--- /dev/null
+///////////////////////////////////////////////////////////////////////////
+//
+// Copyright (c) 2002, Industrial Light & Magic, a division of Lucas
+// Digital Ltd. LLC
+//
+// 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 Industrial Light & Magic 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.
+//
+///////////////////////////////////////////////////////////////////////////
+
+
+
+#ifndef INCLUDED_IMATHBOXALGO_H
+#define INCLUDED_IMATHBOXALGO_H
+
+
+//---------------------------------------------------------------------------
+//
+// This file contains algorithms applied to or in conjunction
+// with bounding boxes (Imath::Box). These algorithms require
+// more headers to compile. The assumption made is that these
+// functions are called much less often than the basic box
+// functions or these functions require more support classes.
+//
+// Contains:
+//
+// T clip<T>(const T& in, const Box<T>& box)
+//
+// Vec3<T> closestPointOnBox(const Vec3<T>&, const Box<Vec3<T>>& )
+//
+// Vec3<T> closestPointInBox(const Vec3<T>&, const Box<Vec3<T>>& )
+//
+// void transform(Box<Vec3<T>>&, const Matrix44<T>&)
+//
+// bool findEntryAndExitPoints(const Line<T> &line,
+// const Box< Vec3<T> > &box,
+// Vec3<T> &enterPoint,
+// Vec3<T> &exitPoint)
+//
+// bool intersects(const Box<Vec3<T>> &box,
+// const Line3<T> &line,
+// Vec3<T> result)
+//
+// bool intersects(const Box<Vec3<T>> &box, const Line3<T> &line)
+//
+//---------------------------------------------------------------------------
+
+#include "ImathBox.h"
+#include "ImathMatrix.h"
+#include "ImathLineAlgo.h"
+#include "ImathPlane.h"
+
+namespace Imath {
+
+
+template <class T>
+inline T clip(const T& in, const Box<T>& box)
+{
+ //
+ // Clip a point so that it lies inside the given bbox
+ //
+
+ T out;
+
+ for (int i=0; i<(int)box.min.dimensions(); i++)
+ {
+ if (in[i] < box.min[i]) out[i] = box.min[i];
+ else if (in[i] > box.max[i]) out[i] = box.max[i];
+ else out[i] = in[i];
+ }
+
+ return out;
+}
+
+
+//
+// Return p if p is inside the box.
+//
+
+template <class T>
+Vec3<T>
+closestPointInBox(const Vec3<T>& p, const Box< Vec3<T> >& box )
+{
+ Imath::V3f b;
+
+ if (p.x < box.min.x)
+ b.x = box.min.x;
+ else if (p.x > box.max.x)
+ b.x = box.max.x;
+ else
+ b.x = p.x;
+
+ if (p.y < box.min.y)
+ b.y = box.min.y;
+ else if (p.y > box.max.y)
+ b.y = box.max.y;
+ else
+ b.y = p.y;
+
+ if (p.z < box.min.z)
+ b.z = box.min.z;
+ else if (p.z > box.max.z)
+ b.z = box.max.z;
+ else
+ b.z = p.z;
+
+ return b;
+}
+
+template <class T>
+Vec3<T> closestPointOnBox(const Vec3<T>& pt, const Box< Vec3<T> >& box )
+{
+ //
+ // This sucker is specialized to work with a Vec3f and a box
+ // made of Vec3fs.
+ //
+
+ Vec3<T> result;
+
+ // trivial cases first
+ if (box.isEmpty())
+ return pt;
+ else if (pt == box.center())
+ {
+ // middle of z side
+ result[0] = (box.max[0] + box.min[0])/2.0;
+ result[1] = (box.max[1] + box.min[1])/2.0;
+ result[2] = box.max[2];
+ }
+ else
+ {
+ // Find the closest point on a unit box (from -1 to 1),
+ // then scale up.
+
+ // Find the vector from center to the point, then scale
+ // to a unit box.
+ Vec3<T> vec = pt - box.center();
+ T sizeX = box.max[0]-box.min[0];
+ T sizeY = box.max[1]-box.min[1];
+ T sizeZ = box.max[2]-box.min[2];
+
+ T halfX = sizeX/2.0;
+ T halfY = sizeY/2.0;
+ T halfZ = sizeZ/2.0;
+ if (halfX > 0.0)
+ vec[0] /= halfX;
+ if (halfY > 0.0)
+ vec[1] /= halfY;
+ if (halfZ > 0.0)
+ vec[2] /= halfZ;
+
+ // Side to snap side that has greatest magnitude in the vector.
+ Vec3<T> mag;
+ mag[0] = fabs(vec[0]);
+ mag[1] = fabs(vec[1]);
+ mag[2] = fabs(vec[2]);
+
+ result = mag;
+
+ // Check if beyond corners
+ if (result[0] > 1.0)
+ result[0] = 1.0;
+ if (result[1] > 1.0)
+ result[1] = 1.0;
+ if (result[2] > 1.0)
+ result[2] = 1.0;
+
+ // snap to appropriate side
+ if ((mag[0] > mag[1]) && (mag[0] > mag[2]))
+ {
+ result[0] = 1.0;
+ }
+ else if ((mag[1] > mag[0]) && (mag[1] > mag[2]))
+ {
+ result[1] = 1.0;
+ }
+ else if ((mag[2] > mag[0]) && (mag[2] > mag[1]))
+ {
+ result[2] = 1.0;
+ }
+ else if ((mag[0] == mag[1]) && (mag[0] == mag[2]))
+ {
+ // corner
+ result = Vec3<T>(1,1,1);
+ }
+ else if (mag[0] == mag[1])
+ {
+ // edge parallel with z
+ result[0] = 1.0;
+ result[1] = 1.0;
+ }
+ else if (mag[0] == mag[2])
+ {
+ // edge parallel with y
+ result[0] = 1.0;
+ result[2] = 1.0;
+ }
+ else if (mag[1] == mag[2])
+ {
+ // edge parallel with x
+ result[1] = 1.0;
+ result[2] = 1.0;
+ }
+
+ // Now make everything point the right way
+ for (int i=0; i < 3; i++)
+ {
+ if (vec[i] < 0.0)
+ result[i] = -result[i];
+ }
+
+ // scale back up and move to center
+ result[0] *= halfX;
+ result[1] *= halfY;
+ result[2] *= halfZ;
+
+ result += box.center();
+ }
+ return result;
+}
+
+template <class S, class T>
+Box< Vec3<S> >
+transform(const Box< Vec3<S> >& box, const Matrix44<T>& m)
+{
+ // Transforms Box3f by matrix, enlarging Box3f to contain result.
+ // Clever method courtesy of Graphics Gems, pp. 548-550
+ //
+ // This works for projection matrices as well as simple affine
+ // transformations. Coordinates of the box are rehomogenized if there
+ // is a projection matrix
+
+ // a transformed empty box is still empty
+ if (box.isEmpty())
+ return box;
+
+ // If the last column is close enuf to ( 0 0 0 1 ) then we use the
+ // fast, affine version. The tricky affine method could maybe be
+ // extended to deal with the projection case as well, but its not
+ // worth it right now.
+
+ if (m[0][3] * m[0][3] + m[1][3] * m[1][3] + m[2][3] * m[2][3]
+ + (1.0 - m[3][3]) * (1.0 - m[3][3]) < 0.00001)
+ {
+ // Affine version, use the Graphics Gems hack
+ int i, j;
+ Box< Vec3<S> > newBox;
+
+ for (i = 0; i < 3; i++)
+ {
+ newBox.min[i] = newBox.max[i] = (S) m[3][i];
+
+ for (j = 0; j < 3; j++)
+ {
+ float a, b;
+
+ a = (S) m[j][i] * box.min[j];
+ b = (S) m[j][i] * box.max[j];
+
+ if (a < b)
+ {
+ newBox.min[i] += a;
+ newBox.max[i] += b;
+ }
+ else
+ {
+ newBox.min[i] += b;
+ newBox.max[i] += a;
+ }
+ }
+ }
+
+ return newBox;
+ }
+
+ // This is a projection matrix. Do things the naive way.
+ Vec3<S> points[8];
+
+ /* Set up the eight points at the corners of the extent */
+ points[0][0] = points[1][0] = points[2][0] = points[3][0] = box.min[0];
+ points[4][0] = points[5][0] = points[6][0] = points[7][0] = box.max[0];
+
+ points[0][1] = points[1][1] = points[4][1] = points[5][1] = box.min[1];
+ points[2][1] = points[3][1] = points[6][1] = points[7][1] = box.max[1];
+
+ points[0][2] = points[2][2] = points[4][2] = points[6][2] = box.min[2];
+ points[1][2] = points[3][2] = points[5][2] = points[7][2] = box.max[2];
+
+ Box< Vec3<S> > newBox;
+ for (int i = 0; i < 8; i++)
+ newBox.extendBy(points[i] * m);
+
+ return newBox;
+}
+
+template <class T>
+Box< Vec3<T> >
+affineTransform(const Box< Vec3<T> > &bbox, const Matrix44<T> &M)
+{
+ float min0, max0, min1, max1, min2, max2, a, b;
+ float min0new, max0new, min1new, max1new, min2new, max2new;
+
+ min0 = bbox.min[0];
+ max0 = bbox.max[0];
+ min1 = bbox.min[1];
+ max1 = bbox.max[1];
+ min2 = bbox.min[2];
+ max2 = bbox.max[2];
+
+ min0new = max0new = M[3][0];
+ a = M[0][0] * min0;
+ b = M[0][0] * max0;
+ if (a < b) {
+ min0new += a;
+ max0new += b;
+ } else {
+ min0new += b;
+ max0new += a;
+ }
+ a = M[1][0] * min1;
+ b = M[1][0] * max1;
+ if (a < b) {
+ min0new += a;
+ max0new += b;
+ } else {
+ min0new += b;
+ max0new += a;
+ }
+ a = M[2][0] * min2;
+ b = M[2][0] * max2;
+ if (a < b) {
+ min0new += a;
+ max0new += b;
+ } else {
+ min0new += b;
+ max0new += a;
+ }
+
+ min1new = max1new = M[3][1];
+ a = M[0][1] * min0;
+ b = M[0][1] * max0;
+ if (a < b) {
+ min1new += a;
+ max1new += b;
+ } else {
+ min1new += b;
+ max1new += a;
+ }
+ a = M[1][1] * min1;
+ b = M[1][1] * max1;
+ if (a < b) {
+ min1new += a;
+ max1new += b;
+ } else {
+ min1new += b;
+ max1new += a;
+ }
+ a = M[2][1] * min2;
+ b = M[2][1] * max2;
+ if (a < b) {
+ min1new += a;
+ max1new += b;
+ } else {
+ min1new += b;
+ max1new += a;
+ }
+
+ min2new = max2new = M[3][2];
+ a = M[0][2] * min0;
+ b = M[0][2] * max0;
+ if (a < b) {
+ min2new += a;
+ max2new += b;
+ } else {
+ min2new += b;
+ max2new += a;
+ }
+ a = M[1][2] * min1;
+ b = M[1][2] * max1;
+ if (a < b) {
+ min2new += a;
+ max2new += b;
+ } else {
+ min2new += b;
+ max2new += a;
+ }
+ a = M[2][2] * min2;
+ b = M[2][2] * max2;
+ if (a < b) {
+ min2new += a;
+ max2new += b;
+ } else {
+ min2new += b;
+ max2new += a;
+ }
+
+ Box< Vec3<T> > xbbox;
+
+ xbbox.min[0] = min0new;
+ xbbox.max[0] = max0new;
+ xbbox.min[1] = min1new;
+ xbbox.max[1] = max1new;
+ xbbox.min[2] = min2new;
+ xbbox.max[2] = max2new;
+
+ return xbbox;
+}
+
+
+template <class T>
+bool findEntryAndExitPoints(const Line3<T>& line,
+ const Box<Vec3<T> >& box,
+ Vec3<T> &enterPoint,
+ Vec3<T> &exitPoint)
+{
+ if ( box.isEmpty() ) return false;
+ if ( line.distanceTo(box.center()) > box.size().length()/2. ) return false;
+
+ Vec3<T> points[8], inter, bary;
+ Plane3<T> plane;
+ int i, v0, v1, v2;
+ bool front = false, valid, validIntersection = false;
+
+ // set up the eight coords of the corners of the box
+ for(i = 0; i < 8; i++)
+ {
+ points[i].setValue( i & 01 ? box.min[0] : box.max[0],
+ i & 02 ? box.min[1] : box.max[1],
+ i & 04 ? box.min[2] : box.max[2]);
+ }
+
+ // intersect the 12 triangles.
+ for(i = 0; i < 12; i++)
+ {
+ switch(i)
+ {
+ case 0: v0 = 2; v1 = 1; v2 = 0; break; // +z
+ case 1: v0 = 2; v1 = 3; v2 = 1; break;
+
+ case 2: v0 = 4; v1 = 5; v2 = 6; break; // -z
+ case 3: v0 = 6; v1 = 5; v2 = 7; break;
+
+ case 4: v0 = 0; v1 = 6; v2 = 2; break; // -x
+ case 5: v0 = 0; v1 = 4; v2 = 6; break;
+
+ case 6: v0 = 1; v1 = 3; v2 = 7; break; // +x
+ case 7: v0 = 1; v1 = 7; v2 = 5; break;
+
+ case 8: v0 = 1; v1 = 4; v2 = 0; break; // -y
+ case 9: v0 = 1; v1 = 5; v2 = 4; break;
+
+ case 10: v0 = 2; v1 = 7; v2 = 3; break; // +y
+ case 11: v0 = 2; v1 = 6; v2 = 7; break;
+ }
+ if((valid=intersect (line, points[v0], points[v1], points[v2],
+ inter, bary, front)) == true)
+ {
+ if(front == true)
+ {
+ enterPoint = inter;
+ validIntersection = valid;
+ }
+ else
+ {
+ exitPoint = inter;
+ validIntersection = valid;
+ }
+ }
+ }
+ return validIntersection;
+}
+
+template<class T>
+bool intersects(const Box< Vec3<T> > &box,
+ const Line3<T> &line,
+ Vec3<T> &result)
+{
+ /*
+ Fast Ray-Box Intersection
+ by Andrew Woo
+ from "Graphics Gems", Academic Press, 1990
+ */
+
+ const int right = 0;
+ const int left = 1;
+ const int middle = 2;
+
+ const Vec3<T> &minB = box.min;
+ const Vec3<T> &maxB = box.max;
+ const Vec3<T> &origin = line.pos;
+ const Vec3<T> &dir = line.dir;
+
+ bool inside = true;
+ char quadrant[3];
+ int whichPlane;
+ float maxT[3];
+ float candidatePlane[3];
+
+ /* Find candidate planes; this loop can be avoided if
+ rays cast all from the eye(assume perpsective view) */
+ for (int i=0; i<3; i++)
+ {
+ if(origin[i] < minB[i])
+ {
+ quadrant[i] = left;
+ candidatePlane[i] = minB[i];
+ inside = false;
+ }
+ else if (origin[i] > maxB[i])
+ {
+ quadrant[i] = right;
+ candidatePlane[i] = maxB[i];
+ inside = false;
+ }
+ else
+ {
+ quadrant[i] = middle;
+ }
+ }
+
+ /* Ray origin inside bounding box */
+ if ( inside )
+ {
+ result = origin;
+ return true;
+ }
+
+
+ /* Calculate T distances to candidate planes */
+ for (int i = 0; i < 3; i++)
+ {
+ if (quadrant[i] != middle && dir[i] !=0.)
+ {
+ maxT[i] = (candidatePlane[i]-origin[i]) / dir[i];
+ }
+ else
+ {
+ maxT[i] = -1.;
+ }
+ }
+
+ /* Get largest of the maxT's for final choice of intersection */
+ whichPlane = 0;
+
+ for (int i = 1; i < 3; i++)
+ {
+ if (maxT[whichPlane] < maxT[i])
+ {
+ whichPlane = i;
+ }
+ }
+
+ /* Check final candidate actually inside box */
+ if (maxT[whichPlane] < 0.) return false;
+
+ for (int i = 0; i < 3; i++)
+ {
+ if (whichPlane != i)
+ {
+ result[i] = origin[i] + maxT[whichPlane] *dir[i];
+
+ if ((quadrant[i] == right && result[i] < minB[i]) ||
+ (quadrant[i] == left && result[i] > maxB[i]))
+ {
+ return false; /* outside box */
+ }
+ }
+ else
+ {
+ result[i] = candidatePlane[i];
+ }
+ }
+
+ return true;
+}
+
+template<class T>
+bool intersects(const Box< Vec3<T> > &box, const Line3<T> &line)
+{
+ Vec3<T> ignored;
+ return intersects(box,line,ignored);
+}
+
+
+} // namespace Imath
+
+#endif