babylon.BoundingBox.ts 6.6 KB

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  1. module BABYLON {
  2. export class BoundingBox {
  3. public vectors: Vector3[] = new Array<Vector3>();
  4. public center: Vector3;
  5. public extendSize: Vector3;
  6. public directions: Vector3[];
  7. public vectorsWorld: Vector3[] = new Array<Vector3>();
  8. public minimumWorld: Vector3;
  9. public maximumWorld: Vector3;
  10. private _worldMatrix: Matrix;
  11. constructor(public minimum: Vector3, public maximum: Vector3) {
  12. // Bounding vectors
  13. this.vectors.push(this.minimum.clone());
  14. this.vectors.push(this.maximum.clone());
  15. this.vectors.push(this.minimum.clone());
  16. this.vectors[2].x = this.maximum.x;
  17. this.vectors.push(this.minimum.clone());
  18. this.vectors[3].y = this.maximum.y;
  19. this.vectors.push(this.minimum.clone());
  20. this.vectors[4].z = this.maximum.z;
  21. this.vectors.push(this.maximum.clone());
  22. this.vectors[5].z = this.minimum.z;
  23. this.vectors.push(this.maximum.clone());
  24. this.vectors[6].x = this.minimum.x;
  25. this.vectors.push(this.maximum.clone());
  26. this.vectors[7].y = this.minimum.y;
  27. // OBB
  28. this.center = this.maximum.add(this.minimum).scale(0.5);
  29. this.extendSize = this.maximum.subtract(this.minimum).scale(0.5);
  30. this.directions = [BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero()];
  31. // World
  32. for (var index = 0; index < this.vectors.length; index++) {
  33. this.vectorsWorld[index] = BABYLON.Vector3.Zero();
  34. }
  35. this.minimumWorld = BABYLON.Vector3.Zero();
  36. this.maximumWorld = BABYLON.Vector3.Zero();
  37. this._update(BABYLON.Matrix.Identity());
  38. }
  39. // Methods
  40. public getWorldMatrix(): Matrix {
  41. return this._worldMatrix;
  42. }
  43. public _update(world: Matrix): void {
  44. Vector3.FromFloatsToRef(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE, this.minimumWorld);
  45. Vector3.FromFloatsToRef(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE, this.maximumWorld);
  46. for (var index = 0; index < this.vectors.length; index++) {
  47. var v = this.vectorsWorld[index];
  48. BABYLON.Vector3.TransformCoordinatesToRef(this.vectors[index], world, v);
  49. if (v.x < this.minimumWorld.x)
  50. this.minimumWorld.x = v.x;
  51. if (v.y < this.minimumWorld.y)
  52. this.minimumWorld.y = v.y;
  53. if (v.z < this.minimumWorld.z)
  54. this.minimumWorld.z = v.z;
  55. if (v.x > this.maximumWorld.x)
  56. this.maximumWorld.x = v.x;
  57. if (v.y > this.maximumWorld.y)
  58. this.maximumWorld.y = v.y;
  59. if (v.z > this.maximumWorld.z)
  60. this.maximumWorld.z = v.z;
  61. }
  62. // OBB
  63. this.maximumWorld.addToRef(this.minimumWorld, this.center);
  64. this.center.scaleInPlace(0.5);
  65. Vector3.FromFloatArrayToRef(world.m, 0, this.directions[0]);
  66. Vector3.FromFloatArrayToRef(world.m, 4, this.directions[1]);
  67. Vector3.FromFloatArrayToRef(world.m, 8, this.directions[2]);
  68. this._worldMatrix = world;
  69. }
  70. public isInFrustum(frustumPlanes: Plane[]): boolean {
  71. return BoundingBox.IsInFrustum(this.vectorsWorld, frustumPlanes);
  72. }
  73. public isCompletelyInFrustum(frustumPlanes: Plane[]): boolean {
  74. return BoundingBox.IsCompletelyInFrustum(this.vectorsWorld, frustumPlanes);
  75. }
  76. public intersectsPoint(point: Vector3): boolean {
  77. var delta = Engine.Epsilon;
  78. if (this.maximumWorld.x - point.x < delta || delta > point.x - this.minimumWorld.x)
  79. return false;
  80. if (this.maximumWorld.y - point.y < delta || delta > point.y - this.minimumWorld.y)
  81. return false;
  82. if (this.maximumWorld.z - point.z < delta || delta > point.z - this.minimumWorld.z)
  83. return false;
  84. return true;
  85. }
  86. public intersectsSphere(sphere: BoundingSphere): boolean {
  87. return BoundingBox.IntersectsSphere(this.minimumWorld, this.maximumWorld, sphere.centerWorld, sphere.radiusWorld);
  88. }
  89. public intersectsMinMax(min: Vector3, max: Vector3): boolean {
  90. if (this.maximumWorld.x < min.x || this.minimumWorld.x > max.x)
  91. return false;
  92. if (this.maximumWorld.y < min.y || this.minimumWorld.y > max.y)
  93. return false;
  94. if (this.maximumWorld.z < min.z || this.minimumWorld.z > max.z)
  95. return false;
  96. return true;
  97. }
  98. // Statics
  99. public static Intersects(box0: BoundingBox, box1: BoundingBox): boolean {
  100. if (box0.maximumWorld.x < box1.minimumWorld.x || box0.minimumWorld.x > box1.maximumWorld.x)
  101. return false;
  102. if (box0.maximumWorld.y < box1.minimumWorld.y || box0.minimumWorld.y > box1.maximumWorld.y)
  103. return false;
  104. if (box0.maximumWorld.z < box1.minimumWorld.z || box0.minimumWorld.z > box1.maximumWorld.z)
  105. return false;
  106. return true;
  107. }
  108. public static IntersectsSphere(minPoint: Vector3, maxPoint: Vector3, sphereCenter: Vector3, sphereRadius: number): boolean {
  109. var vector = BABYLON.Vector3.Clamp(sphereCenter, minPoint, maxPoint);
  110. var num = BABYLON.Vector3.DistanceSquared(sphereCenter, vector);
  111. return (num <= (sphereRadius * sphereRadius));
  112. }
  113. public static IsCompletelyInFrustum(boundingVectors: Vector3[], frustumPlanes: Plane[]): boolean {
  114. for (var p = 0; p < 6; p++) {
  115. for (var i = 0; i < 8; i++) {
  116. if (frustumPlanes[p].dotCoordinate(boundingVectors[i]) < 0) {
  117. return false;
  118. }
  119. }
  120. }
  121. return true;
  122. }
  123. public static IsInFrustum(boundingVectors: Vector3[], frustumPlanes: Plane[]): boolean {
  124. for (var p = 0; p < 6; p++) {
  125. var inCount = 8;
  126. for (var i = 0; i < 8; i++) {
  127. if (frustumPlanes[p].dotCoordinate(boundingVectors[i]) < 0) {
  128. --inCount;
  129. } else {
  130. break;
  131. }
  132. }
  133. if (inCount == 0)
  134. return false;
  135. }
  136. return true;
  137. }
  138. }
  139. }