1 /*
2 Copyright (c) 2011-2021 Timur Gafarov
3 
4 Boost Software License - Version 1.0 - August 17th, 2003
5 
6 Permission is hereby granted, free of charge, to any person or organization
7 obtaining a copy of the software and accompanying documentation covered by
8 this license (the "Software") to use, reproduce, display, distribute,
9 execute, and transmit the Software, and to prepare derivative works of the
10 Software, and to permit third-parties to whom the Software is furnished to
11 do so, all subject to the following:
12 
13 The copyright notices in the Software and this entire statement, including
14 the above license grant, this restriction and the following disclaimer,
15 must be included in all copies of the Software, in whole or in part, and
16 all derivative works of the Software, unless such copies or derivative
17 works are solely in the form of machine-executable object code generated by
18 a source language processor.
19 
20 THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
21 IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
22 FITNESS FOR A PARTICULAR PURPOSE, TITLE AND NON-INFRINGEMENT. IN NO EVENT
23 SHALL THE COPYRIGHT HOLDERS OR ANYONE DISTRIBUTING THE SOFTWARE BE LIABLE
24 FOR ANY DAMAGES OR OTHER LIABILITY, WHETHER IN CONTRACT, TORT OR OTHERWISE,
25 ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
26 DEALINGS IN THE SOFTWARE.
27 */
28 
29 /**
30  * Copyright: Timur Gafarov 2011-2021.
31  * License: $(LINK2 boost.org/LICENSE_1_0.txt, Boost License 1.0).
32  * Authors: Timur Gafarov
33  */
34 module dlib.geometry.aabb;
35 
36 import std.math;
37 import std.algorithm;
38 import dlib.math.vector;
39 import dlib.geometry.sphere;
40 
41 /// Axis-aligned bounding box
42 struct AABB
43 {
44     Vector3f center;
45     Vector3f size;
46     Vector3f pmin, pmax;
47 
48     this(Vector3f newPosition, Vector3f newSize)
49     {
50         center = newPosition;
51         size = newSize;
52 
53         pmin = center - size;
54         pmax = center + size;
55     }
56 
57     @property float topHeight()
58     {
59         return (center.y + size.y);
60     }
61 
62     @property float bottomHeight()
63     {
64         return (center.y - size.y);
65     }
66 
67     Vector3f closestPoint(Vector3f point)
68     {
69         Vector3f closest;
70         closest.x = (point.x < pmin.x)? pmin.x : ((point.x > pmax.x)? pmax.x : point.x);
71         closest.y = (point.y < pmin.y)? pmin.y : ((point.y > pmax.y)? pmax.y : point.y);
72         closest.z = (point.z < pmin.z)? pmin.z : ((point.z > pmax.z)? pmax.z : point.z);
73         return closest;
74     }
75 
76     bool containsPoint(Vector3f point)
77     {
78         return !(point.x < pmin.x || point.x > pmax.x ||
79                  point.y < pmin.y || point.y > pmax.y ||
80                  point.z < pmin.z || point.z > pmax.z);
81     }
82 
83     // TODO: move the following into
84     // separate intersection module
85 
86     bool intersectsAABB(AABB b)
87     {
88         Vector3f t = b.center - center;
89         return fabs(t.x) <= (size.x + b.size.x) &&
90                fabs(t.y) <= (size.y + b.size.y) &&
91                fabs(t.z) <= (size.z + b.size.z);
92     }
93 
94     bool intersectsSphere(
95         Sphere sphere,
96         out Vector3f collisionNormal,
97         out float penetrationDepth)
98     {
99         penetrationDepth = 0.0f;
100         collisionNormal = Vector3f(0.0f, 0.0f, 0.0f);
101 
102         if (containsPoint(sphere.center))
103             return true;
104 
105         Vector3f xClosest = closestPoint(sphere.center);
106         Vector3f xDiff = sphere.center - xClosest;
107 
108         float fDistSquared = xDiff.lengthsqr();
109         if (fDistSquared > sphere.radius * sphere.radius)
110             return false;
111 
112         float fDist = sqrt(fDistSquared);
113         penetrationDepth = sphere.radius - fDist;
114         collisionNormal = xDiff / fDist;
115         collisionNormal.normalize();
116         return true;
117     }
118 
119     private bool intersectsRaySlab(
120         float slabmin,
121         float slabmax,
122         float raystart,
123         float rayend,
124         ref float tbenter,
125         ref float tbexit)
126     {
127         float raydir = rayend - raystart;
128 
129         if (fabs(raydir) < 1.0e-9f)
130         {
131             if (raystart < slabmin || raystart > slabmax)
132                 return false;
133             else
134                 return true;
135         }
136 
137         float tsenter = (slabmin - raystart) / raydir;
138         float tsexit = (slabmax - raystart) / raydir;
139 
140         if (tsenter > tsexit)
141         {
142             swap(tsenter, tsexit);
143         }
144 
145         if (tbenter > tsexit || tsenter > tbexit)
146         {
147             return false;
148         }
149         else
150         {
151             tbenter = max(tbenter, tsenter);
152             tbexit = min(tbexit, tsexit);
153             return true;
154         }
155     }
156 
157     bool intersectsSegment(
158         Vector3f segStart,
159         Vector3f segEnd,
160         ref float intersectionTime)
161     {
162         float tenter = 0.0f, texit = 1.0f;
163 
164         if (!intersectsRaySlab(pmin.x, pmax.x, segStart.x, segEnd.x, tenter, texit))
165             return false;
166 
167         if (!intersectsRaySlab(pmin.y, pmax.y, segStart.y, segEnd.y, tenter, texit))
168             return false;
169 
170         if (!intersectsRaySlab(pmin.z, pmax.z, segStart.z, segEnd.z, tenter, texit))
171             return false;
172 
173         intersectionTime = tenter;
174 
175         return true;
176     }
177 }
178 
179 /// Creates AABB from minimum and maximum points
180 AABB boxFromMinMaxPoints(Vector3f mi, Vector3f ma)
181 {
182     AABB box;
183     box.pmin = mi;
184     box.pmax = ma;
185     box.center = (box.pmax + box.pmin) * 0.5f;
186     box.size = box.pmax - box.center;
187     box.size.x = abs(box.size.x);
188     box.size.y = abs(box.size.y);
189     box.size.z = abs(box.size.z);
190     return box;
191 }