babylon.boundingBox.js 5.2 KB

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  1. "use strict";
  2. var BABYLON = BABYLON || {};
  3. (function () {
  4. BABYLON.BoundingBox = function (minimum, maximum) {
  5. this.minimum = minimum;
  6. this.maximum = maximum;
  7. // Bounding vectors
  8. this.vectors = [];
  9. this.vectors.push(this.minimum.clone());
  10. this.vectors.push(this.maximum.clone());
  11. this.vectors.push(this.minimum.clone());
  12. this.vectors[2].x = this.maximum.x;
  13. this.vectors.push(this.minimum.clone());
  14. this.vectors[3].y = this.maximum.y;
  15. this.vectors.push(this.minimum.clone());
  16. this.vectors[4].z = this.maximum.z;
  17. this.vectors.push(this.maximum.clone());
  18. this.vectors[5].z = this.minimum.z;
  19. this.vectors.push(this.maximum.clone());
  20. this.vectors[6].x = this.minimum.x;
  21. this.vectors.push(this.maximum.clone());
  22. this.vectors[7].y = this.minimum.y;
  23. // OBB
  24. this.center = this.maximum.add(this.minimum).scale(0.5);
  25. this.extends = this.maximum.subtract(this.minimum).scale(0.5);
  26. this.directions = [BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero()];
  27. // World
  28. this.vectorsWorld = [];
  29. for (var index = 0; index < this.vectors.length; index++) {
  30. this.vectorsWorld[index] = BABYLON.Vector3.Zero();
  31. }
  32. this.minimumWorld = BABYLON.Vector3.Zero();
  33. this.maximumWorld = BABYLON.Vector3.Zero();
  34. this._update(BABYLON.Matrix.Identity());
  35. };
  36. // Methods
  37. BABYLON.BoundingBox.prototype._update = function (world) {
  38. BABYLON.Vector3.FromFloatsToRef(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE, this.minimumWorld);
  39. BABYLON.Vector3.FromFloatsToRef(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE, this.maximumWorld);
  40. for (var index = 0; index < this.vectors.length; index++) {
  41. var v = this.vectorsWorld[index];
  42. BABYLON.Vector3.TransformCoordinatesToRef(this.vectors[index], world, v);
  43. if (v.x < this.minimumWorld.x)
  44. this.minimumWorld.x = v.x;
  45. if (v.y < this.minimumWorld.y)
  46. this.minimumWorld.y = v.y;
  47. if (v.z < this.minimumWorld.z)
  48. this.minimumWorld.z = v.z;
  49. if (v.x > this.maximumWorld.x)
  50. this.maximumWorld.x = v.x;
  51. if (v.y > this.maximumWorld.y)
  52. this.maximumWorld.y = v.y;
  53. if (v.z > this.maximumWorld.z)
  54. this.maximumWorld.z = v.z;
  55. }
  56. // OBB
  57. this.maximumWorld.addToRef(this.minimumWorld, this.center);
  58. this.center.scaleInPlace(0.5);
  59. BABYLON.Vector3.FromArrayToRef(world.m, 0, this.directions[0]);
  60. BABYLON.Vector3.FromArrayToRef(world.m, 4, this.directions[1]);
  61. BABYLON.Vector3.FromArrayToRef(world.m, 8, this.directions[2]);
  62. };
  63. BABYLON.BoundingBox.prototype.isInFrustum = function (frustumPlanes) {
  64. return BABYLON.BoundingBox.IsInFrustum(this.vectorsWorld, frustumPlanes);
  65. };
  66. BABYLON.BoundingBox.prototype.intersectsPoint = function (point) {
  67. if (this.maximumWorld.x < point.x || this.minimumWorld.x > point.x)
  68. return false;
  69. if (this.maximumWorld.y < point.y || this.minimumWorld.y > point.y)
  70. return false;
  71. if (this.maximumWorld.z < point.z || this.minimumWorld.z > point.z)
  72. return false;
  73. return true;
  74. };
  75. BABYLON.BoundingBox.prototype.intersectsSphere = function (sphere) {
  76. var vector = BABYLON.Vector3.Clamp(sphere.centerWorld, this.minimumWorld, this.maximumWorld);
  77. var num = BABYLON.Vector3.DistanceSquared(sphere.centerWorld, vector);
  78. return (num <= (sphere.radiusWorld * sphere.radiusWorld));
  79. };
  80. BABYLON.BoundingBox.prototype.intersectsMinMax = function (min, max) {
  81. if (this.maximumWorld.x < min.x || this.minimumWorld.x > max.x)
  82. return false;
  83. if (this.maximumWorld.y < min.y || this.minimumWorld.y > max.y)
  84. return false;
  85. if (this.maximumWorld.z < min.z || this.minimumWorld.z > max.z)
  86. return false;
  87. return true;
  88. };
  89. // Statics
  90. BABYLON.BoundingBox.intersects = function (box0, box1) {
  91. if (box0.maximumWorld.x < box1.minimumWorld.x || box0.minimumWorld.x > box1.maximumWorld.x)
  92. return false;
  93. if (box0.maximumWorld.y < box1.minimumWorld.y || box0.minimumWorld.y > box1.maximumWorld.y)
  94. return false;
  95. if (box0.maximumWorld.z < box1.minimumWorld.z || box0.minimumWorld.z > box1.maximumWorld.z)
  96. return false;
  97. return true;
  98. };
  99. BABYLON.BoundingBox.IsInFrustum = function (boundingVectors, frustumPlanes) {
  100. for (var p = 0; p < 6; p++) {
  101. var inCount = 8;
  102. for (var i = 0; i < 8; i++) {
  103. if (frustumPlanes[p].dotCoordinate(boundingVectors[i]) < 0) {
  104. --inCount;
  105. } else {
  106. break;
  107. }
  108. }
  109. if (inCount == 0)
  110. return false;
  111. }
  112. return true;
  113. };
  114. })();