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- /****************************************************************************
- Copyright (c) 2014-2017 Chukong Technologies Inc.
-
- http://www.cocos2d-x.org
-
- Permission is hereby granted, free of charge, to any person obtaining a copy
- of this software and associated documentation files (the "Software"), to deal
- in the Software without restriction, including without limitation the rights
- to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
- copies of the Software, and to permit persons to whom the Software is
- furnished to do so, subject to the following conditions:
-
- The above copyright notice and this permission notice shall be included in
- all copies or substantial portions of the Software.
-
- THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
- AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
- LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
- OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
- THE SOFTWARE.
- ****************************************************************************/
- #ifndef __CC_OBB_H__
- #define __CC_OBB_H__
- #include "3d/CCAABB.h"
- NS_CC_BEGIN
- /**
- * @addtogroup _3d
- * @{
- */
- /**
- * Oriented Bounding Box(OBB)
- * @brief the OBB is similar to the AABB but the bounding box has the same direction as Sprite3D. so it's collision detection more precise than AABB
- * @js NA
- */
- class CC_DLL OBB
- {
- public:
- OBB();
- /*
- * Construct obb from oriented bounding box
- *
- * @lua NA
- */
- OBB(const AABB& aabb);
-
- /*
- * Construct obb from points
- *
- * @lua NA
- */
- OBB(const Vec3* verts, int num);
-
- /*
- * Check point in
- */
- bool containPoint(const Vec3& point) const;
- /*
- * Specify obb values
- */
- void set(const Vec3& center, const Vec3& _xAxis, const Vec3& _yAxis, const Vec3& _zAxis, const Vec3& _extents);
-
- /*
- * Clear obb
- */
- void reset();
- /* face to the obb's -z direction
- * verts[0] : left top front
- * verts[1] : left bottom front
- * verts[2] : right bottom front
- * verts[3] : right top front
- *
- * face to the obb's z direction
- * verts[4] : right top back
- * verts[5] : right bottom back
- * verts[6] : left bottom back
- * verts[7] : left top back
- */
- void getCorners(Vec3* verts) const;
-
- /*
- * Check intersect with other
- */
- bool intersects(const OBB& box) const;
-
- /**
- * Transforms the obb by the given transformation matrix.
- */
- void transform(const Mat4& mat);
-
- protected:
- /*
- * compute extX, extY, extZ
- */
- void computeExtAxis()
- {
- _extentX = _xAxis * _extents.x;
- _extentY = _yAxis * _extents.y;
- _extentZ = _zAxis * _extents.z;
- }
-
- /*
- * Project point to the target axis
- */
- float projectPoint(const Vec3& point, const Vec3& axis) const;
-
- /*
- * Calculate the min and max project value of through the box's corners
- */
- void getInterval(const OBB& box, const Vec3& axis, float &min, float &max) const;
-
- /*
- * Get the edge of x y z axis direction
- */
- Vec3 getEdgeDirection(int index) const;
-
- /*
- * Get the face of x y z axis direction
- */
- Vec3 getFaceDirection(int index) const;
- public:
- Vec3 _center; // obb center
- Vec3 _xAxis; // x axis of obb, unit vector
- Vec3 _yAxis; // y axis of obb, unit vector
- Vec3 _zAxis; // z axis of obb, unit vector
- Vec3 _extentX; // _xAxis * _extents.x
- Vec3 _extentY; // _yAxis * _extents.y
- Vec3 _extentZ; // _zAxis * _extents.z
- Vec3 _extents; // obb length along each axis
- };
- // end of 3d group
- /// @}
- NS_CC_END
- #endif
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