/******************************************************************************* * Copyright (c) 2013, Daniel Murphy * 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. * * 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 HOLDER 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. ******************************************************************************/ package org.jbox2d.collision; import org.jbox2d.common.MathUtils; import org.jbox2d.common.Settings; import org.jbox2d.common.Vec2; import org.jbox2d.pooling.IWorldPool; import org.jbox2d.pooling.normal.DefaultWorldPool; /** An axis-aligned bounding box. */ public class AABB { /** Bottom left vertex of bounding box. */ public final Vec2 lowerBound; /** Top right vertex of bounding box. */ public final Vec2 upperBound; /** * Creates the default object, with vertices at 0,0 and 0,0. */ public AABB() { lowerBound = new Vec2(); upperBound = new Vec2(); } /** * Copies from the given object * * @param copy the object to copy from */ public AABB(final AABB copy) { this(copy.lowerBound, copy.upperBound); } /** * Creates an AABB object using the given bounding vertices. * * @param lowerVertex the bottom left vertex of the bounding box * @param maxVertex the top right vertex of the bounding box */ public AABB(final Vec2 lowerVertex, final Vec2 upperVertex) { this.lowerBound = lowerVertex.clone(); // clone to be safe this.upperBound = upperVertex.clone(); } /** * Sets this object from the given object * * @param aabb the object to copy from */ public final void set(final AABB aabb) { Vec2 v = aabb.lowerBound; lowerBound.x = v.x; lowerBound.y = v.y; Vec2 v1 = aabb.upperBound; upperBound.x = v1.x; upperBound.y = v1.y; } /** Verify that the bounds are sorted */ public final boolean isValid() { final float dx = upperBound.x - lowerBound.x; if (dx < 0f) { return false; } final float dy = upperBound.y - lowerBound.y; if (dy < 0) { return false; } return lowerBound.isValid() && upperBound.isValid(); } /** * Get the center of the AABB * * @return */ public final Vec2 getCenter() { final Vec2 center = new Vec2(lowerBound); center.addLocal(upperBound); center.mulLocal(.5f); return center; } public final void getCenterToOut(final Vec2 out) { out.x = (lowerBound.x + upperBound.x) * .5f; out.y = (lowerBound.y + upperBound.y) * .5f; } /** * Get the extents of the AABB (half-widths). * * @return */ public final Vec2 getExtents() { final Vec2 center = new Vec2(upperBound); center.subLocal(lowerBound); center.mulLocal(.5f); return center; } public final void getExtentsToOut(final Vec2 out) { out.x = (upperBound.x - lowerBound.x) * .5f; out.y = (upperBound.y - lowerBound.y) * .5f; // thanks FDN1 } public final void getVertices(Vec2[] argRay) { argRay[0].set(lowerBound); argRay[1].set(lowerBound); argRay[1].x += upperBound.x - lowerBound.x; argRay[2].set(upperBound); argRay[3].set(upperBound); argRay[3].x -= upperBound.x - lowerBound.x; } /** * Combine two AABBs into this one. * * @param aabb1 * @param aab */ public final void combine(final AABB aabb1, final AABB aab) { lowerBound.x = aabb1.lowerBound.x < aab.lowerBound.x ? aabb1.lowerBound.x : aab.lowerBound.x; lowerBound.y = aabb1.lowerBound.y < aab.lowerBound.y ? aabb1.lowerBound.y : aab.lowerBound.y; upperBound.x = aabb1.upperBound.x > aab.upperBound.x ? aabb1.upperBound.x : aab.upperBound.x; upperBound.y = aabb1.upperBound.y > aab.upperBound.y ? aabb1.upperBound.y : aab.upperBound.y; } /** * Gets the perimeter length * * @return */ public final float getPerimeter() { return 2.0f * (upperBound.x - lowerBound.x + upperBound.y - lowerBound.y); } /** * Combines another aabb with this one * * @param aabb */ public final void combine(final AABB aabb) { lowerBound.x = lowerBound.x < aabb.lowerBound.x ? lowerBound.x : aabb.lowerBound.x; lowerBound.y = lowerBound.y < aabb.lowerBound.y ? lowerBound.y : aabb.lowerBound.y; upperBound.x = upperBound.x > aabb.upperBound.x ? upperBound.x : aabb.upperBound.x; upperBound.y = upperBound.y > aabb.upperBound.y ? upperBound.y : aabb.upperBound.y; } /** * Does this aabb contain the provided AABB. * * @return */ public final boolean contains(final AABB aabb) { /* * boolean result = true; result = result && lowerBound.x <= aabb.lowerBound.x; result = result * && lowerBound.y <= aabb.lowerBound.y; result = result && aabb.upperBound.x <= upperBound.x; * result = result && aabb.upperBound.y <= upperBound.y; return result; */ // djm: faster putting all of them together, as if one is false we leave the logic // early return lowerBound.x <= aabb.lowerBound.x && lowerBound.y <= aabb.lowerBound.y && aabb.upperBound.x <= upperBound.x && aabb.upperBound.y <= upperBound.y; } /** * @deprecated please use {@link #raycast(RayCastOutput, RayCastInput, IWorldPool)} for better * performance * @param output * @param input * @return */ public final boolean raycast(final RayCastOutput output, final RayCastInput input) { return raycast(output, input, new DefaultWorldPool(4, 4)); } /** * From Real-time Collision Detection, p179. * * @param output * @param input */ public final boolean raycast(final RayCastOutput output, final RayCastInput input, IWorldPool argPool) { float tmin = -Float.MAX_VALUE; float tmax = Float.MAX_VALUE; final Vec2 p = argPool.popVec2(); final Vec2 d = argPool.popVec2(); final Vec2 absD = argPool.popVec2(); final Vec2 normal = argPool.popVec2(); p.set(input.p1); d.set(input.p2).subLocal(input.p1); Vec2.absToOut(d, absD); // x then y if (absD.x < Settings.EPSILON) { // Parallel. if (p.x < lowerBound.x || upperBound.x < p.x) { argPool.pushVec2(4); return false; } } else { final float inv_d = 1.0f / d.x; float t1 = (lowerBound.x - p.x) * inv_d; float t2 = (upperBound.x - p.x) * inv_d; // Sign of the normal vector. float s = -1.0f; if (t1 > t2) { final float temp = t1; t1 = t2; t2 = temp; s = 1.0f; } // Push the min up if (t1 > tmin) { normal.setZero(); normal.x = s; tmin = t1; } // Pull the max down tmax = MathUtils.min(tmax, t2); if (tmin > tmax) { argPool.pushVec2(4); return false; } } if (absD.y < Settings.EPSILON) { // Parallel. if (p.y < lowerBound.y || upperBound.y < p.y) { argPool.pushVec2(4); return false; } } else { final float inv_d = 1.0f / d.y; float t1 = (lowerBound.y - p.y) * inv_d; float t2 = (upperBound.y - p.y) * inv_d; // Sign of the normal vector. float s = -1.0f; if (t1 > t2) { final float temp = t1; t1 = t2; t2 = temp; s = 1.0f; } // Push the min up if (t1 > tmin) { normal.setZero(); normal.y = s; tmin = t1; } // Pull the max down tmax = MathUtils.min(tmax, t2); if (tmin > tmax) { argPool.pushVec2(4); return false; } } // Does the ray start inside the box? // Does the ray intersect beyond the max fraction? if (tmin < 0.0f || input.maxFraction < tmin) { argPool.pushVec2(4); return false; } // Intersection. output.fraction = tmin; output.normal.x = normal.x; output.normal.y = normal.y; argPool.pushVec2(4); return true; } public static final boolean testOverlap(final AABB a, final AABB b) { if (b.lowerBound.x - a.upperBound.x > 0.0f || b.lowerBound.y - a.upperBound.y > 0.0f) { return false; } if (a.lowerBound.x - b.upperBound.x > 0.0f || a.lowerBound.y - b.upperBound.y > 0.0f) { return false; } return true; } @Override public final String toString() { final String s = "AABB[" + lowerBound + " . " + upperBound + "]"; return s; } }