Maze / Library /PackageCache /com.unity.mathematics@1.2.6 /Unity.Mathematics /Geometry /MinMaxAABB.cs
| using System; | |
| using System.Runtime.CompilerServices; | |
| using Unity.IL2CPP.CompilerServices; | |
| using static Unity.Mathematics.math; | |
| namespace Unity.Mathematics.Geometry | |
| { | |
| /// <summary> | |
| /// Axis aligned bounding box (AABB) stored in min and max form. | |
| /// </summary> | |
| /// <remarks> | |
| /// Axis aligned bounding boxes (AABB) are boxes where each side is parallel with one of the Cartesian coordinate axes | |
| /// X, Y, and Z. AABBs are useful for approximating the region an object (or collection of objects) occupies and quickly | |
| /// testing whether or not that object (or collection of objects) is relevant. Because they are axis aligned, they | |
| /// are very cheap to construct and perform overlap tests with them. | |
| /// </remarks> | |
| [] | |
| [] | |
| internal struct MinMaxAABB : IEquatable<MinMaxAABB> | |
| { | |
| /// <summary> | |
| /// The minimum point contained by the AABB. | |
| /// </summary> | |
| /// <remarks> | |
| /// If any component of <see cref="Min"/> is greater than <see cref="Max"/> then this AABB is invalid. | |
| /// </remarks> | |
| /// <seealso cref="IsValid"/> | |
| public float3 Min; | |
| /// <summary> | |
| /// The maximum point contained by the AABB. | |
| /// </summary> | |
| /// <remarks> | |
| /// If any component of <see cref="Max"/> is less than <see cref="Min"/> then this AABB is invalid. | |
| /// </remarks> | |
| /// <seealso cref="IsValid"/> | |
| public float3 Max; | |
| /// <summary> | |
| /// Constructs the AABB with the given minimum and maximum. | |
| /// </summary> | |
| /// <remarks> | |
| /// If you have a center and extents, you can call <see cref="CreateFromCenterAndExtents"/> or <see cref="CreateFromCenterAndHalfExtents"/> | |
| /// to create the AABB. | |
| /// </remarks> | |
| /// <param name="min">Minimum point inside AABB.</param> | |
| /// <param name="max">Maximum point inside AABB.</param> | |
| [] | |
| public MinMaxAABB(float3 min, float3 max) | |
| { | |
| Min = min; | |
| Max = max; | |
| } | |
| /// <summary> | |
| /// Creates the AABB from a center and extents. | |
| /// </summary> | |
| /// <remarks> | |
| /// This function takes full extents. It is the distance between <see cref="Min"/> and <see cref="Max"/>. | |
| /// If you have half extents, you can call <see cref="CreateFromCenterAndHalfExtents"/>. | |
| /// </remarks> | |
| /// <param name="center">Center of AABB.</param> | |
| /// <param name="extents">Full extents of AABB.</param> | |
| /// <returns>AABB created from inputs.</returns> | |
| [] | |
| public static MinMaxAABB CreateFromCenterAndExtents(float3 center, float3 extents) | |
| { | |
| return CreateFromCenterAndHalfExtents(center, extents * 0.5f); | |
| } | |
| /// <summary> | |
| /// Creates the AABB from a center and half extents. | |
| /// </summary> | |
| /// <remarks> | |
| /// This function takes half extents. It is half the distance between <see cref="Min"/> and <see cref="Max"/>. | |
| /// If you have full extents, you can call <see cref="CreateFromCenterAndExtents"/>. | |
| /// </remarks> | |
| /// <param name="center">Center of AABB.</param> | |
| /// <param name="halfExtents">Half extents of AABB.</param> | |
| /// <returns>AABB created from inputs.</returns> | |
| [] | |
| public static MinMaxAABB CreateFromCenterAndHalfExtents(float3 center, float3 halfExtents) | |
| { | |
| return new MinMaxAABB(center - halfExtents, center + halfExtents); | |
| } | |
| /// <summary> | |
| /// Computes the extents of the AABB. | |
| /// </summary> | |
| /// <remarks> | |
| /// Extents is the componentwise distance between min and max. | |
| /// </remarks> | |
| public float3 Extents => Max - Min; | |
| /// <summary> | |
| /// Computes the half extents of the AABB. | |
| /// </summary> | |
| /// <remarks> | |
| /// HalfExtents is half of the componentwise distance between min and max. Subtracting HalfExtents from Center | |
| /// gives Min and adding HalfExtents to Center gives Max. | |
| /// </remarks> | |
| public float3 HalfExtents => (Max - Min) * 0.5f; | |
| /// <summary> | |
| /// Computes the center of the AABB. | |
| /// </summary> | |
| public float3 Center => (Max + Min) * 0.5f; | |
| /// <summary> | |
| /// Check if the AABB is valid. | |
| /// </summary> | |
| /// <remarks> | |
| /// An AABB is considered valid if <see cref="Min"/> is componentwise less than or equal to <see cref="Max"/>. | |
| /// </remarks> | |
| /// <returns>True if <see cref="Min"/> is componentwise less than or equal to <see cref="Max"/>.</returns> | |
| public bool IsValid => math.all(Min <= Max); | |
| /// <summary> | |
| /// Computes the surface area for this axis aligned bounding box. | |
| /// </summary> | |
| public float SurfaceArea | |
| { | |
| get | |
| { | |
| float3 diff = Max - Min; | |
| return 2 * math.dot(diff, diff.yzx); | |
| } | |
| } | |
| /// <summary> | |
| /// Tests if the input point is contained by the AABB. | |
| /// </summary> | |
| /// <param name="point">Point to test.</param> | |
| /// <returns>True if AABB contains the input point.</returns> | |
| [] | |
| public bool Contains(float3 point) => math.all(point >= Min & point <= Max); | |
| /// <summary> | |
| /// Tests if the input AABB is contained entirely by this AABB. | |
| /// </summary> | |
| /// <param name="aabb">AABB to test.</param> | |
| /// <returns>True if input AABB is contained entirely by this AABB.</returns> | |
| [] | |
| public bool Contains(MinMaxAABB aabb) => math.all((Min <= aabb.Min) & (Max >= aabb.Max)); | |
| /// <summary> | |
| /// Tests if the input AABB overlaps this AABB. | |
| /// </summary> | |
| /// <param name="aabb">AABB to test.</param> | |
| /// <returns>True if input AABB overlaps with this AABB.</returns> | |
| [] | |
| public bool Overlaps(MinMaxAABB aabb) | |
| { | |
| return math.all(Max >= aabb.Min & Min <= aabb.Max); | |
| } | |
| /// <summary> | |
| /// Expands the AABB by the given signed distance. | |
| /// </summary> | |
| /// <remarks> | |
| /// Positive distance expands the AABB while negative distance shrinks the AABB. | |
| /// </remarks> | |
| /// <param name="signedDistance">Signed distance to expand the AABB with.</param> | |
| [] | |
| public void Expand(float signedDistance) | |
| { | |
| Min -= signedDistance; | |
| Max += signedDistance; | |
| } | |
| /// <summary> | |
| /// Encapsulates the given AABB. | |
| /// </summary> | |
| /// <remarks> | |
| /// Modifies this AABB so that it contains the given AABB. If the given AABB is already contained by this AABB, | |
| /// then this AABB doesn't change. | |
| /// </remarks> | |
| /// <seealso cref="Contains(Unity.Mathematics.Geometry.MinMaxAABB)"/> | |
| /// <param name="aabb">AABB to encapsulate.</param> | |
| [] | |
| public void Encapsulate(MinMaxAABB aabb) | |
| { | |
| Min = math.min(Min, aabb.Min); | |
| Max = math.max(Max, aabb.Max); | |
| } | |
| /// <summary> | |
| /// Encapsulate the given point. | |
| /// </summary> | |
| /// <remarks> | |
| /// Modifies this AABB so that it contains the given point. If the given point is already contained by this AABB, | |
| /// then this AABB doesn't change. | |
| /// </remarks> | |
| /// <seealso cref="Contains(Unity.Mathematics.float3)"/> | |
| /// <param name="point">Point to encapsulate.</param> | |
| [] | |
| public void Encapsulate(float3 point) | |
| { | |
| Min = math.min(Min, point); | |
| Max = math.max(Max, point); | |
| } | |
| [] | |
| public bool Equals(MinMaxAABB other) | |
| { | |
| return Min.Equals(other.Min) && Max.Equals(other.Max); | |
| } | |
| [] | |
| public override string ToString() | |
| { | |
| return string.Format("MinMaxAABB({0}, {1})", Min, Max); | |
| } | |
| } | |
| internal static partial class Math | |
| { | |
| /// <summary> | |
| /// Transforms the AABB with the given transform. | |
| /// </summary> | |
| /// <remarks> | |
| /// The resulting AABB encapsulates the transformed AABB which may not be axis aligned after the transformation. | |
| /// </remarks> | |
| /// <param name="transform">Transform to apply to AABB.</param> | |
| /// <param name="aabb">AABB to be transformed.</param> | |
| /// <returns>Transformed AABB.</returns> | |
| [] | |
| public static MinMaxAABB Transform(RigidTransform transform, MinMaxAABB aabb) | |
| { | |
| float3 halfExtentsInA = aabb.HalfExtents; | |
| // Rotate each axis individually and find their new positions in the rotated space. | |
| float3 x = math.rotate(transform.rot, new float3(halfExtentsInA.x, 0, 0)); | |
| float3 y = math.rotate(transform.rot, new float3(0, halfExtentsInA.y, 0)); | |
| float3 z = math.rotate(transform.rot, new float3(0, 0, halfExtentsInA.z)); | |
| // Find the new max corner by summing the rotated axes. Absolute value of each axis | |
| // since we are trying to find the max corner. | |
| float3 halfExtentsInB = math.abs(x) + math.abs(y) + math.abs(z); | |
| float3 centerInB = math.transform(transform, aabb.Center); | |
| return new MinMaxAABB(centerInB - halfExtentsInB, centerInB + halfExtentsInB); | |
| } | |
| /// <summary> | |
| /// Transforms the AABB with the given transform. | |
| /// </summary> | |
| /// <remarks> | |
| /// The resulting AABB encapsulates the transformed AABB which may not be axis aligned after the transformation. | |
| /// </remarks> | |
| /// <param name="transform">Transform to apply to AABB.</param> | |
| /// <param name="aabb">AABB to be transformed.</param> | |
| /// <returns>Transformed AABB.</returns> | |
| [] | |
| public static MinMaxAABB Transform(float4x4 transform, MinMaxAABB aabb) | |
| { | |
| var transformed = Transform(new float3x3(transform), aabb); | |
| transformed.Min += transform.c3.xyz; | |
| transformed.Max += transform.c3.xyz; | |
| return transformed; | |
| } | |
| /// <summary> | |
| /// Transforms the AABB with the given transform. | |
| /// </summary> | |
| /// <remarks> | |
| /// The resulting AABB encapsulates the transformed AABB which may not be axis aligned after the transformation. | |
| /// </remarks> | |
| /// <param name="transform">Transform to apply to AABB.</param> | |
| /// <param name="aabb">AABB to be transformed.</param> | |
| /// <returns>Transformed AABB.</returns> | |
| [] | |
| public static MinMaxAABB Transform(float3x3 transform, MinMaxAABB aabb) | |
| { | |
| // From Christer Ericson's Real-Time Collision Detection on page 86 and 87. | |
| // We want the transformed minimum and maximums of the AABB. Multiplying a 3x3 matrix on the left of a | |
| // column vector looks like so: | |
| // | |
| // [ c0.x c1.x c2.x ] [ x ] [ c0.x * x + c1.x * y + c2.x * z ] | |
| // [ c0.y c1.y c2.y ] [ y ] = [ c0.y * x + c1.y * y + c2.y * z ] | |
| // [ c0.z c1.z c2.z ] [ z ] [ c0.z * x + c1.z * y + c2.z * z ] | |
| // | |
| // The column vectors we will use are the input AABB's min and max. Simply multiplying those two vectors | |
| // with the transformation matrix won't guarantee we get the new min and max since those are only two | |
| // points out of eight in the AABB and one of the other six may set the new min or max. | |
| // | |
| // To ensure we get the correct min and max, we must transform all eight points. But it's not necessary | |
| // to actually perform eight matrix multiplies to get our final result. Instead, we can build the min and | |
| // max incrementally by computing each term in the above matrix multiply separately then summing the min | |
| // (or max). For instance, to find the new minimum contributed by the original min and max x component, we | |
| // compute this: | |
| // | |
| // newMin.x = min(c0.x * Min.x, c0.x * Max.x); | |
| // newMin.y = min(c0.y * Min.x, c0.y * Max.x); | |
| // newMin.z = min(c0.z * Min.x, c0.z * Max.x); | |
| // | |
| // Then we add minimum contributed by the original min and max y components: | |
| // | |
| // newMin.x += min(c1.x * Min.y, c1.x * Max.y); | |
| // newMin.y += min(c1.y * Min.y, c1.y * Max.y); | |
| // newMin.z += min(c1.z * Min.y, c1.z * Max.y); | |
| // | |
| // And so on. Translation can be handled by simply initializing the new min and max with the translation | |
| // amount since it does not affect the min and max bounds in local space. | |
| var t1 = transform.c0.xyz * aabb.Min.xxx; | |
| var t2 = transform.c0.xyz * aabb.Max.xxx; | |
| var minMask = t1 < t2; | |
| var transformed = new MinMaxAABB(select(t2, t1, minMask), select(t2, t1, !minMask)); | |
| t1 = transform.c1.xyz * aabb.Min.yyy; | |
| t2 = transform.c1.xyz * aabb.Max.yyy; | |
| minMask = t1 < t2; | |
| transformed.Min += select(t2, t1, minMask); | |
| transformed.Max += select(t2, t1, !minMask); | |
| t1 = transform.c2.xyz * aabb.Min.zzz; | |
| t2 = transform.c2.xyz * aabb.Max.zzz; | |
| minMask = t1 < t2; | |
| transformed.Min += select(t2, t1, minMask); | |
| transformed.Max += select(t2, t1, !minMask); | |
| return transformed; | |
| } | |
| } | |
| } | |