406 lines
16 KiB
C++
406 lines
16 KiB
C++
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Contains AABB-related code.
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* \file IceAABB.cpp
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* \author Pierre Terdiman
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* \date January, 29, 2000
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*/
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* AABB class.
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* \class AABB
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* \author Pierre Terdiman
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* \version 1.0
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*/
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// Precompiled Header
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#include "Stdafx.h"
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using namespace IceMaths;
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Computes the sum of two AABBs.
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* \param aabb [in] the other AABB
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* \return Self-Reference
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*/
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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AABB& AABB::Add(const AABB& aabb)
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{
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// Compute new min & max values
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Point Min; GetMin(Min);
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Point Tmp; aabb.GetMin(Tmp);
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Min.Min(Tmp);
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Point Max; GetMax(Max);
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aabb.GetMax(Tmp);
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Max.Max(Tmp);
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// Update this
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SetMinMax(Min, Max);
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return *this;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Makes a cube from the AABB.
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* \param cube [out] the cube AABB
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* \return cube edge length
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*/
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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float AABB::MakeCube(AABB& cube) const
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{
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Point Ext; GetExtents(Ext);
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float Max = Ext.Max();
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Point Cnt; GetCenter(Cnt);
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cube.SetCenterExtents(Cnt, Point(Max, Max, Max));
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return Max;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Makes a sphere from the AABB.
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* \param sphere [out] sphere containing the AABB
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*/
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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void AABB::MakeSphere(Sphere& sphere) const
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{
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GetExtents(sphere.mCenter);
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sphere.mRadius = sphere.mCenter.Magnitude() * 1.00001f; // To make sure sphere::Contains(*this) succeeds
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GetCenter(sphere.mCenter);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Checks a box is inside another box.
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* \param box [in] the other AABB
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* \return true if current box is inside input box
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*/
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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bool AABB::IsInside(const AABB& box) const
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{
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if(box.GetMin(0)>GetMin(0)) return false;
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if(box.GetMin(1)>GetMin(1)) return false;
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if(box.GetMin(2)>GetMin(2)) return false;
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if(box.GetMax(0)<GetMax(0)) return false;
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if(box.GetMax(1)<GetMax(1)) return false;
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if(box.GetMax(2)<GetMax(2)) return false;
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return true;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Computes the AABB planes.
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* \param planes [out] 6 planes surrounding the box
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* \return true if success
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*/
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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bool AABB::ComputePlanes(Plane* planes) const
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{
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// Checkings
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if(!planes) return false;
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Point Center, Extents;
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GetCenter(Center);
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GetExtents(Extents);
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// Writes normals
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planes[0].n = Point(1.0f, 0.0f, 0.0f);
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planes[1].n = Point(-1.0f, 0.0f, 0.0f);
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planes[2].n = Point(0.0f, 1.0f, 0.0f);
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planes[3].n = Point(0.0f, -1.0f, 0.0f);
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planes[4].n = Point(0.0f, 0.0f, 1.0f);
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planes[5].n = Point(0.0f, 0.0f, -1.0f);
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// Compute a point on each plane
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Point p0 = Point(Center.x+Extents.x, Center.y, Center.z);
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Point p1 = Point(Center.x-Extents.x, Center.y, Center.z);
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Point p2 = Point(Center.x, Center.y+Extents.y, Center.z);
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Point p3 = Point(Center.x, Center.y-Extents.y, Center.z);
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Point p4 = Point(Center.x, Center.y, Center.z+Extents.z);
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Point p5 = Point(Center.x, Center.y, Center.z-Extents.z);
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// Compute d
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planes[0].d = -(planes[0].n|p0);
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planes[1].d = -(planes[1].n|p1);
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planes[2].d = -(planes[2].n|p2);
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planes[3].d = -(planes[3].n|p3);
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planes[4].d = -(planes[4].n|p4);
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planes[5].d = -(planes[5].n|p5);
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return true;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Computes the aabb points.
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* \param pts [out] 8 box points
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* \return true if success
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*/
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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bool AABB::ComputePoints(Point* pts) const
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{
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// Checkings
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if(!pts) return false;
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// Get box corners
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Point min; GetMin(min);
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Point max; GetMax(max);
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// 7+------+6 0 = ---
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// /| /| 1 = +--
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// / | / | 2 = ++-
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// / 4+---/--+5 3 = -+-
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// 3+------+2 / y z 4 = --+
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// | / | / | / 5 = +-+
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// |/ |/ |/ 6 = +++
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// 0+------+1 *---x 7 = -++
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// Generate 8 corners of the bbox
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pts[0] = Point(min.x, min.y, min.z);
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pts[1] = Point(max.x, min.y, min.z);
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pts[2] = Point(max.x, max.y, min.z);
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pts[3] = Point(min.x, max.y, min.z);
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pts[4] = Point(min.x, min.y, max.z);
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pts[5] = Point(max.x, min.y, max.z);
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pts[6] = Point(max.x, max.y, max.z);
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pts[7] = Point(min.x, max.y, max.z);
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return true;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Gets vertex normals.
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* \param pts [out] 8 box points
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* \return true if success
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*/
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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const Point* AABB::GetVertexNormals() const
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{
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static float VertexNormals[] =
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{
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-INVSQRT3, -INVSQRT3, -INVSQRT3,
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INVSQRT3, -INVSQRT3, -INVSQRT3,
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INVSQRT3, INVSQRT3, -INVSQRT3,
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-INVSQRT3, INVSQRT3, -INVSQRT3,
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-INVSQRT3, -INVSQRT3, INVSQRT3,
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INVSQRT3, -INVSQRT3, INVSQRT3,
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INVSQRT3, INVSQRT3, INVSQRT3,
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-INVSQRT3, INVSQRT3, INVSQRT3
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};
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return (const Point*)VertexNormals;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Returns edges.
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* \return 24 indices (12 edges) indexing the list returned by ComputePoints()
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*/
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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const udword* AABB::GetEdges() const
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{
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static udword Indices[] = {
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0, 1, 1, 2, 2, 3, 3, 0,
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7, 6, 6, 5, 5, 4, 4, 7,
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1, 5, 6, 2,
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3, 7, 4, 0
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};
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return Indices;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Returns edge normals.
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* \return edge normals in local space
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*/
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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const Point* AABB::GetEdgeNormals() const
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{
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static float EdgeNormals[] =
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{
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0, -INVSQRT2, -INVSQRT2, // 0-1
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INVSQRT2, 0, -INVSQRT2, // 1-2
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0, INVSQRT2, -INVSQRT2, // 2-3
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-INVSQRT2, 0, -INVSQRT2, // 3-0
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0, INVSQRT2, INVSQRT2, // 7-6
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INVSQRT2, 0, INVSQRT2, // 6-5
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0, -INVSQRT2, INVSQRT2, // 5-4
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-INVSQRT2, 0, INVSQRT2, // 4-7
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INVSQRT2, -INVSQRT2, 0, // 1-5
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INVSQRT2, INVSQRT2, 0, // 6-2
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-INVSQRT2, INVSQRT2, 0, // 3-7
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-INVSQRT2, -INVSQRT2, 0 // 4-0
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};
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return (const Point*)EdgeNormals;
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}
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// ===========================================================================
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// (C) 1996-98 Vienna University of Technology
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// ===========================================================================
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// NAME: bboxarea
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// TYPE: c++ code
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// PROJECT: Bounding Box Area
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// CONTENT: Computes area of 2D projection of 3D oriented bounding box
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// VERSION: 1.0
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// ===========================================================================
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// AUTHORS: ds Dieter Schmalstieg
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// ep Erik Pojar
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// ===========================================================================
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// HISTORY:
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//
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// 19-sep-99 15:23:03 ds last modification
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// 01-dec-98 15:23:03 ep created
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// ===========================================================================
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//----------------------------------------------------------------------------
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// SAMPLE CODE STARTS HERE
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//----------------------------------------------------------------------------
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// NOTE: This sample program requires OPEN INVENTOR!
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//indexlist: this table stores the 64 possible cases of classification of
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//the eyepoint with respect to the 6 defining planes of the bbox (2^6=64)
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//only 26 (3^3-1, where 1 is "inside" cube) of these cases are valid.
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//the first 6 numbers in each row are the indices of the bbox vertices that
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//form the outline of which we want to compute the area (counterclockwise
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//ordering), the 7th entry means the number of vertices in the outline.
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//there are 6 cases with a single face and and a 4-vertex outline, and
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//20 cases with 2 or 3 faces and a 6-vertex outline. a value of 0 indicates
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//an invalid case.
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// Original list was made of 7 items, I added an 8th element:
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// - to padd on a cache line
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// - to repeat the first entry to avoid modulos
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//
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// I also replaced original ints with sbytes.
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static const sbyte gIndexList[64][8] =
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{
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{-1,-1,-1,-1,-1,-1,-1, 0}, // 0 inside
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{ 0, 4, 7, 3, 0,-1,-1, 4}, // 1 left
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{ 1, 2, 6, 5, 1,-1,-1, 4}, // 2 right
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{-1,-1,-1,-1,-1,-1,-1, 0}, // 3 -
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{ 0, 1, 5, 4, 0,-1,-1, 4}, // 4 bottom
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{ 0, 1, 5, 4, 7, 3, 0, 6}, // 5 bottom, left
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{ 0, 1, 2, 6, 5, 4, 0, 6}, // 6 bottom, right
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{-1,-1,-1,-1,-1,-1,-1, 0}, // 7 -
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{ 2, 3, 7, 6, 2,-1,-1, 4}, // 8 top
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{ 0, 4, 7, 6, 2, 3, 0, 6}, // 9 top, left
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{ 1, 2, 3, 7, 6, 5, 1, 6}, //10 top, right
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{-1,-1,-1,-1,-1,-1,-1, 0}, //11 -
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{-1,-1,-1,-1,-1,-1,-1, 0}, //12 -
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{-1,-1,-1,-1,-1,-1,-1, 0}, //13 -
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{-1,-1,-1,-1,-1,-1,-1, 0}, //14 -
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{-1,-1,-1,-1,-1,-1,-1, 0}, //15 -
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{ 0, 3, 2, 1, 0,-1,-1, 4}, //16 front
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{ 0, 4, 7, 3, 2, 1, 0, 6}, //17 front, left
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{ 0, 3, 2, 6, 5, 1, 0, 6}, //18 front, right
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{-1,-1,-1,-1,-1,-1,-1, 0}, //19 -
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{ 0, 3, 2, 1, 5, 4, 0, 6}, //20 front, bottom
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{ 1, 5, 4, 7, 3, 2, 1, 6}, //21 front, bottom, left
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{ 0, 3, 2, 6, 5, 4, 0, 6}, //22 front, bottom, right
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{-1,-1,-1,-1,-1,-1,-1, 0}, //23 -
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{ 0, 3, 7, 6, 2, 1, 0, 6}, //24 front, top
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{ 0, 4, 7, 6, 2, 1, 0, 6}, //25 front, top, left
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{ 0, 3, 7, 6, 5, 1, 0, 6}, //26 front, top, right
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{-1,-1,-1,-1,-1,-1,-1, 0}, //27 -
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{-1,-1,-1,-1,-1,-1,-1, 0}, //28 -
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{-1,-1,-1,-1,-1,-1,-1, 0}, //29 -
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{-1,-1,-1,-1,-1,-1,-1, 0}, //30 -
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{-1,-1,-1,-1,-1,-1,-1, 0}, //31 -
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{ 4, 5, 6, 7, 4,-1,-1, 4}, //32 back
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{ 0, 4, 5, 6, 7, 3, 0, 6}, //33 back, left
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{ 1, 2, 6, 7, 4, 5, 1, 6}, //34 back, right
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{-1,-1,-1,-1,-1,-1,-1, 0}, //35 -
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{ 0, 1, 5, 6, 7, 4, 0, 6}, //36 back, bottom
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{ 0, 1, 5, 6, 7, 3, 0, 6}, //37 back, bottom, left
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{ 0, 1, 2, 6, 7, 4, 0, 6}, //38 back, bottom, right
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{-1,-1,-1,-1,-1,-1,-1, 0}, //39 -
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{ 2, 3, 7, 4, 5, 6, 2, 6}, //40 back, top
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{ 0, 4, 5, 6, 2, 3, 0, 6}, //41 back, top, left
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{ 1, 2, 3, 7, 4, 5, 1, 6}, //42 back, top, right
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{-1,-1,-1,-1,-1,-1,-1, 0}, //43 invalid
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{-1,-1,-1,-1,-1,-1,-1, 0}, //44 invalid
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{-1,-1,-1,-1,-1,-1,-1, 0}, //45 invalid
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{-1,-1,-1,-1,-1,-1,-1, 0}, //46 invalid
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{-1,-1,-1,-1,-1,-1,-1, 0}, //47 invalid
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{-1,-1,-1,-1,-1,-1,-1, 0}, //48 invalid
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{-1,-1,-1,-1,-1,-1,-1, 0}, //49 invalid
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{-1,-1,-1,-1,-1,-1,-1, 0}, //50 invalid
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{-1,-1,-1,-1,-1,-1,-1, 0}, //51 invalid
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{-1,-1,-1,-1,-1,-1,-1, 0}, //52 invalid
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{-1,-1,-1,-1,-1,-1,-1, 0}, //53 invalid
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{-1,-1,-1,-1,-1,-1,-1, 0}, //54 invalid
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{-1,-1,-1,-1,-1,-1,-1, 0}, //55 invalid
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{-1,-1,-1,-1,-1,-1,-1, 0}, //56 invalid
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{-1,-1,-1,-1,-1,-1,-1, 0}, //57 invalid
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{-1,-1,-1,-1,-1,-1,-1, 0}, //58 invalid
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{-1,-1,-1,-1,-1,-1,-1, 0}, //59 invalid
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{-1,-1,-1,-1,-1,-1,-1, 0}, //60 invalid
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{-1,-1,-1,-1,-1,-1,-1, 0}, //61 invalid
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{-1,-1,-1,-1,-1,-1,-1, 0}, //62 invalid
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{-1,-1,-1,-1,-1,-1,-1, 0} //63 invalid
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};
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const sbyte* AABB::ComputeOutline(const Point& local_eye, sdword& num) const
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{
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// Get box corners
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Point min; GetMin(min);
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Point max; GetMax(max);
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// Compute 6-bit code to classify eye with respect to the 6 defining planes of the bbox
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int pos = ((local_eye.x < min.x) ? 1 : 0) // 1 = left
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+ ((local_eye.x > max.x) ? 2 : 0) // 2 = right
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+ ((local_eye.y < min.y) ? 4 : 0) // 4 = bottom
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+ ((local_eye.y > max.y) ? 8 : 0) // 8 = top
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+ ((local_eye.z < min.z) ? 16 : 0) // 16 = front
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+ ((local_eye.z > max.z) ? 32 : 0); // 32 = back
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// Look up number of vertices in outline
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num = (sdword)gIndexList[pos][7];
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// Zero indicates invalid case
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if(!num) return null;
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return &gIndexList[pos][0];
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}
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// calculateBoxArea: computes the screen-projected 2D area of an oriented 3D bounding box
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//const Point& eye, //eye point (in bbox object coordinates)
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//const AABB& box, //3d bbox
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//const Matrix4x4& mat, //free transformation for bbox
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//float width, float height, int& num)
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float AABB::ComputeBoxArea(const Point& eye, const Matrix4x4& mat, float width, float height, sdword& num) const
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{
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const sbyte* Outline = ComputeOutline(eye, num);
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if(!Outline) return -1.0f;
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// Compute box vertices
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Point vertexBox[8], dst[8];
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ComputePoints(vertexBox);
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// Transform all outline corners into 2D screen space
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for(sdword i=0;i<num;i++)
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{
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HPoint Projected;
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vertexBox[Outline[i]].ProjectToScreen(width, height, mat, Projected);
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dst[i] = Projected;
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}
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float Sum = (dst[num-1][0] - dst[0][0]) * (dst[num-1][1] + dst[0][1]);
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for(int i=0; i<num-1; i++)
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Sum += (dst[i][0] - dst[i+1][0]) * (dst[i][1] + dst[i+1][1]);
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return Sum * 0.5f; //return computed value corrected by 0.5
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}
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