babylon.boundingBox.js 5.8 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.extends = 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._update = function (world) {
  37. BABYLON.Vector3.FromFloatsToRef(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE, this.minimumWorld);
  38. BABYLON.Vector3.FromFloatsToRef(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE, this.maximumWorld);
  39. for (var index = 0; index < this.vectors.length; index++) {
  40. var v = this.vectorsWorld[index];
  41. BABYLON.Vector3.TransformCoordinatesToRef(this.vectors[index], world, v);
  42. if (v.x < this.minimumWorld.x)
  43. this.minimumWorld.x = v.x;
  44. if (v.y < this.minimumWorld.y)
  45. this.minimumWorld.y = v.y;
  46. if (v.z < this.minimumWorld.z)
  47. this.minimumWorld.z = v.z;
  48. if (v.x > this.maximumWorld.x)
  49. this.maximumWorld.x = v.x;
  50. if (v.y > this.maximumWorld.y)
  51. this.maximumWorld.y = v.y;
  52. if (v.z > this.maximumWorld.z)
  53. this.maximumWorld.z = v.z;
  54. }
  55. // OBB
  56. this.maximumWorld.addToRef(this.minimumWorld, this.center);
  57. this.center.scaleInPlace(0.5);
  58. BABYLON.Vector3.FromFloatArrayToRef(world.m, 0, this.directions[0]);
  59. BABYLON.Vector3.FromFloatArrayToRef(world.m, 4, this.directions[1]);
  60. BABYLON.Vector3.FromFloatArrayToRef(world.m, 8, this.directions[2]);
  61. };
  62. BoundingBox.prototype.isInFrustum = function (frustumPlanes) {
  63. return BoundingBox.IsInFrustum(this.vectorsWorld, frustumPlanes);
  64. };
  65. BoundingBox.prototype.intersectsPoint = function (point) {
  66. var delta = BABYLON.Engine.Epsilon;
  67. if (this.maximumWorld.x - point.x < delta || delta > point.x - this.minimumWorld.x)
  68. return false;
  69. if (this.maximumWorld.y - point.y < delta || delta > point.y - this.minimumWorld.y)
  70. return false;
  71. if (this.maximumWorld.z - point.z < delta || delta > point.z - this.minimumWorld.z)
  72. return false;
  73. return true;
  74. };
  75. 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. 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. 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. 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. return BoundingBox;
  115. })();
  116. BABYLON.BoundingBox = BoundingBox;
  117. })(BABYLON || (BABYLON = {}));
  118. //# sourceMappingURL=babylon.boundingBox.js.map