// Copyright (c) CypherCore All rights reserved. // Licensed under the GNU GENERAL PUBLIC LICENSE. See LICENSE file in the project root for full license information. using System; using System.Numerics; namespace Framework.GameMath { public class Box { public Vector3[] _edgeVector = new Vector3[3]; public Vector3 _center; public float _area; public float _volume; public Box(Vector3 min, Vector3 max) { _center = (max + min) * 0.5f; Vector3 bounds = new Vector3(max.X - min.X, max.Y - min.Y, max.Z - min.Z); _edgeVector[0] = new Vector3(bounds.X, 0, 0); _edgeVector[1] = new Vector3(0, bounds.Y, 0); _edgeVector[2] = new Vector3(0, 0, bounds.Z); bool finiteExtent = true; for (int i = 0; i < 3; ++i) { if (!float.IsFinite(_edgeVector[i].Length())) { finiteExtent = false; // If the extent is infinite along an axis, make the center zero to avoid NaNs _center.SetAt(0.0f, i); } } if (finiteExtent) { _volume = bounds.X * bounds.Y * bounds.Z; } else { _volume = float.PositiveInfinity; } _area = 2 * (bounds.X * bounds.Y + bounds.Y * bounds.Z + bounds.Z * bounds.X); } public bool Contains(Vector3 point) { Vector3 u = _edgeVector[2]; Vector3 v = _edgeVector[1]; Vector3 w = _edgeVector[0]; Matrix4x4 M = new(u.X, v.X, w.X, 0.0f, u.Y, v.Y, w.Y, 0.0f, u.Z, v.Z, w.Z, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f); // M^-1 * (point - _corner[0]) = point in unit cube's object space // compute the inverse of M Matrix4x4.Invert(M, out M); Vector3 osPoint = M.Multiply(point - Corner(0)); return (osPoint.X >= 0) && (osPoint.Y >= 0) && (osPoint.Z >= 0) && (osPoint.X <= 1) && (osPoint.Y <= 1) && (osPoint.Z <= 1); } Vector3 Corner(int i) { switch (i) { case 0: return _center + (0.5f * (-_edgeVector[0] - _edgeVector[1] - _edgeVector[2])); case 1: return _center + (0.5f * (_edgeVector[0] - _edgeVector[1] - _edgeVector[2])); case 2: return _center + (0.5f * (-_edgeVector[0] + _edgeVector[1] - _edgeVector[2])); case 3: return _center + (0.5f * (_edgeVector[0] + _edgeVector[1] - _edgeVector[2])); case 4: return _center + (0.5f * (-_edgeVector[0] - _edgeVector[1] + _edgeVector[2])); case 5: return _center + (0.5f * (_edgeVector[0] - _edgeVector[1] + _edgeVector[2])); case 6: return _center + (0.5f * (-_edgeVector[0] + _edgeVector[1] + _edgeVector[2])); default: return _center + (0.5f * (_edgeVector[0] + _edgeVector[1] + _edgeVector[2]));//case 7 } } public bool isFinite() { return float.IsFinite(_volume); } } }