コード例 #1
0
        /// <summary>
        ///		Intersection test with an <see cref="AxisAlignedBox2"/>.
        /// </summary>
        /// <remarks>
        ///		May return false positives but will never miss an intersection.
        /// </remarks>
        /// <param name="box">Box to test.</param>
        /// <returns>True if interesecting, false otherwise.</returns>
        public bool Intersects(AxisAlignedBox3 box)
        {
            if (box.IsNull)
            {
                return(false);
            }

            if (box.IsInfinite)
            {
                return(true);
            }

            // Get centre of the box
            Vector3 center = box.Center;
            // Get the half-size of the box
            Vector3 halfSize = box.HalfSize;

            // If all points are on outside of any plane, we fail
            Vector3[] points = box.Corners;

            for (int i = 0; i < planes.Count; i++)
            {
                Plane plane = (Plane)planes[i];

                PlaneSide side = plane.GetSide(center, halfSize);
                if (side == outside)
                {
                    // Found a splitting plane therefore return not intersecting
                    return(false);
                }
            }

            // couldn't find a splitting plane, assume intersecting
            return(true);
        }
コード例 #2
0
        /// <summary>
        /// Returns the side where the aligneBox is. the flag Both indicates an intersecting box.
        /// one corner ON the plane is sufficient to consider the box and the plane intersecting.
        /// </summary>
        /// <param name="box"></param>
        /// <returns></returns>
        public PlaneSide GetSide(AxisAlignedBox3 box)
        {
            if (box.IsNull)
            {
                return(PlaneSide.None);
            }
            if (box.IsInfinite)
            {
                return(PlaneSide.Both);
            }

            return(this.GetSide(box.Center, box.HalfSize));
        }
コード例 #3
0
        /// <summary>
        ///		Returns whether or not this box intersects another.
        /// </summary>
        /// <param name="box2"></param>
        /// <returns>True if the 2 boxes intersect, false otherwise.</returns>
        public bool Intersects(AxisAlignedBox3 box2)
        {
            // Early-fail for nulls
            if (this.IsNull || box2.IsNull)
            {
                return(false);
            }

            if (this.IsInfinite || box2.IsInfinite)
            {
                return(true);
            }

            // Use up to 6 separating planes
            if (this.maxVector.X <= box2.minVector.X)
            {
                return(false);
            }
            if (this.maxVector.Y <= box2.minVector.Y)
            {
                return(false);
            }
            if (this.maxVector.Z <= box2.minVector.Z)
            {
                return(false);
            }

            if (this.minVector.X >= box2.maxVector.X)
            {
                return(false);
            }
            if (this.minVector.Y >= box2.maxVector.Y)
            {
                return(false);
            }
            if (this.minVector.Z >= box2.maxVector.Z)
            {
                return(false);
            }

            // otherwise, must be intersecting
            return(true);
        }
コード例 #4
0
        /// <summary>
        ///		Allows for merging two boxes together (combining).
        /// </summary>
        /// <param name="box">Source box.</param>
        public void Merge(AxisAlignedBox3 box)
        {
            if (box.IsNull)
            {
                // nothing to merge with in this case, just return
                return;
            }
            else if (box.IsInfinite)
            {
                this.IsInfinite = true;
            }
            else if (this.IsNull)
            {
                SetExtents(box.Minimum, box.Maximum);
            }
            else if (!this.IsInfinite)
            {
                minVector.Floor(box.Minimum);
                maxVector.Ceil(box.Maximum);

                UpdateCorners();
            }
        }
コード例 #5
0
ファイル: Ray3.cs プロジェクト: cphillips83/DynamicGameEngine
 /// <summary>
 ///    Tests whether this ray intersects the given box.
 /// </summary>
 /// <param name="box"></param>
 /// <returns>
 ///		Struct containing info on whether there was a hit, and the distance from the
 ///		origin of this ray where the intersect happened.
 ///	</returns>
 public IntersectResult Intersects(AxisAlignedBox3 box)
 {
     return(Utility.Intersects(this, box));
 }
コード例 #6
0
 /// <summary>
 ///		Returns whether or not this sphere interects a box.
 /// </summary>
 /// <param name="box"></param>
 /// <returns>True if the box intersects, false otherwise.</returns>
 public bool Intersects(AxisAlignedBox3 box)
 {
     return(Utility.Intersects(this, box));
 }
コード例 #7
0
 public AxisAlignedBox3(AxisAlignedBox3 box)
 {
     SetExtents(box.Minimum, box.Maximum);
     isNull     = box.IsNull;
     isInfinite = box.IsInfinite;
 }
コード例 #8
0
        /// <summary>
        ///		Calculate the area of intersection of this box and another
        /// </summary>
        public AxisAlignedBox3 Intersection(AxisAlignedBox3 b2)
        {
            if (!Intersects(b2))
            {
                return(new AxisAlignedBox3());
            }

            Vector3 intMin = Vector3.Zero;
            Vector3 intMax = Vector3.Zero;

            Vector3 b2max = b2.maxVector;
            Vector3 b2min = b2.minVector;

            if (b2max.X > maxVector.X && maxVector.X > b2min.X)
            {
                intMax.X = maxVector.X;
            }
            else
            {
                intMax.X = b2max.X;
            }
            if (b2max.Y > maxVector.Y && maxVector.Y > b2min.Y)
            {
                intMax.Y = maxVector.Y;
            }
            else
            {
                intMax.Y = b2max.Y;
            }
            if (b2max.Z > maxVector.Z && maxVector.Z > b2min.Z)
            {
                intMax.Z = maxVector.Z;
            }
            else
            {
                intMax.Z = b2max.Z;
            }

            if (b2min.X < minVector.X && minVector.X < b2max.X)
            {
                intMin.X = minVector.X;
            }
            else
            {
                intMin.X = b2min.X;
            }
            if (b2min.Y < minVector.Y && minVector.Y < b2max.Y)
            {
                intMin.Y = minVector.Y;
            }
            else
            {
                intMin.Y = b2min.Y;
            }
            if (b2min.Z < minVector.Z && minVector.Z < b2max.Z)
            {
                intMin.Z = minVector.Z;
            }
            else
            {
                intMin.Z = b2min.Z;
            }

            return(new AxisAlignedBox3(intMin, intMax));
        }