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aabb.dart
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aabb.dart
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/*******************************************************************************
* Copyright (c) 2015, Daniel Murphy, Google
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without modification,
* are permitted provided that the following conditions are met:
* * Redistributions of source code must retain the above copyright notice,
* this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright notice,
* this list of conditions and the following disclaimer in the documentation
* and/or other materials provided with the distribution.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
* IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT,
* INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
* NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
* WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
* POSSIBILITY OF SUCH DAMAGE.
******************************************************************************/
part of box2d;
/** An axis-aligned bounding box. */
class AABB {
/** Bottom left vertex of bounding box. */
final Vec2 lowerBound;
/** Top right vertex of bounding box. */
final Vec2 upperBound;
/**
* Creates the default object, with vertices at 0,0 and 0,0.
*/
AABB()
: lowerBound = new Vec2.zero(),
upperBound = new Vec2.zero();
/**
* Copies from the given object
*
* @param copy the object to copy from
*/
AABB.copy(final AABB copy)
: lowerBound = new Vec2.copy(copy.lowerBound),
upperBound = new Vec2.copy(copy.upperBound);
/**
* Creates an AABB object using the given bounding vertices.
*
* @param lowerVertex the bottom left vertex of the bounding box
* @param maxVertex the top right vertex of the bounding box
*/
AABB.withVec2(final Vec2 lowerVertex, final Vec2 upperVertex)
: lowerBound = new Vec2.copy(lowerVertex),
upperBound = new Vec2.copy(upperVertex);
/**
* Sets this object from the given object
*
* @param aabb the object to copy from
*/
void set(final AABB aabb) {
Vec2 v = aabb.lowerBound;
lowerBound.x = v.x;
lowerBound.y = v.y;
Vec2 v1 = aabb.upperBound;
upperBound.x = v1.x;
upperBound.y = v1.y;
}
/** Verify that the bounds are sorted */
bool isValid() {
final double dx = upperBound.x - lowerBound.x;
if (dx < 0.0) {
return false;
}
final double dy = upperBound.y - lowerBound.y;
if (dy < 0) {
return false;
}
return lowerBound.isValid() && upperBound.isValid();
}
/**
* Get the center of the AABB
*
* @return
*/
Vec2 getCenter() {
final Vec2 center = new Vec2.copy(lowerBound);
center.addLocal(upperBound);
center.mulLocal(.5);
return center;
}
void getCenterToOut(final Vec2 out) {
out.x = (lowerBound.x + upperBound.x) * .5;
out.y = (lowerBound.y + upperBound.y) * .5;
}
/**
* Get the extents of the AABB (half-widths).
*
* @return
*/
Vec2 getExtents() {
final Vec2 center = new Vec2.copy(upperBound);
center.subLocal(lowerBound);
center.mulLocal(.5);
return center;
}
void getExtentsToOut(final Vec2 out) {
out.x = (upperBound.x - lowerBound.x) * .5;
out.y = (upperBound.y - lowerBound.y) * .5; // thanks FDN1
}
void getVertices(List<Vec2> argRay) {
argRay[0].set(lowerBound);
argRay[1].set(lowerBound);
argRay[1].x += upperBound.x - lowerBound.x;
argRay[2].set(upperBound);
argRay[3].set(upperBound);
argRay[3].x -= upperBound.x - lowerBound.x;
}
/**
* Combine two AABBs into this one.
*
* @param aabb1
* @param aab
*/
void combine2(final AABB aabb1, final AABB aab) {
lowerBound.x = aabb1.lowerBound.x < aab.lowerBound.x
? aabb1.lowerBound.x
: aab.lowerBound.x;
lowerBound.y = aabb1.lowerBound.y < aab.lowerBound.y
? aabb1.lowerBound.y
: aab.lowerBound.y;
upperBound.x = aabb1.upperBound.x > aab.upperBound.x
? aabb1.upperBound.x
: aab.upperBound.x;
upperBound.y = aabb1.upperBound.y > aab.upperBound.y
? aabb1.upperBound.y
: aab.upperBound.y;
}
/**
* Gets the perimeter length
*
* @return
*/
double getPerimeter() {
return 2.0 * (upperBound.x - lowerBound.x + upperBound.y - lowerBound.y);
}
/**
* Combines another aabb with this one
*
* @param aabb
*/
void combine(final AABB aabb) {
lowerBound.x =
lowerBound.x < aabb.lowerBound.x ? lowerBound.x : aabb.lowerBound.x;
lowerBound.y =
lowerBound.y < aabb.lowerBound.y ? lowerBound.y : aabb.lowerBound.y;
upperBound.x =
upperBound.x > aabb.upperBound.x ? upperBound.x : aabb.upperBound.x;
upperBound.y =
upperBound.y > aabb.upperBound.y ? upperBound.y : aabb.upperBound.y;
}
/**
* Does this aabb contain the provided AABB.
*
* @return
*/
bool contains(final AABB aabb) {
/*
* boolean result = true; result = result && lowerBound.x <= aabb.lowerBound.x; result = result
* && lowerBound.y <= aabb.lowerBound.y; result = result && aabb.upperBound.x <= upperBound.x;
* result = result && aabb.upperBound.y <= upperBound.y; return result;
*/
// djm: faster putting all of them together, as if one is false we leave the logic
// early
return lowerBound.x <= aabb.lowerBound.x &&
lowerBound.y <= aabb.lowerBound.y &&
aabb.upperBound.x <= upperBound.x &&
aabb.upperBound.y <= upperBound.y;
}
/**
* @deprecated please use {@link #raycast(RayCastOutput, RayCastInput, IWorldPool)} for better
* performance
* @param output
* @param input
* @return
*/
bool raycast(final RayCastOutput output, final RayCastInput input) {
return raycastWithPool(output, input, new DefaultWorldPool(4, 4));
}
/**
* From Real-time Collision Detection, p179.
*
* @param output
* @param input
*/
bool raycastWithPool(final RayCastOutput output, final RayCastInput input,
IWorldPool argPool) {
double tmin = -double.MAX_FINITE;
double tmax = double.MAX_FINITE;
final Vec2 p = argPool.popVec2();
final Vec2 d = argPool.popVec2();
final Vec2 absD = argPool.popVec2();
final Vec2 normal = argPool.popVec2();
p.set(input.p1);
d.set(input.p2).subLocal(input.p1);
Vec2.absToOut(d, absD);
// x then y
if (absD.x < Settings.EPSILON) {
// Parallel.
if (p.x < lowerBound.x || upperBound.x < p.x) {
argPool.pushVec2(4);
return false;
}
} else {
final double inv_d = 1.0 / d.x;
double t1 = (lowerBound.x - p.x) * inv_d;
double t2 = (upperBound.x - p.x) * inv_d;
// Sign of the normal vector.
double s = -1.0;
if (t1 > t2) {
final double temp = t1;
t1 = t2;
t2 = temp;
s = 1.0;
}
// Push the min up
if (t1 > tmin) {
normal.setZero();
normal.x = s;
tmin = t1;
}
// Pull the max down
tmax = Math.min(tmax, t2);
if (tmin > tmax) {
argPool.pushVec2(4);
return false;
}
}
if (absD.y < Settings.EPSILON) {
// Parallel.
if (p.y < lowerBound.y || upperBound.y < p.y) {
argPool.pushVec2(4);
return false;
}
} else {
double inv_d = 1.0 / d.y;
double t1 = (lowerBound.y - p.y) * inv_d;
double t2 = (upperBound.y - p.y) * inv_d;
// Sign of the normal vector.
double s = -1.0;
if (t1 > t2) {
final double temp = t1;
t1 = t2;
t2 = temp;
s = 1.0;
}
// Push the min up
if (t1 > tmin) {
normal.setZero();
normal.y = s;
tmin = t1;
}
// Pull the max down
tmax = Math.min(tmax, t2);
if (tmin > tmax) {
argPool.pushVec2(4);
return false;
}
}
// Does the ray start inside the box?
// Does the ray intersect beyond the max fraction?
if (tmin < 0.0 || input.maxFraction < tmin) {
argPool.pushVec2(4);
return false;
}
// Intersection.
output.fraction = tmin;
output.normal.x = normal.x;
output.normal.y = normal.y;
argPool.pushVec2(4);
return true;
}
static bool testOverlap(final AABB a, final AABB b) {
if (b.lowerBound.x - a.upperBound.x > 0.0 ||
b.lowerBound.y - a.upperBound.y > 0.0) {
return false;
}
if (a.lowerBound.x - b.upperBound.x > 0.0 ||
a.lowerBound.y - b.upperBound.y > 0.0) {
return false;
}
return true;
}
String toString() {
final String s = "AABB[$lowerBound . $upperBound]";
return s;
}
}