box, const Line3 &ray) // //--------------------------------------------------------------------------- #include "ImathBox.h" #include "ImathMatrix.h" #include "ImathLineAlgo.h" #include "ImathPlane.h" namespace Imath { template inline T clip(const T& in, const Box& box) { // // Clip a point so that it lies inside the given bbox // T out; for (int i=0; i<(int)box.min.dimensions(); i++) { if (in[i] < box.min[i]) out[i] = box.min[i]; else if (in[i] > box.max[i]) out[i] = box.max[i]; else out[i] = in[i]; } return out; } // // Return p if p is inside the box. // template Vec3 closestPointInBox(const Vec3& p, const Box< Vec3 >& box ) { Imath::V3f b; if (p.x < box.min.x) b.x = box.min.x; else if (p.x > box.max.x) b.x = box.max.x; else b.x = p.x; if (p.y < box.min.y) b.y = box.min.y; else if (p.y > box.max.y) b.y = box.max.y; else b.y = p.y; if (p.z < box.min.z) b.z = box.min.z; else if (p.z > box.max.z) b.z = box.max.z; else b.z = p.z; return b; } template Vec3 closestPointOnBox(const Vec3& pt, const Box< Vec3 >& box ) { // // This sucker is specialized to work with a Vec3f and a box // made of Vec3fs. // Vec3 result; // trivial cases first if (box.isEmpty()) return pt; else if (pt == box.center()) { // middle of z side result[0] = (box.max[0] + box.min[0])/2.0; result[1] = (box.max[1] + box.min[1])/2.0; result[2] = box.max[2]; } else { // Find the closest point on a unit box (from -1 to 1), // then scale up. // Find the vector from center to the point, then scale // to a unit box. Vec3 vec = pt - box.center(); T sizeX = box.max[0]-box.min[0]; T sizeY = box.max[1]-box.min[1]; T sizeZ = box.max[2]-box.min[2]; T halfX = sizeX/2.0; T halfY = sizeY/2.0; T halfZ = sizeZ/2.0; if (halfX > 0.0) vec[0] /= halfX; if (halfY > 0.0) vec[1] /= halfY; if (halfZ > 0.0) vec[2] /= halfZ; // Side to snap side that has greatest magnitude in the vector. Vec3 mag; mag[0] = fabs(vec[0]); mag[1] = fabs(vec[1]); mag[2] = fabs(vec[2]); result = mag; // Check if beyond corners if (result[0] > 1.0) result[0] = 1.0; if (result[1] > 1.0) result[1] = 1.0; if (result[2] > 1.0) result[2] = 1.0; // snap to appropriate side if ((mag[0] > mag[1]) && (mag[0] > mag[2])) { result[0] = 1.0; } else if ((mag[1] > mag[0]) && (mag[1] > mag[2])) { result[1] = 1.0; } else if ((mag[2] > mag[0]) && (mag[2] > mag[1])) { result[2] = 1.0; } else if ((mag[0] == mag[1]) && (mag[0] == mag[2])) { // corner result = Vec3(1,1,1); } else if (mag[0] == mag[1]) { // edge parallel with z result[0] = 1.0; result[1] = 1.0; } else if (mag[0] == mag[2]) { // edge parallel with y result[0] = 1.0; result[2] = 1.0; } else if (mag[1] == mag[2]) { // edge parallel with x result[1] = 1.0; result[2] = 1.0; } // Now make everything point the right way for (int i=0; i < 3; i++) { if (vec[i] < 0.0) result[i] = -result[i]; } // scale back up and move to center result[0] *= halfX; result[1] *= halfY; result[2] *= halfZ; result += box.center(); } return result; } template Box< Vec3 > transform(const Box< Vec3 >& box, const Matrix44& m) { // // Transform a 3D box by a matrix, and compute a new box that // tightly encloses the transformed box. // // If m is an affine transform, then we use James Arvo's fast // method as described in "Graphics Gems", Academic Press, 1990, // pp. 548-550. // // // A transformed empty box is still empty // if (box.isEmpty()) return box; // // If the last column of m is (0 0 0 1) then m is an affine // transform, and we use the fast Graphics Gems trick. // if (m[0][3] == 0 && m[1][3] == 0 && m[2][3] == 0 && m[3][3] == 1) { Box< Vec3 > newBox; for (int i = 0; i < 3; i++) { newBox.min[i] = newBox.max[i] = (S) m[3][i]; for (int j = 0; j < 3; j++) { float a, b; a = (S) m[j][i] * box.min[j]; b = (S) m[j][i] * box.max[j]; if (a < b) { newBox.min[i] += a; newBox.max[i] += b; } else { newBox.min[i] += b; newBox.max[i] += a; } } } return newBox; } // // M is a projection matrix. Do things the naive way: // Transform the eight corners of the box, and find an // axis-parallel box that encloses the transformed corners. // Vec3 points[8]; points[0][0] = points[1][0] = points[2][0] = points[3][0] = box.min[0]; points[4][0] = points[5][0] = points[6][0] = points[7][0] = box.max[0]; points[0][1] = points[1][1] = points[4][1] = points[5][1] = box.min[1]; points[2][1] = points[3][1] = points[6][1] = points[7][1] = box.max[1]; points[0][2] = points[2][2] = points[4][2] = points[6][2] = box.min[2]; points[1][2] = points[3][2] = points[5][2] = points[7][2] = box.max[2]; Box< Vec3 > newBox; for (int i = 0; i < 8; i++) newBox.extendBy (points[i] * m); return newBox; } template Box< Vec3 > affineTransform(const Box< Vec3 > &bbox, const Matrix44 &M) { float min0, max0, min1, max1, min2, max2, a, b; float min0new, max0new, min1new, max1new, min2new, max2new; min0 = bbox.min[0]; max0 = bbox.max[0]; min1 = bbox.min[1]; max1 = bbox.max[1]; min2 = bbox.min[2]; max2 = bbox.max[2]; min0new = max0new = M[3][0]; a = M[0][0] * min0; b = M[0][0] * max0; if (a < b) { min0new += a; max0new += b; } else { min0new += b; max0new += a; } a = M[1][0] * min1; b = M[1][0] * max1; if (a < b) { min0new += a; max0new += b; } else { min0new += b; max0new += a; } a = M[2][0] * min2; b = M[2][0] * max2; if (a < b) { min0new += a; max0new += b; } else { min0new += b; max0new += a; } min1new = max1new = M[3][1]; a = M[0][1] * min0; b = M[0][1] * max0; if (a < b) { min1new += a; max1new += b; } else { min1new += b; max1new += a; } a = M[1][1] * min1; b = M[1][1] * max1; if (a < b) { min1new += a; max1new += b; } else { min1new += b; max1new += a; } a = M[2][1] * min2; b = M[2][1] * max2; if (a < b) { min1new += a; max1new += b; } else { min1new += b; max1new += a; } min2new = max2new = M[3][2]; a = M[0][2] * min0; b = M[0][2] * max0; if (a < b) { min2new += a; max2new += b; } else { min2new += b; max2new += a; } a = M[1][2] * min1; b = M[1][2] * max1; if (a < b) { min2new += a; max2new += b; } else { min2new += b; max2new += a; } a = M[2][2] * min2; b = M[2][2] * max2; if (a < b) { min2new += a; max2new += b; } else { min2new += b; max2new += a; } Box< Vec3 > xbbox; xbbox.min[0] = min0new; xbbox.max[0] = max0new; xbbox.min[1] = min1new; xbbox.max[1] = max1new; xbbox.min[2] = min2new; xbbox.max[2] = max2new; return xbbox; } template bool findEntryAndExitPoints(const Line3& line, const Box >& box, Vec3 &enterPoint, Vec3 &exitPoint) { if ( box.isEmpty() ) return false; if ( line.distanceTo(box.center()) > box.size().length()/2. ) return false; Vec3 points[8], inter, bary; Plane3 plane; int i, v0, v1, v2; bool front = false, valid, validIntersection = false; // set up the eight coords of the corners of the box for(i = 0; i < 8; i++) { points[i].setValue( i & 01 ? box.min[0] : box.max[0], i & 02 ? box.min[1] : box.max[1], i & 04 ? box.min[2] : box.max[2]); } // intersect the 12 triangles. for(i = 0; i < 12; i++) { switch(i) { case 0: v0 = 2; v1 = 1; v2 = 0; break; // +z case 1: v0 = 2; v1 = 3; v2 = 1; break; case 2: v0 = 4; v1 = 5; v2 = 6; break; // -z case 3: v0 = 6; v1 = 5; v2 = 7; break; case 4: v0 = 0; v1 = 6; v2 = 2; break; // -x case 5: v0 = 0; v1 = 4; v2 = 6; break; case 6: v0 = 1; v1 = 3; v2 = 7; break; // +x case 7: v0 = 1; v1 = 7; v2 = 5; break; case 8: v0 = 1; v1 = 4; v2 = 0; break; // -y case 9: v0 = 1; v1 = 5; v2 = 4; break; case 10: v0 = 2; v1 = 7; v2 = 3; break; // +y case 11: v0 = 2; v1 = 6; v2 = 7; break; } if((valid=intersect (line, points[v0], points[v1], points[v2], inter, bary, front)) == true) { if(front == true) { enterPoint = inter; validIntersection = valid; } else { exitPoint = inter; validIntersection = valid; } } } return validIntersection; } template bool intersects (const Box< Vec3 > &b, const Line3 &r, Vec3 &ip) { // // Intersect a ray, r, with a box, b, and compute the intersection // point, ip: // // intersect() returns // // - true if the ray starts inside the box or if the // ray starts outside and intersects the box // // - false if the ray starts outside the box and intersects it, // but the intersection is behind the ray's origin. // // - false if the ray starts outside and does not intersect it // // The intersection point is // // - the ray's origin if the ray starts inside the box // // - a point on one of the faces of the box if the ray // starts outside the box // // - undefined when intersect() returns false // if (b.isEmpty()) { // // No ray intersects an empty box // return false; } if (b.intersects (r.pos)) { // // The ray starts inside the box // ip = r.pos; return true; } // // The ray starts outside the box. Between one and three "frontfacing" // sides of the box are oriented towards the ray, and between one and // three "backfacing" sides are oriented away from the ray. // We intersect the ray with the planes that contain the sides of the // box, and compare the distances between the ray-plane intersections. // The ray intersects the box if the most distant frontfacing intersection // is nearer than the nearest backfacing intersection. If the ray does // intersect the box, then the most distant frontfacing ray-plane // intersection is the ray-box intersection. // const T TMAX = limits::max(); T tFrontMax = -1; T tBackMin = TMAX; // // Minimum and maximum X sides. // if (r.dir.x > 0) { if (r.pos.x > b.max.x) return false; T d = b.max.x - r.pos.x; if (r.dir.x > 1 || d < TMAX * r.dir.x) { T t = d / r.dir.x; if (tBackMin > t) tBackMin = t; } if (r.pos.x <= b.min.x) { T d = b.min.x - r.pos.x; T t = (r.dir.x > 1 || d < TMAX * r.dir.x)? d / r.dir.x: TMAX; if (tFrontMax < t) { tFrontMax = t; ip.x = b.min.x; ip.y = clamp (r.pos.y + t * r.dir.y, b.min.y, b.max.y); ip.z = clamp (r.pos.z + t * r.dir.z, b.min.z, b.max.z); } } } else if (r.dir.x < 0) { if (r.pos.x < b.min.x) return false; T d = b.min.x - r.pos.x; if (r.dir.x < -1 || d > TMAX * r.dir.x) { T t = d / r.dir.x; if (tBackMin > t) tBackMin = t; } if (r.pos.x >= b.max.x) { T d = b.max.x - r.pos.x; T t = (r.dir.x < -1 || d > TMAX * r.dir.x)? d / r.dir.x: TMAX; if (tFrontMax < t) { tFrontMax = t; ip.x = b.max.x; ip.y = clamp (r.pos.y + t * r.dir.y, b.min.y, b.max.y); ip.z = clamp (r.pos.z + t * r.dir.z, b.min.z, b.max.z); } } } else // r.dir.x == 0 { if (r.pos.x < b.min.x || r.pos.x > b.max.x) return false; } // // Minimum and maximum Y sides. // if (r.dir.y > 0) { if (r.pos.y > b.max.y) return false; T d = b.max.y - r.pos.y; if (r.dir.y > 1 || d < TMAX * r.dir.y) { T t = d / r.dir.y; if (tBackMin > t) tBackMin = t; } if (r.pos.y <= b.min.y) { T d = b.min.y - r.pos.y; T t = (r.dir.y > 1 || d < TMAX * r.dir.y)? d / r.dir.y: TMAX; if (tFrontMax < t) { tFrontMax = t; ip.x = clamp (r.pos.x + t * r.dir.x, b.min.x, b.max.x); ip.y = b.min.y; ip.z = clamp (r.pos.z + t * r.dir.z, b.min.z, b.max.z); } } } else if (r.dir.y < 0) { if (r.pos.y < b.min.y) return false; T d = b.min.y - r.pos.y; if (r.dir.y < -1 || d > TMAX * r.dir.y) { T t = d / r.dir.y; if (tBackMin > t) tBackMin = t; } if (r.pos.y >= b.max.y) { T d = b.max.y - r.pos.y; T t = (r.dir.y < -1 || d > TMAX * r.dir.y)? d / r.dir.y: TMAX; if (tFrontMax < t) { tFrontMax = t; ip.x = clamp (r.pos.x + t * r.dir.x, b.min.x, b.max.x); ip.y = b.max.y; ip.z = clamp (r.pos.z + t * r.dir.z, b.min.z, b.max.z); } } } else // r.dir.y == 0 { if (r.pos.y < b.min.y || r.pos.y > b.max.y) return false; } // // Minimum and maximum Z sides. // if (r.dir.z > 0) { if (r.pos.z > b.max.z) return false; T d = b.max.z - r.pos.z; if (r.dir.z > 1 || d < TMAX * r.dir.z) { T t = d / r.dir.z; if (tBackMin > t) tBackMin = t; } if (r.pos.z <= b.min.z) { T d = b.min.z - r.pos.z; T t = (r.dir.z > 1 || d < TMAX * r.dir.z)? d / r.dir.z: TMAX; if (tFrontMax < t) { tFrontMax = t; ip.x = clamp (r.pos.x + t * r.dir.x, b.min.x, b.max.x); ip.y = clamp (r.pos.y + t * r.dir.y, b.min.y, b.max.y); ip.z = b.min.z; } } } else if (r.dir.z < 0) { if (r.pos.z < b.min.z) return false; T d = b.min.z - r.pos.z; if (r.dir.z < -1 || d > TMAX * r.dir.z) { T t = d / r.dir.z; if (tBackMin > t) tBackMin = t; } if (r.pos.z >= b.max.z) { T d = b.max.z - r.pos.z; T t = (r.dir.z < -1 || d > TMAX * r.dir.z)? d / r.dir.z: TMAX; if (tFrontMax < t) { tFrontMax = t; ip.x = clamp (r.pos.x + t * r.dir.x, b.min.x, b.max.x); ip.y = clamp (r.pos.y + t * r.dir.y, b.min.y, b.max.y); ip.z = b.max.z; } } } else // r.dir.z == 0 { if (r.pos.z < b.min.z || r.pos.z > b.max.z) return false; } return tFrontMax <= tBackMin; } template bool intersects (const Box< Vec3 > &box, const Line3 &ray) { Vec3 ignored; return intersects (box, ray, ignored); } } // namespace Imath #endif