Files
MinecraftConsoles/Minecraft.Client/PS3/PS3Extras/DirectX/DirectXCollision.h
2026-03-01 12:16:08 +08:00

340 lines
16 KiB
C++

//-------------------------------------------------------------------------------------
// DirectXCollision.h -- C++ Collision Math library
//
// THIS CODE AND INFORMATION IS PROVIDED "AS IS" WITHOUT WARRANTY OF
// ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING BUT NOT LIMITED TO
// THE IMPLIED WARRANTIES OF MERCHANTABILITY AND/OR FITNESS FOR A
// PARTICULAR PURPOSE.
//
// Copyright (c) Microsoft Corporation. All rights reserved.
//-------------------------------------------------------------------------------------
#ifdef _MSC_VER
#pragma once
#endif
#include "DirectXMath.h"
namespace DirectX
{
enum ContainmentType
{
DISJOINT = 0,
INTERSECTS = 1,
CONTAINS = 2,
};
enum PlaneIntersectionType
{
FRONT = 0,
INTERSECTING = 1,
BACK = 2,
};
struct BoundingBox;
struct BoundingOrientedBox;
struct BoundingFrustum;
#pragma warning(push)
#pragma warning(disable:4324 4820)
//-------------------------------------------------------------------------------------
// Bounding sphere
//-------------------------------------------------------------------------------------
struct BoundingSphere
{
XMFLOAT3 Center; // Center of the sphere.
float Radius; // Radius of the sphere.
// Creators
BoundingSphere() : Center(0,0,0), Radius( 1.f ) {}
BoundingSphere( _In_ const XMFLOAT3& center, _In_ float radius )
: Center(center), Radius(radius) { assert( radius >= 0.f ); };
BoundingSphere( _In_ const BoundingSphere& sp )
: Center(sp.Center), Radius(sp.Radius) {}
// Methods
BoundingSphere& operator=( _In_ const BoundingSphere& sp ) { Center = sp.Center; Radius = sp.Radius; return *this; }
void Transform( _Out_ BoundingSphere& Out, _In_ CXMMATRIX M ) const;
void Transform( _Out_ BoundingSphere& Out, _In_ float Scale, _In_ FXMVECTOR Rotation, _In_ FXMVECTOR Translation ) const;
// Transform the sphere
ContainmentType Contains( _In_ FXMVECTOR Point ) const;
ContainmentType Contains( _In_ FXMVECTOR V0, _In_ FXMVECTOR V1, _In_ FXMVECTOR V2 ) const;
ContainmentType Contains( _In_ const BoundingSphere& sh ) const;
ContainmentType Contains( _In_ const BoundingBox& box ) const;
ContainmentType Contains( _In_ const BoundingOrientedBox& box ) const;
ContainmentType Contains( _In_ const BoundingFrustum& fr ) const;
bool Intersects( _In_ const BoundingSphere& sh ) const;
bool Intersects( _In_ const BoundingBox& box ) const;
bool Intersects( _In_ const BoundingOrientedBox& box ) const;
bool Intersects( _In_ const BoundingFrustum& fr ) const;
bool Intersects( _In_ FXMVECTOR V0, _In_ FXMVECTOR V1, _In_ FXMVECTOR V2 ) const;
// Triangle-sphere test
PlaneIntersectionType Intersects( _In_ FXMVECTOR Plane ) const;
// Plane-sphere test
bool Intersects( _In_ FXMVECTOR Origin, _In_ FXMVECTOR Direction, _Out_ float& Dist ) const;
// Ray-sphere test
ContainmentType ContainedBy( _In_ FXMVECTOR Plane0, _In_ FXMVECTOR Plane1, _In_ FXMVECTOR Plane2,
_In_ GXMVECTOR Plane3, _In_ CXMVECTOR Plane4, _In_ CXMVECTOR Plane5 ) const;
// Test sphere against six planes (see BoundingFrustum::GetPlanes)
// Static methods
static void CreateMerged( _Out_ BoundingSphere& Out, _In_ const BoundingSphere& S1, _In_ const BoundingSphere& S2 );
static void CreateFromBoundingBox( _Out_ BoundingSphere& Out, _In_ const BoundingBox& box );
static void CreateFromBoundingBox( _Out_ BoundingSphere& Out, _In_ const BoundingOrientedBox& box );
static void CreateFromPoints( _Out_ BoundingSphere& Out, _In_ size_t Count,
_In_reads_bytes_(sizeof(XMFLOAT3)+Stride*(Count-1)) const XMFLOAT3* pPoints, _In_ size_t Stride );
static void CreateFromFrustum( _Out_ BoundingSphere& Out, _In_ const BoundingFrustum& fr );
};
//-------------------------------------------------------------------------------------
// Axis-aligned bounding box
//-------------------------------------------------------------------------------------
struct BoundingBox
{
static const size_t CORNER_COUNT = 8;
XMFLOAT3 Center; // Center of the box.
XMFLOAT3 Extents; // Distance from the center to each side.
// Creators
BoundingBox() : Center(0,0,0), Extents( 1.f, 1.f, 1.f ) {}
BoundingBox( _In_ const XMFLOAT3& center, _In_ const XMFLOAT3& extents )
: Center(center), Extents(extents) { assert(extents.x >= 0 && extents.y >= 0 && extents.z >= 0); }
BoundingBox( _In_ const BoundingBox& box ) : Center(box.Center), Extents(box.Extents) {}
// Methods
BoundingBox& operator=( _In_ const BoundingBox& box) { Center = box.Center; Extents = box.Extents; return *this; }
void Transform( _Out_ BoundingBox& Out, _In_ CXMMATRIX M ) const;
void Transform( _Out_ BoundingBox& Out, _In_ float Scale, _In_ FXMVECTOR Rotation, _In_ FXMVECTOR Translation ) const;
void GetCorners( _Out_writes_(8) XMFLOAT3* Corners ) const;
// Gets the 8 corners of the box
ContainmentType Contains( _In_ FXMVECTOR Point ) const;
ContainmentType Contains( _In_ FXMVECTOR V0, _In_ FXMVECTOR V1, _In_ FXMVECTOR V2 ) const;
ContainmentType Contains( _In_ const BoundingSphere& sh ) const;
ContainmentType Contains( _In_ const BoundingBox& box ) const;
ContainmentType Contains( _In_ const BoundingOrientedBox& box ) const;
ContainmentType Contains( _In_ const BoundingFrustum& fr ) const;
bool Intersects( _In_ const BoundingSphere& sh ) const;
bool Intersects( _In_ const BoundingBox& box ) const;
bool Intersects( _In_ const BoundingOrientedBox& box ) const;
bool Intersects( _In_ const BoundingFrustum& fr ) const;
bool Intersects( _In_ FXMVECTOR V0, _In_ FXMVECTOR V1, _In_ FXMVECTOR V2 ) const;
// Triangle-Box test
PlaneIntersectionType Intersects( _In_ FXMVECTOR Plane ) const;
// Plane-box test
bool Intersects( _In_ FXMVECTOR Origin, _In_ FXMVECTOR Direction, _Out_ float& Dist ) const;
// Ray-Box test
ContainmentType ContainedBy( _In_ FXMVECTOR Plane0, _In_ FXMVECTOR Plane1, _In_ FXMVECTOR Plane2,
_In_ GXMVECTOR Plane3, _In_ CXMVECTOR Plane4, _In_ CXMVECTOR Plane5 ) const;
// Test box against six planes (see BoundingFrustum::GetPlanes)
// Static methods
static void CreateMerged( _Out_ BoundingBox& Out, _In_ const BoundingBox& b1, _In_ const BoundingBox& b2 );
static void CreateFromSphere( _Out_ BoundingBox& Out, _In_ const BoundingSphere& sh );
static void CreateFromPoints( _Out_ BoundingBox& Out, _In_ FXMVECTOR pt1, _In_ FXMVECTOR pt2 );
static void CreateFromPoints( _Out_ BoundingBox& Out, _In_ size_t Count,
_In_reads_bytes_(sizeof(XMFLOAT3)+Stride*(Count-1)) const XMFLOAT3* pPoints, _In_ size_t Stride );
};
//-------------------------------------------------------------------------------------
// Oriented bounding box
//-------------------------------------------------------------------------------------
struct BoundingOrientedBox
{
static const size_t CORNER_COUNT = 8;
XMFLOAT3 Center; // Center of the box.
XMFLOAT3 Extents; // Distance from the center to each side.
XMFLOAT4 Orientation; // Unit quaternion representing rotation (box -> world).
// Creators
BoundingOrientedBox() : Center(0,0,0), Extents( 1.f, 1.f, 1.f ), Orientation(0,0,0, 1.f ) {}
BoundingOrientedBox( _In_ const XMFLOAT3& _Center, _In_ const XMFLOAT3& _Extents, _In_ const XMFLOAT4& _Orientation )
: Center(_Center), Extents(_Extents), Orientation(_Orientation)
{
assert(_Extents.x >= 0 && _Extents.y >= 0 && _Extents.z >= 0);
}
BoundingOrientedBox( _In_ const BoundingOrientedBox& box )
: Center(box.Center), Extents(box.Extents), Orientation(box.Orientation) {}
// Methods
BoundingOrientedBox& operator=( _In_ const BoundingOrientedBox& box ) { Center = box.Center; Extents = box.Extents; Orientation = box.Orientation; return *this; }
void Transform( _Out_ BoundingOrientedBox& Out, _In_ CXMMATRIX M ) const;
void Transform( _Out_ BoundingOrientedBox& Out, _In_ float Scale, _In_ FXMVECTOR Rotation, _In_ FXMVECTOR Translation ) const;
void GetCorners( _Out_writes_(8) XMFLOAT3* Corners ) const;
// Gets the 8 corners of the box
ContainmentType Contains( _In_ FXMVECTOR Point ) const;
ContainmentType Contains( _In_ FXMVECTOR V0, _In_ FXMVECTOR V1, _In_ FXMVECTOR V2 ) const;
ContainmentType Contains( _In_ const BoundingSphere& sh ) const;
ContainmentType Contains( _In_ const BoundingBox& box ) const;
ContainmentType Contains( _In_ const BoundingOrientedBox& box ) const;
ContainmentType Contains( _In_ const BoundingFrustum& fr ) const;
bool Intersects( _In_ const BoundingSphere& sh ) const;
bool Intersects( _In_ const BoundingBox& box ) const;
bool Intersects( _In_ const BoundingOrientedBox& box ) const;
bool Intersects( _In_ const BoundingFrustum& fr ) const;
bool Intersects( _In_ FXMVECTOR V0, _In_ FXMVECTOR V1, _In_ FXMVECTOR V2 ) const;
// Triangle-OrientedBox test
PlaneIntersectionType Intersects( _In_ FXMVECTOR Plane ) const;
// Plane-OrientedBox test
bool Intersects( _In_ FXMVECTOR Origin, _In_ FXMVECTOR Direction, _Out_ float& Dist ) const;
// Ray-OrientedBox test
ContainmentType ContainedBy( _In_ FXMVECTOR Plane0, _In_ FXMVECTOR Plane1, _In_ FXMVECTOR Plane2,
_In_ GXMVECTOR Plane3, _In_ CXMVECTOR Plane4, _In_ CXMVECTOR Plane5 ) const;
// Test OrientedBox against six planes (see BoundingFrustum::GetPlanes)
// Static methods
static void CreateFromBoundingBox( _Out_ BoundingOrientedBox& Out, _In_ const BoundingBox& box );
static void CreateFromPoints( _Out_ BoundingOrientedBox& Out, _In_ size_t Count,
_In_reads_bytes_(sizeof(XMFLOAT3)+Stride*(Count-1)) const XMFLOAT3* pPoints, _In_ size_t Stride );
};
//-------------------------------------------------------------------------------------
// Bounding frustum
//-------------------------------------------------------------------------------------
struct BoundingFrustum
{
static const size_t CORNER_COUNT = 8;
XMFLOAT3 Origin; // Origin of the frustum (and projection).
XMFLOAT4 Orientation; // Quaternion representing rotation.
float RightSlope; // Positive X slope (X/Z).
float LeftSlope; // Negative X slope.
float TopSlope; // Positive Y slope (Y/Z).
float BottomSlope; // Negative Y slope.
float Near, Far; // Z of the near plane and far plane.
// Creators
BoundingFrustum() : Origin(0,0,0), Orientation(0,0,0, 1.f), RightSlope( 1.f ), LeftSlope( -1.f ),
TopSlope( 1.f ), BottomSlope( -1.f ), Near(0), Far( 1.f ) {}
BoundingFrustum( _In_ const XMFLOAT3& _Origin, _In_ const XMFLOAT4& _Orientation,
_In_ float _RightSlope, _In_ float _LeftSlope, _In_ float _TopSlope, _In_ float _BottomSlope,
_In_ float _Near, _In_ float _Far )
: Origin(_Origin), Orientation(_Orientation),
RightSlope(_RightSlope), LeftSlope(_LeftSlope), TopSlope(_TopSlope), BottomSlope(_BottomSlope),
Near(_Near), Far(_Far) { assert( _Near <= _Far ); }
BoundingFrustum( _In_ const BoundingFrustum& fr )
: Origin(fr.Origin), Orientation(fr.Orientation), RightSlope(fr.RightSlope), LeftSlope(fr.LeftSlope),
TopSlope(fr.TopSlope), BottomSlope(fr.BottomSlope), Near(fr.Near), Far(fr.Far) {}
BoundingFrustum( _In_ CXMMATRIX Projection ) { CreateFromMatrix( *this, Projection ); }
// Methods
BoundingFrustum& operator=( _In_ const BoundingFrustum& fr ) { Origin=fr.Origin; Orientation=fr.Orientation;
RightSlope=fr.RightSlope; LeftSlope=fr.LeftSlope;
TopSlope=fr.TopSlope; BottomSlope=fr.BottomSlope;
Near=fr.Near; Far=fr.Far; return *this; }
void Transform( _Out_ BoundingFrustum& Out, _In_ CXMMATRIX M ) const;
void Transform( _Out_ BoundingFrustum& Out, _In_ float Scale, _In_ FXMVECTOR Rotation, _In_ FXMVECTOR Translation ) const;
void GetCorners( _Out_writes_(8) XMFLOAT3* Corners ) const;
// Gets the 8 corners of the frustum
ContainmentType Contains( _In_ FXMVECTOR Point ) const;
ContainmentType Contains( _In_ FXMVECTOR V0, _In_ FXMVECTOR V1, _In_ FXMVECTOR V2 ) const;
ContainmentType Contains( _In_ const BoundingSphere& sp ) const;
ContainmentType Contains( _In_ const BoundingBox& box ) const;
ContainmentType Contains( _In_ const BoundingOrientedBox& box ) const;
ContainmentType Contains( _In_ const BoundingFrustum& fr ) const;
// Frustum-Frustum test
bool Intersects( _In_ const BoundingSphere& sh ) const;
bool Intersects( _In_ const BoundingBox& box ) const;
bool Intersects( _In_ const BoundingOrientedBox& box ) const;
bool Intersects( _In_ const BoundingFrustum& fr ) const;
bool Intersects( _In_ FXMVECTOR V0, _In_ FXMVECTOR V1, _In_ FXMVECTOR V2 ) const;
// Triangle-Frustum test
PlaneIntersectionType Intersects( _In_ FXMVECTOR Plane ) const;
// Plane-Frustum test
bool Intersects( _In_ FXMVECTOR Origin, _In_ FXMVECTOR Direction, _Out_ float& Dist ) const;
// Ray-Frustum test
ContainmentType ContainedBy( _In_ FXMVECTOR Plane0, _In_ FXMVECTOR Plane1, _In_ FXMVECTOR Plane2,
_In_ GXMVECTOR Plane3, _In_ CXMVECTOR Plane4, _In_ CXMVECTOR Plane5 ) const;
// Test frustum against six planes (see BoundingFrustum::GetPlanes)
void GetPlanes( _Out_opt_ XMVECTOR* NearPlane, _Out_opt_ XMVECTOR* FarPlane, _Out_opt_ XMVECTOR* RightPlane,
_Out_opt_ XMVECTOR* LeftPlane, _Out_opt_ XMVECTOR* TopPlane, _Out_opt_ XMVECTOR* BottomPlane ) const;
// Create 6 Planes representation of Frustum
// Static methods
static void CreateFromMatrix( _Out_ BoundingFrustum& Out, _In_ CXMMATRIX Projection );
};
//-----------------------------------------------------------------------------
// Triangle intersection testing routines.
//-----------------------------------------------------------------------------
namespace TriangleTests
{
bool Intersects( _In_ FXMVECTOR Origin, _In_ FXMVECTOR Direction, _In_ FXMVECTOR V0, _In_ GXMVECTOR V1, _In_ CXMVECTOR V2, _Out_ float& Dist );
// Ray-Triangle
bool Intersects( _In_ FXMVECTOR A0, _In_ FXMVECTOR A1, _In_ FXMVECTOR A2, _In_ GXMVECTOR B0, _In_ CXMVECTOR B1, _In_ CXMVECTOR B2 );
// Triangle-Triangle
PlaneIntersectionType Intersects( _In_ FXMVECTOR V0, _In_ FXMVECTOR V1, _In_ FXMVECTOR V2, _In_ GXMVECTOR Plane );
// Plane-Triangle
ContainmentType ContainedBy( _In_ FXMVECTOR V0, _In_ FXMVECTOR V1, _In_ FXMVECTOR V2,
_In_ GXMVECTOR Plane0, _In_ CXMVECTOR Plane1, _In_ CXMVECTOR Plane2,
_In_ CXMVECTOR Plane3, _In_ CXMVECTOR Plane4, _In_ CXMVECTOR Plane5 );
// Test a triangle against six planes at once (see BoundingFrustum::GetPlanes)
};
#pragma warning(pop)
/****************************************************************************
*
* Implementation
*
****************************************************************************/
#pragma warning(push)
#pragma warning(disable : 4068 4616 6001)
#pragma prefast(push)
#pragma prefast(disable : 25000, "FXMVECTOR is 16 bytes")
#include "DirectXCollision.inl"
#pragma prefast(pop)
#pragma warning(pop)
}; // namespace DirectX