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author | gspencer@google.com <gspencer@google.com@0039d316-1c4b-4281-b951-d872f2087c98> | 2009-05-27 23:15:42 +0000 |
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committer | gspencer@google.com <gspencer@google.com@0039d316-1c4b-4281-b951-d872f2087c98> | 2009-05-27 23:15:42 +0000 |
commit | 05b47f7a8c5451f858dc220df0e3a97542edace6 (patch) | |
tree | a2273d619f0625c9d44d40842845ccce2eac1045 /o3d/core/cross/bounding_box.cc | |
parent | 5cdc8bdb4c847cefe7f4542bd10c9880c2c557a0 (diff) | |
download | chromium_src-05b47f7a8c5451f858dc220df0e3a97542edace6.zip chromium_src-05b47f7a8c5451f858dc220df0e3a97542edace6.tar.gz chromium_src-05b47f7a8c5451f858dc220df0e3a97542edace6.tar.bz2 |
This is the O3D source tree's initial commit to the Chromium tree. It
is not built or referenced at all by the chrome build yet, and doesn't
yet build in it's new home. We'll change that shortly.
git-svn-id: svn://svn.chromium.org/chrome/trunk/src@17035 0039d316-1c4b-4281-b951-d872f2087c98
Diffstat (limited to 'o3d/core/cross/bounding_box.cc')
-rw-r--r-- | o3d/core/cross/bounding_box.cc | 304 |
1 files changed, 304 insertions, 0 deletions
diff --git a/o3d/core/cross/bounding_box.cc b/o3d/core/cross/bounding_box.cc new file mode 100644 index 0000000..cf6261d --- /dev/null +++ b/o3d/core/cross/bounding_box.cc @@ -0,0 +1,304 @@ +/* + * Copyright 2009, Google Inc. + * All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions are + * met: + * + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above + * copyright notice, this list of conditions and the following disclaimer + * in the documentation and/or other materials provided with the + * distribution. + * * Neither the name of Google Inc. nor the names of its + * contributors may be used to endorse or promote products derived from + * this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS + * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT + * LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR + * A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT + * OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, + * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT + * LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, + * DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY + * THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + */ + + +// This file contains the definition of BoundingBox which is a class that +// represents an Axis Aligned Bounding Box. It also contains the definition of +// ParamBoundingBox, a Param that cointains a BoundingBox as well as +// ParamBindFloat3sToBoundingBox which is a ParamBind that takes 2 Float3s and +// converts them to a BoundingBox. + +#include "core/cross/precompile.h" +#include "core/cross/bounding_box.h" +#include "core/cross/ray_intersection_info.h" + +namespace o3d { + +O3D_DEFN_CLASS(ParamBoundingBox, Param); +// TODO: change this to a ParamOperation +// O3D_DEFN_CLASS(ParamBindFloat3sToBoundingBox, ParamBind); + +// Adds a box to this box producing a bounding box that contains both. +void BoundingBox::Add(const BoundingBox& box, BoundingBox* result) const { + DLOG_ASSERT(result != NULL); + + if (valid() && box.valid()) { + *result = BoundingBox( + Vectormath::Aos::minPerElem(min_extent(), box.min_extent()), + Vectormath::Aos::maxPerElem(max_extent(), box.max_extent())); + } else if (valid()) { + *result = *this; + } else if (box.valid()) { + *result = box; + } else { + *result = BoundingBox(); // will be an invalid box. + } +} + +// Computing the bounding box of this box re-oriented by multiplying by a +// Matrix4. +void BoundingBox::Mul(const Matrix4& matrix, BoundingBox* result) const { + DLOG_ASSERT(result != NULL); + + Point3 min_extent((matrix * min_extent_).getXYZ()); + Point3 max_extent(min_extent); + + Point3 temp; + temp = Point3((matrix * max_extent_).getXYZ()), + min_extent = Vectormath::Aos::minPerElem(temp, min_extent); + max_extent = Vectormath::Aos::maxPerElem(temp, max_extent); + temp = Point3((matrix * Point3(min_extent_.getX(), + max_extent_.getY(), + min_extent_.getZ())).getXYZ()); + min_extent = Vectormath::Aos::minPerElem(temp, min_extent); + max_extent = Vectormath::Aos::maxPerElem(temp, max_extent); + temp = Point3((matrix * Point3(min_extent_.getX(), + min_extent_.getY(), + max_extent_.getZ())).getXYZ()); + min_extent = Vectormath::Aos::minPerElem(temp, min_extent); + max_extent = Vectormath::Aos::maxPerElem(temp, max_extent); + temp = Point3((matrix * Point3(min_extent_.getX(), + max_extent_.getY(), + max_extent_.getZ())).getXYZ()); + min_extent = Vectormath::Aos::minPerElem(temp, min_extent); + max_extent = Vectormath::Aos::maxPerElem(temp, max_extent); + temp = Point3((matrix * Point3(max_extent_.getX(), + min_extent_.getY(), + min_extent_.getZ())).getXYZ()); + min_extent = Vectormath::Aos::minPerElem(temp, min_extent); + max_extent = Vectormath::Aos::maxPerElem(temp, max_extent); + temp = Point3((matrix * Point3(max_extent_.getX(), + max_extent_.getY(), + min_extent_.getZ())).getXYZ()); + min_extent = Vectormath::Aos::minPerElem(temp, min_extent); + max_extent = Vectormath::Aos::maxPerElem(temp, max_extent); + temp = Point3((matrix * Point3(max_extent_.getX(), + min_extent_.getY(), + max_extent_.getZ())).getXYZ()); + min_extent = Vectormath::Aos::minPerElem(temp, min_extent); + max_extent = Vectormath::Aos::maxPerElem(temp, max_extent); + + *result = BoundingBox(min_extent, max_extent); +} + +// Adapted from: Fast Ray-Box Intersection by Andrew Woo from "Graphics Gems", +// Academic Press, 1990 +void BoundingBox::IntersectRay(const Point3& start, + const Point3& end, + RayIntersectionInfo* result) const { + DLOG_ASSERT(result != NULL); + + result->Reset(); + if (valid()) { + result->set_valid(true); + result->set_intersected(true); // Assume true. + + static const int kNumberOfDimensions = 3; + static const int kRight = 0; + static const int kLeft = 1; + static const int kMiddle = 2; + + Vector3 dir(end - start); + Point3 coord; + bool inside = true; + float quadrant[kNumberOfDimensions]; + int which_plane; + float max_t[kNumberOfDimensions]; + float candidate_plane[kNumberOfDimensions]; + + // Find candidate planes; this loop can be avoided if rays cast all from the + // eye (assumes perpsective view). + for (int i = 0; i < kNumberOfDimensions; ++i) { + if (start[i] < min_extent_[i]) { + quadrant[i] = kLeft; + candidate_plane[i] = min_extent_[i]; + inside = false; + } else if (start[i] > max_extent_[i]) { + quadrant[i] = kRight; + candidate_plane[i] = max_extent_[i]; + inside = false; + } else { + quadrant[i] = kMiddle; + } + } + + // Ray origin inside bounding box. + if (inside) { + // TODO: Should this return true? I feel like maybe not. Or + // maybe ray_intersection_info should have a flag like "inside". + result->set_position(start); + } else { + // Calculate T distances to candidate planes. + for (int i = 0; i < kNumberOfDimensions; ++i) { + if (quadrant[i] != kMiddle && dir[i] != 0.0f) { + max_t[i] = (candidate_plane[i] - start[i]) / dir[i]; + } else { + max_t[i] = -1.0f; + } + } + + // Get largest of the max_t's for final choice of intersection. + which_plane = 0; + for (int i = 1; i < kNumberOfDimensions; ++i) { + if (max_t[which_plane] < max_t[i]) { + which_plane = i; + } + } + + // Check final candidate actually inside box. + if (max_t[which_plane] < 0.0f) { + result->set_intersected(false); + } else { + for (int i = 0; i < kNumberOfDimensions; ++i) { + if (which_plane != i) { + coord[i] = start[i] + max_t[which_plane] * dir[i]; + if (coord[i] < min_extent_[i] || coord[i] > max_extent_[i]) { + result->set_intersected(false); + break; + } + } else { + coord[i] = candidate_plane[i]; + } + } + + // ray hits box. + result->set_position(coord); + } + } + } +} + +// Returns true if the bounding box is inside the frustum matrix. +// It checks all 8 corners of the bounding box against the 6 frustum planes +// and determines whether there's at least one plane for which all 6 points lie +// on the outside side of it. In that case it reports that the bounding box +// is outside the frustum. Note that this is a conservative check in that +// it in certain cases it will report that a box is in the frustum even if it +// really isn't. However if it reports that the box is outside then it's +// guaranteed to be outside. +bool BoundingBox::InFrustum(const Matrix4& matrix) const { + Point3 box_max = max_extent(); + Point3 box_min = min_extent(); + + // Compute the 8 corners of the box in local space. + Vector4 box_points[8] = { + Vector4(box_min.getX(), box_max.getY(), box_min.getZ(), 1), + Vector4(box_min.getX(), box_min.getY(), box_max.getZ(), 1), + Vector4(box_min.getX(), box_max.getY(), box_max.getZ(), 1), + Vector4(box_max.getX(), box_min.getY(), box_min.getZ(), 1), + Vector4(box_max.getX(), box_max.getY(), box_min.getZ(), 1), + Vector4(box_max.getX(), box_min.getY(), box_max.getZ(), 1), + Vector4(box_max), + Vector4(box_min)}; + + // Convert the bounding box corners to screen space and test them against + // the six planes of the frustum. The results of the tests are stored in six + // consecutive bits in a bit field. A one denotes that the point is on the + // outside of a particular frustum plane. The order of the bits is as + // follows: + // bit 0: x < -w + // bit 1: x > w + // bit 2: y < -w + // bit 3: y > w + // bit 4: z < 0 + // bit 5: z > w + // The generated bitfields are ANDed together. If at the end any of the + // resulting bits has a value of one then it means that all 8 points lie + // outside of one of the frustum planes and hence the entire bounding box + // is outside the frustum. + unsigned char bb_test = 0xff; + for (int i = 0; i < 8; i++) { + // Compute the coordinates of the corner in screen space. + Vector4 point = matrix * box_points[i]; + + // Test against all 6 of the frustum planes. + unsigned char test1 = point.getX() < -point.getW(); + unsigned char test2 = ((point.getX() > point.getW()) << 1); + unsigned char test3 = ((point.getY() < -point.getW()) << 2); + unsigned char test4 = ((point.getY() > point.getW()) << 3); + unsigned char test5 = ((point.getZ() < 0) << 4); + unsigned char test6 = ((point.getZ() > point.getW()) << 5); + + // Put all the results in a single bitfield. + unsigned char test_bits = test1 | test2 | test3 | test4 | test5 | test6; + + // Check if any of the tests match with the results from the other points. + bb_test &= test_bits; + + // Early out. If the points we processed so far there's not a single + // frustum plane that they are all outside of, then there's no need to + // continue. + if (bb_test == 0) + return true; + } + + return (bb_test == 0); +} + +ObjectBase::Ref ParamBoundingBox::Create(ServiceLocator* service_locator) { + return ObjectBase::Ref(new ParamBoundingBox(service_locator, false, false)); +} + +#if 0 // TODO: change this to a ParamOperation +const char* ParamBindFloat3sToBoundingBox::kInput1Name = "Input1"; +const char* ParamBindFloat3sToBoundingBox::kInput2Name = "Input2"; +const char* ParamBindFloat3sToBoundingBox::kOutputName = "Output"; + +ParamBindFloat3sToBoundingBox::ParamBindFloat3sToBoundingBox(const String& name) + : ParamBind(service_locator) { + RegisterInputPointer(kInput1Name, &source_bind_connection_1_); + RegisterInputPointer(kInput2Name, &source_bind_connection_2_); + RegisterOutputPointer(kOutputName, &destination_bind_connection_); +} + +// Computes the product of the two source Params and stores the result in the +// destination Param. +void ParamBindFloat3sToBoundingBox::ComputeDestinationValues() { + // Update the stored values of the two input Params + UpdateSourceValues(); + + Float3 value_1(source_bind_connection_1_->GetParam()->value()); + Float3 value_2(source_bind_connection_2_->GetParam()->value()); + ParamBoundingBox *dest_bounding_box = + destination_bind_connection_->GetParam(); + + dest_bounding_box->set_dynamic_value( + BoundingBox(Point3(value_1[0], value_1[1], value_1[2]), + Point3(value_2[0], value_2[1], value_2[2]))); +} + +ObjectBase::Ref ParamBindFloat3sToBoundingBox::Create( + ServiceLocator* service_locator) { + return ObjectBase::Ref(new ParamBindFloat3sToBoundingBox(service_locator)); +} +#endif + +} // namespace o3d |