Files
2023-01-18 17:25:32 -05:00

90 lines
3.2 KiB
C#

// Copyright (c) CypherCore <http://github.com/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);
}
}
}