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146 lines
No EOL
4.1 KiB
Lua
146 lines
No EOL
4.1 KiB
Lua
--- Axis aligned 3D bounding box
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local bb3
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local v3 = require((...):match("^(.*)bb3$").."v3")
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-- bb3 methods
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-- Unless specified otherwise, all operations are done in place and do not create a bounding box.
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local bb3_mt = {
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-- Clone the bounding box. Returns a new bounding box.
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clone = function(self)
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return bb3(self.min:clone(), self.max:clone())
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end,
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-- Set bounding box
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set = function(self, min, max)
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self.min, self.max = v3(min), v3(max)
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return self
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end,
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-- Retrieve min and max vectors
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unpack = function(self)
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return self.min, self.max
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end,
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-- Test if the bounding box collide with another bounding box, bounding sphere or point
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collide = function(self, other)
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if other.min then -- bb3
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return self.min[1] <= other.max[1] and self.max[1] >= other.min[1] and
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self.min[2] <= other.max[2] and self.max[2] >= other.min[2] and
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self.min[3] <= other.max[3] and self.max[3] >= other.min[3]
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elseif other.radius then -- bs3
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return other:collide(self)
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else -- v3
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return self.min[1] <= other[1] and self.max[1] >= other[1] and
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self.min[2] <= other[2] and self.max[2] >= other[2] and
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self.min[3] <= other[3] and self.max[3] >= other[3]
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end
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end,
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-- Extend the bounding box by v:
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-- * number: extend by a certain distance from the center
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-- * v3: extend each axis by the associated vector coordinate
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extend = function(self, v)
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if type(v) == "number" then
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self.min = self.min - { v, v, v }
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self.max = self.max + { v, v, v }
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else
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self.min = self.min - v
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self.max = self.max + v
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end
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return self
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end,
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-- Modify the bounding box so that it include v (v3 or bb3)
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include = function(self, v)
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if v.min then -- bounding box
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self.min[1] = math.min(self.min[1], v.min[1])
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self.min[2] = math.min(self.min[2], v.min[2])
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self.min[3] = math.min(self.min[3], v.min[3])
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self.max[1] = math.max(self.max[1], v.max[1])
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self.max[2] = math.max(self.max[2], v.max[2])
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self.max[3] = math.max(self.max[3], v.max[3])
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else -- vector
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self.min[1] = math.min(self.min[1], v[1])
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self.min[2] = math.min(self.min[2], v[2])
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self.min[3] = math.min(self.min[3], v[3])
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self.max[1] = math.max(self.max[1], v[1])
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self.max[2] = math.max(self.max[2], v[2])
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self.max[3] = math.max(self.max[3], v[3])
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end
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return self
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end,
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-- Common operations with vectors. Returns a new bounding box.
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__sub = function(self, other)
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return bb3(self.min - other, self.max - other)
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end,
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__add = function(self, other)
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return bb3(self.min + other, self.max + other)
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end,
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__unm = function(self)
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return bb3(-self.min, -self.max)
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end,
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__tostring = function(self)
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return ("bb3(%s,%s)"):format(self.min, self.max)
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end
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}
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bb3_mt.__index = bb3_mt
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bb3 = setmetatable({
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-- Calculate the mesh's bounding box. Returns a new bounding box.
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fromMesh = function(mesh, tr)
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local bb
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-- Get VertexPosition attribute index in vertex data
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local iposition
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for i, t in ipairs(mesh:getVertexFormat()) do
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if t[1] == "VertexPosition" then
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if t[3] ~= 3 then error("mesh vertices don't have a 3 dimensional position") end
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iposition = i
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break
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end
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end
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if not iposition then error("mesh doesn't have VertexPosition attributes") end
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-- Retrieve vertices
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local vmap = mesh:getVertexMap()
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if vmap then
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local min, max = mesh:getDrawRange()
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if not min then
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min, max = 1, #vmap
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end
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local v = v3(mesh:getVertexAttribute(vmap[min], iposition))
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if tr then v:transform(tr) end
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bb = bb3(v:clone(),v:clone())
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for i=min+1, max do
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v = v3(mesh:getVertexAttribute(vmap[i], iposition))
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if tr then v:transform(tr) end
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bb:include(v)
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end
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else
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local min, max = mesh:getDrawRange()
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if not min then
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min, max = 1, mesh:getVertexCount()
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end
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local v = v3(mesh:getVertexAttribute(min, iposition))
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if tr then v:transform(tr) end
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bb = bb3(v:clone(),v:clone())
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for i=min+1, max do
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v = v3(mesh:getVertexAttribute(i, iposition))
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if tr then v:transform(tr) end
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bb:include(v)
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end
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end
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return bb
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end
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}, {
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-- min and max will not be copied.
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__call = function(self, min, max)
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return setmetatable({ min = v3(min), max = v3(max) }, bb3_mt)
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end
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})
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return bb3 |