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- // Copyright 2016 The G3N Authors. All rights reserved.
- // Use of this source code is governed by a BSD-style
- // license that can be found in the LICENSE file.
- package math32
- type Box3 struct {
- Min Vector3
- Max Vector3
- }
- func NewBox3(min, max *Vector3) *Box3 {
- this := new(Box3)
- this.Set(min, max)
- return this
- }
- func (this *Box3) Set(min, max *Vector3) *Box3 {
- if min != nil {
- this.Min = *min
- } else {
- this.Min.Set(Infinity, Infinity, Infinity)
- }
- if max != nil {
- this.Max = *max
- } else {
- this.Max.Set(-Infinity, -Infinity, -Infinity)
- }
- return this
- }
- func (this *Box3) SetFromPoints(points []Vector3) *Box3 {
- this.MakeEmpty()
- for i := 0; i < len(points); i++ {
- this.ExpandByPoint(&points[i])
- }
- return this
- }
- func (this *Box3) SetFromCenterAndSize(center, size *Vector3) *Box3 {
- v1 := NewVector3(0, 0, 0)
- halfSize := v1.Copy(size).MultiplyScalar(0.5)
- this.Min.Copy(center).Sub(halfSize)
- this.Max.Copy(center).Add(halfSize)
- return this
- }
- //func (this *Box3) SetFromObject(object *Object3D) *Box3 {
- //
- // // TODO object.UpdateMatrixWorld(true)
- //
- // return this
- //}
- func (this *Box3) Copy(box *Box3) *Box3 {
- this.Min = box.Min
- this.Max = box.Max
- return this
- }
- func (this *Box3) MakeEmpty() *Box3 {
- this.Min.X = Infinity
- this.Min.Y = Infinity
- this.Min.Z = Infinity
- this.Max.X = -Infinity
- this.Max.Y = -Infinity
- this.Max.Z = -Infinity
- return this
- }
- func (this *Box3) Empty() bool {
- return (this.Max.X < this.Min.X) || (this.Max.Y < this.Min.Y) || (this.Max.Z < this.Min.Z)
- }
- func (this *Box3) Center(optionalTarget *Vector3) *Vector3 {
- var result *Vector3
- if optionalTarget == nil {
- result = NewVector3(0, 0, 0)
- } else {
- result = optionalTarget
- }
- return result.AddVectors(&this.Min, &this.Max).MultiplyScalar(0.5)
- }
- func (this *Box3) Size(optionalTarget *Vector3) *Vector3 {
- var result *Vector3
- if optionalTarget == nil {
- result = NewVector3(0, 0, 0)
- } else {
- result = optionalTarget
- }
- return result.SubVectors(&this.Min, &this.Max)
- }
- func (this *Box3) ExpandByPoint(point *Vector3) *Box3 {
- this.Min.Min(point)
- this.Max.Max(point)
- return this
- }
- func (this *Box3) ExpandByVector(vector *Vector3) *Box3 {
- this.Min.Sub(vector)
- this.Max.Add(vector)
- return this
- }
- func (this *Box3) ExpandByScalar(scalar float32) *Box3 {
- this.Min.AddScalar(-scalar)
- this.Max.AddScalar(scalar)
- return this
- }
- func (this *Box3) ContainsPoint(point *Vector3) bool {
- if point.X < this.Min.X || point.X > this.Max.X ||
- point.Y < this.Min.Y || point.Y > this.Max.Y ||
- point.Z < this.Min.Z || point.Z > this.Max.Z {
- return false
- }
- return true
- }
- func (this *Box3) ContainsBox(box *Box3) bool {
- if (this.Min.X <= box.Max.X) && (box.Max.X <= this.Max.X) &&
- (this.Min.Y <= box.Min.Y) && (box.Max.Y <= this.Max.Y) &&
- (this.Min.Z <= box.Min.Z) && (box.Max.Z <= this.Max.Z) {
- return true
- }
- return false
- }
- func (this *Box3) GetParameter(point *Vector3, optionalTarget *Vector3) *Vector3 {
- // This can potentially have a divide by zero if the box
- // has a size dimension of 0.
- var result *Vector3
- if optionalTarget == nil {
- result = NewVector3(0, 0, 0)
- } else {
- result = optionalTarget
- }
- return result.Set(
- (point.X-this.Min.X)/(this.Max.X-this.Min.X),
- (point.Y-this.Min.Y)/(this.Max.Y-this.Min.Y),
- (point.Z-this.Min.Z)/(this.Max.Z-this.Min.Z),
- )
- }
- func (this *Box3) IsIntersectionBox(box *Box3) bool {
- // using 6 splitting planes to rule out intersections.
- if box.Max.X < this.Min.X || box.Min.X > this.Max.X ||
- box.Max.Y < this.Min.Y || box.Min.Y > this.Max.Y ||
- box.Max.Z < this.Min.Z || box.Min.Z > this.Max.Z {
- return false
- }
- return true
- }
- func (this *Box3) ClampPoint(point *Vector3, optionalTarget *Vector3) *Vector3 {
- var result *Vector3
- if optionalTarget == nil {
- result = NewVector3(0, 0, 0)
- } else {
- result = optionalTarget
- }
- return result.Copy(point).Clamp(&this.Min, &this.Max)
- }
- func (this *Box3) DistanceToPoint(point *Vector3) float32 {
- var v1 Vector3
- clampedPoint := v1.Copy(point).Clamp(&this.Min, &this.Max)
- return clampedPoint.Sub(point).Length()
- }
- func (this *Box3) GetBoundingSphere(optionalTarget *Sphere) *Sphere {
- var v1 Vector3
- var result *Sphere
- if optionalTarget == nil {
- result = NewSphere(nil, 0)
- } else {
- result = optionalTarget
- }
- result.Center = *this.Center(nil)
- result.Radius = this.Size(&v1).Length() * 0.5
- return result
- }
- func (this *Box3) Intersect(box *Box3) *Box3 {
- this.Min.Max(&box.Min)
- this.Max.Min(&box.Max)
- return this
- }
- func (this *Box3) Union(box *Box3) *Box3 {
- this.Min.Min(&box.Min)
- this.Max.Max(&box.Max)
- return this
- }
- func (this *Box3) ApplyMatrix4(matrix *Matrix4) *Box3 {
- points := []Vector3{
- Vector3{},
- Vector3{},
- Vector3{},
- Vector3{},
- Vector3{},
- Vector3{},
- Vector3{},
- Vector3{},
- }
- points[0].Set(this.Min.X, this.Min.Y, this.Min.Z).ApplyMatrix4(matrix) // 000
- points[1].Set(this.Min.X, this.Min.Y, this.Max.Z).ApplyMatrix4(matrix) // 001
- points[2].Set(this.Min.X, this.Max.Y, this.Min.Z).ApplyMatrix4(matrix) // 010
- points[3].Set(this.Min.X, this.Max.Y, this.Max.Z).ApplyMatrix4(matrix) // 011
- points[4].Set(this.Max.X, this.Min.Y, this.Min.Z).ApplyMatrix4(matrix) // 100
- points[5].Set(this.Max.X, this.Min.Y, this.Max.Z).ApplyMatrix4(matrix) // 101
- points[6].Set(this.Max.X, this.Max.Y, this.Min.Z).ApplyMatrix4(matrix) // 110
- points[7].Set(this.Max.X, this.Max.Y, this.Max.Z).ApplyMatrix4(matrix) // 111
- this.MakeEmpty()
- this.SetFromPoints(points)
- return this
- }
- func (this *Box3) Translate(offset *Vector3) *Box3 {
- this.Min.Add(offset)
- this.Max.Add(offset)
- return this
- }
- func (this *Box3) Equals(box *Box3) bool {
- return box.Min.Equals(&this.Min) && box.Max.Equals(&this.Max)
- }
- func (this *Box3) Clone() *Box3 {
- return NewBox3(&this.Min, &this.Max)
- }
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