babylon.boundingBox.js 5.6 KB

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  1. var BABYLON = BABYLON || {};
  2. (function () {
  3. BABYLON.BoundingBox = function (positions, start, count) {
  4. this.minimum = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  5. this.maximum = new BABYLON.Vector3(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE);
  6. for (var index = start; index < start + count; index++) {
  7. var current = new BABYLON.Vector3(positions[index * 3], positions[index * 3 + 1], positions[index * 3 + 2]);
  8. this.minimum = BABYLON.Vector3.Minimize(current, this.minimum);
  9. this.maximum = BABYLON.Vector3.Maximize(current, this.maximum);
  10. }
  11. // Bounding vectors
  12. this.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.extends = this.maximum.subtract(this.minimum).scale(0.5);
  30. this.directions = [BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero()];
  31. // World
  32. this.vectorsWorld = [];
  33. for (var index = 0; index < this.vectors.length; index++) {
  34. this.vectorsWorld[index] = BABYLON.Vector3.Zero();
  35. }
  36. this.minimumWorld = BABYLON.Vector3.Zero();
  37. this.maximumWorld = BABYLON.Vector3.Zero();
  38. };
  39. // Methods
  40. BABYLON.BoundingBox.prototype._update = function (world) {
  41. BABYLON.Vector3.FromFloatsToRef(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE, this.minimumWorld);
  42. BABYLON.Vector3.FromFloatsToRef(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE, this.maximumWorld);
  43. for (var index = 0; index < this.vectors.length; index++) {
  44. var v = this.vectorsWorld[index];
  45. BABYLON.Vector3.TransformCoordinatesToRef(this.vectors[index], world, v);
  46. if (v.x < this.minimumWorld.x)
  47. this.minimumWorld.x = v.x;
  48. if (v.y < this.minimumWorld.y)
  49. this.minimumWorld.y = v.y;
  50. if (v.z < this.minimumWorld.z)
  51. this.minimumWorld.z = v.z;
  52. if (v.x > this.maximumWorld.x)
  53. this.maximumWorld.x = v.x;
  54. if (v.y > this.maximumWorld.y)
  55. this.maximumWorld.y = v.y;
  56. if (v.z > this.maximumWorld.z)
  57. this.maximumWorld.z = v.z;
  58. }
  59. // OBB
  60. this.maximumWorld.addToRef(this.minimumWorld, this.center);
  61. this.center.scaleInPlace(0.5);
  62. BABYLON.Vector3.FromArrayToRef(world.m, 0, this.directions[0]);
  63. BABYLON.Vector3.FromArrayToRef(world.m, 4, this.directions[1]);
  64. BABYLON.Vector3.FromArrayToRef(world.m, 8, this.directions[2]);
  65. };
  66. BABYLON.BoundingBox.prototype.isInFrustrum = function (frustumPlanes) {
  67. return BABYLON.BoundingBox.IsInFrustrum(this.vectorsWorld, frustumPlanes);
  68. };
  69. BABYLON.BoundingBox.prototype.intersectsPoint = function (point) {
  70. if (this.maximumWorld.x < point.x || this.minimumWorld.x > point.x)
  71. return false;
  72. if (this.maximumWorld.y < point.y || this.minimumWorld.y > point.y)
  73. return false;
  74. if (this.maximumWorld.z < point.z || this.minimumWorld.z > point.z)
  75. return false;
  76. return true;
  77. };
  78. BABYLON.BoundingBox.prototype.intersectsSphere = function (sphere) {
  79. var vector = BABYLON.Vector3.Clamp(sphere.centerWorld, this.minimumWorld, this.maximumWorld);
  80. var num = BABYLON.Vector3.DistanceSquared(sphere.centerWorld, vector);
  81. return (num <= (sphere.radiusWorld * sphere.radiusWorld));
  82. };
  83. BABYLON.BoundingBox.prototype.intersectsMinMax = function (min, max) {
  84. if (this.maximumWorld.x < min.x || this.minimumWorld.x > max.x)
  85. return false;
  86. if (this.maximumWorld.y < min.y || this.minimumWorld.y > max.y)
  87. return false;
  88. if (this.maximumWorld.z < min.z || this.minimumWorld.z > max.z)
  89. return false;
  90. return true;
  91. };
  92. // Statics
  93. BABYLON.BoundingBox.intersects = function (box0, box1) {
  94. if (box0.maximumWorld.x < box1.minimumWorld.x || box0.minimumWorld.x > box1.maximumWorld.x)
  95. return false;
  96. if (box0.maximumWorld.y < box1.minimumWorld.y || box0.minimumWorld.y > box1.maximumWorld.y)
  97. return false;
  98. if (box0.maximumWorld.z < box1.minimumWorld.z || box0.minimumWorld.z > box1.maximumWorld.z)
  99. return false;
  100. return true;
  101. };
  102. BABYLON.BoundingBox.IsInFrustrum = function (boundingVectors, frustumPlanes) {
  103. for (var p = 0; p < 6; p++) {
  104. var inCount = 8;
  105. for (var i = 0; i < 8; i++) {
  106. if (frustumPlanes[p].dotCoordinate(boundingVectors[i]) < 0) {
  107. --inCount;
  108. } else {
  109. break;
  110. }
  111. }
  112. if (inCount == 0)
  113. return false;
  114. }
  115. return true;
  116. };
  117. })();