babylon.boundingBox.js 6.7 KB

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