use of com.jme3.bounding.BoundingBox in project jmonkeyengine by jMonkeyEngine.
the class BoundingBox method transform.
/**
* <code>transform</code> modifies the center of the box to reflect the
* change made via a rotation, translation and scale.
*
* @param trans
* the transform to apply
* @param store
* box to store result in
*/
public BoundingVolume transform(Transform trans, BoundingVolume store) {
BoundingBox box;
if (store == null || store.getType() != Type.AABB) {
box = new BoundingBox();
} else {
box = (BoundingBox) store;
}
center.mult(trans.getScale(), box.center);
trans.getRotation().mult(box.center, box.center);
box.center.addLocal(trans.getTranslation());
TempVars vars = TempVars.get();
Matrix3f transMatrix = vars.tempMat3;
transMatrix.set(trans.getRotation());
// Make the rotation matrix all positive to get the maximum x/y/z extent
transMatrix.absoluteLocal();
Vector3f scale = trans.getScale();
vars.vect1.set(xExtent * FastMath.abs(scale.x), yExtent * FastMath.abs(scale.y), zExtent * FastMath.abs(scale.z));
transMatrix.mult(vars.vect1, vars.vect2);
// Assign the biggest rotations after scales.
box.xExtent = FastMath.abs(vars.vect2.getX());
box.yExtent = FastMath.abs(vars.vect2.getY());
box.zExtent = FastMath.abs(vars.vect2.getZ());
vars.release();
return box;
}
use of com.jme3.bounding.BoundingBox in project jmonkeyengine by jMonkeyEngine.
the class Intersection method intersect.
// private boolean axisTest(float a, float b, float fa, float fb, Vector3f v0, Vector3f v1, )
// private boolean axisTestX01(float a, float b, float fa, float fb,
// Vector3f center, Vector3f ext,
// Vector3f v1, Vector3f v2, Vector3f v3){
// float p0 = a * v0.y - b * v0.z;
// float p2 = a * v2.y - b * v2.z;
// if(p0 < p2){
// min = p0;
// max = p2;
// } else {
// min = p2;
// max = p0;
// }
// float rad = fa * boxhalfsize.y + fb * boxhalfsize.z;
// if(min > rad || max < -rad)
// return false;
// }
public static boolean intersect(BoundingBox bbox, Vector3f v1, Vector3f v2, Vector3f v3) {
// use separating axis theorem to test overlap between triangle and box
// need to test for overlap in these directions:
// 1) the {x,y,z}-directions (actually, since we use the AABB of the triangle
// we do not even need to test these)
// 2) normal of the triangle
// 3) crossproduct(edge from tri, {x,y,z}-directin)
// this gives 3x3=9 more tests
TempVars vars = TempVars.get();
Vector3f tmp0 = vars.vect1, tmp1 = vars.vect2, tmp2 = vars.vect3;
Vector3f e0 = vars.vect4, e1 = vars.vect5, e2 = vars.vect6;
Vector3f center = bbox.getCenter();
Vector3f extent = bbox.getExtent(null);
// float min,max,p0,p1,p2,rad,fex,fey,fez;
// float normal[3]
// This is the fastest branch on Sun
// move everything so that the boxcenter is in (0,0,0)
v1.subtract(center, tmp0);
v2.subtract(center, tmp1);
v3.subtract(center, tmp2);
// compute triangle edges
// tri edge 0
tmp1.subtract(tmp0, e0);
// tri edge 1
tmp2.subtract(tmp1, e1);
// tri edge 2
tmp0.subtract(tmp2, e2);
// Bullet 3:
// test the 9 tests first (this was faster)
float min, max;
float p0, p1, p2, rad;
float fex = FastMath.abs(e0.x);
float fey = FastMath.abs(e0.y);
float fez = FastMath.abs(e0.z);
//AXISTEST_X01(e0[Z], e0[Y], fez, fey);
p0 = e0.z * tmp0.y - e0.y * tmp0.z;
p2 = e0.z * tmp2.y - e0.y * tmp2.z;
min = min(p0, p2);
max = max(p0, p2);
rad = fez * extent.y + fey * extent.z;
if (min > rad || max < -rad) {
vars.release();
return false;
}
// AXISTEST_Y02(e0[Z], e0[X], fez, fex);
p0 = -e0.z * tmp0.x + e0.x * tmp0.z;
p2 = -e0.z * tmp2.x + e0.x * tmp2.z;
min = min(p0, p2);
max = max(p0, p2);
rad = fez * extent.x + fex * extent.z;
if (min > rad || max < -rad) {
vars.release();
return false;
}
// AXISTEST_Z12(e0[Y], e0[X], fey, fex);
p1 = e0.y * tmp1.x - e0.x * tmp1.y;
p2 = e0.y * tmp2.x - e0.x * tmp2.y;
min = min(p1, p2);
max = max(p1, p2);
rad = fey * extent.x + fex * extent.y;
if (min > rad || max < -rad) {
vars.release();
return false;
}
fex = FastMath.abs(e1.x);
fey = FastMath.abs(e1.y);
fez = FastMath.abs(e1.z);
// AXISTEST_X01(e1[Z], e1[Y], fez, fey);
p0 = e1.z * tmp0.y - e1.y * tmp0.z;
p2 = e1.z * tmp2.y - e1.y * tmp2.z;
min = min(p0, p2);
max = max(p0, p2);
rad = fez * extent.y + fey * extent.z;
if (min > rad || max < -rad) {
vars.release();
return false;
}
// AXISTEST_Y02(e1[Z], e1[X], fez, fex);
p0 = -e1.z * tmp0.x + e1.x * tmp0.z;
p2 = -e1.z * tmp2.x + e1.x * tmp2.z;
min = min(p0, p2);
max = max(p0, p2);
rad = fez * extent.x + fex * extent.z;
if (min > rad || max < -rad) {
vars.release();
return false;
}
// AXISTEST_Z0(e1[Y], e1[X], fey, fex);
p0 = e1.y * tmp0.x - e1.x * tmp0.y;
p1 = e1.y * tmp1.x - e1.x * tmp1.y;
min = min(p0, p1);
max = max(p0, p1);
rad = fey * extent.x + fex * extent.y;
if (min > rad || max < -rad) {
vars.release();
return false;
}
//
fex = FastMath.abs(e2.x);
fey = FastMath.abs(e2.y);
fez = FastMath.abs(e2.z);
// AXISTEST_X2(e2[Z], e2[Y], fez, fey);
p0 = e2.z * tmp0.y - e2.y * tmp0.z;
p1 = e2.z * tmp1.y - e2.y * tmp1.z;
min = min(p0, p1);
max = max(p0, p1);
rad = fez * extent.y + fey * extent.z;
if (min > rad || max < -rad) {
vars.release();
return false;
}
// AXISTEST_Y1(e2[Z], e2[X], fez, fex);
p0 = -e2.z * tmp0.x + e2.x * tmp0.z;
p1 = -e2.z * tmp1.x + e2.x * tmp1.z;
min = min(p0, p1);
max = max(p0, p1);
rad = fez * extent.x + fex * extent.y;
if (min > rad || max < -rad) {
vars.release();
return false;
}
// AXISTEST_Z12(e2[Y], e2[X], fey, fex);
p1 = e2.y * tmp1.x - e2.x * tmp1.y;
p2 = e2.y * tmp2.x - e2.x * tmp2.y;
min = min(p1, p2);
max = max(p1, p2);
rad = fey * extent.x + fex * extent.y;
if (min > rad || max < -rad) {
vars.release();
return false;
}
// Bullet 1:
// first test overlap in the {x,y,z}-directions
// find min, max of the triangle each direction, and test for overlap in
// that direction -- this is equivalent to testing a minimal AABB around
// the triangle against the AABB
Vector3f minMax = vars.vect7;
// test in X-direction
findMinMax(tmp0.x, tmp1.x, tmp2.x, minMax);
if (minMax.x > extent.x || minMax.y < -extent.x) {
vars.release();
return false;
}
// test in Y-direction
findMinMax(tmp0.y, tmp1.y, tmp2.y, minMax);
if (minMax.x > extent.y || minMax.y < -extent.y) {
vars.release();
return false;
}
// test in Z-direction
findMinMax(tmp0.z, tmp1.z, tmp2.z, minMax);
if (minMax.x > extent.z || minMax.y < -extent.z) {
vars.release();
return false;
}
// // Bullet 2:
// // test if the box intersects the plane of the triangle
// // compute plane equation of triangle: normal * x + d = 0
// Vector3f normal = new Vector3f();
// e0.cross(e1, normal);
Plane p = vars.plane;
p.setPlanePoints(v1, v2, v3);
if (bbox.whichSide(p) == Plane.Side.Negative) {
vars.release();
return false;
}
//
// if(!planeBoxOverlap(normal,v0,boxhalfsize)) return false;
vars.release();
return true;
/* box and triangle overlaps */
}
use of com.jme3.bounding.BoundingBox in project jmonkeyengine by jMonkeyEngine.
the class BoundingCollisionTest method testBoxRayCollision.
@Test
public void testBoxRayCollision() {
BoundingBox box = new BoundingBox(Vector3f.ZERO, 1, 1, 1);
Ray ray = new Ray(Vector3f.ZERO, Vector3f.UNIT_Z);
// XXX: seems incorrect, ray inside box should only generate
// one result...
checkCollision(box, ray, 2);
ray.setOrigin(new Vector3f(0, 0, -5));
checkCollision(box, ray, 2);
// XXX: is this right? the ray origin is on the box's side..
ray.setOrigin(new Vector3f(0, 0, 2f));
checkCollision(box, ray, 0);
ray.setOrigin(new Vector3f(0, 0, -2f));
checkCollision(box, ray, 2);
// parallel to the edge, touching the side
ray.setOrigin(new Vector3f(0, 1f, -2f));
checkCollision(box, ray, 2);
// still parallel, but not touching the side
ray.setOrigin(new Vector3f(0, 1f + FastMath.ZERO_TOLERANCE, -2f));
checkCollision(box, ray, 0);
}
use of com.jme3.bounding.BoundingBox in project jmonkeyengine by jMonkeyEngine.
the class BoundingCollisionTest method testBoxSphereCollision.
@Test
public void testBoxSphereCollision() {
BoundingBox box1 = new BoundingBox(Vector3f.ZERO, 1, 1, 1);
BoundingSphere sphere2 = new BoundingSphere(1, Vector3f.ZERO);
checkCollision(box1, sphere2, 1);
// Put it at the very edge - for sphere vs. box, it will not intersect
sphere2.setCenter(new Vector3f(2f, 0f, 0f));
checkCollision(box1, sphere2, 0);
// Put it a wee bit closer - should intersect.
sphere2.setCenter(new Vector3f(2f - FastMath.ZERO_TOLERANCE, 0, 0));
checkCollision(box1, sphere2, 1);
// Test if the algorithm converts the sphere
// to a box before testing the collision (incorrect)
float sqrt3 = FastMath.sqrt(3);
sphere2.setCenter(Vector3f.UNIT_XYZ.mult(2));
sphere2.setRadius(sqrt3);
checkCollision(box1, sphere2, 0);
// Make it a wee bit larger.
sphere2.setRadius(sqrt3 + FastMath.ZERO_TOLERANCE);
checkCollision(box1, sphere2, 1);
}
use of com.jme3.bounding.BoundingBox in project jmonkeyengine by jMonkeyEngine.
the class GeneratedTexture method triangulate.
/**
* This method triangulates the texture. In the result we get a set of small
* flat textures for each face of the given mesh. This can be later merged
* into one flat texture.
*
* @param mesh
* the mesh we create the texture for
* @param geometriesOMA
* the old memory address of the geometries group that the given
* mesh belongs to (required for bounding box calculations)
* @param coordinatesType
* the types of UV coordinates
* @param blenderContext
* the blender context
* @return triangulated texture
*/
public TriangulatedTexture triangulate(Mesh mesh, Long geometriesOMA, UVCoordinatesType coordinatesType, BlenderContext blenderContext) {
TemporalMesh geometries = (TemporalMesh) blenderContext.getLoadedFeature(geometriesOMA, LoadedDataType.TEMPORAL_MESH);
int[] coordinatesSwappingIndexes = new int[] { ((Number) mTex.getFieldValue("projx")).intValue(), ((Number) mTex.getFieldValue("projy")).intValue(), ((Number) mTex.getFieldValue("projz")).intValue() };
List<Vector3f> uvs = UVCoordinatesGenerator.generateUVCoordinatesFor3DTexture(mesh, coordinatesType, coordinatesSwappingIndexes, geometries);
Vector3f[] uvsArray = uvs.toArray(new Vector3f[uvs.size()]);
BoundingBox boundingBox = UVCoordinatesGenerator.getBoundingBox(geometries);
Set<TriangleTextureElement> triangleTextureElements = new TreeSet<TriangleTextureElement>(new Comparator<TriangleTextureElement>() {
public int compare(TriangleTextureElement o1, TriangleTextureElement o2) {
return o1.faceIndex - o2.faceIndex;
}
});
int[] indices = new int[3];
for (int i = 0; i < mesh.getTriangleCount(); ++i) {
mesh.getTriangle(i, indices);
triangleTextureElements.add(new TriangleTextureElement(i, boundingBox, this, uvsArray, indices, blenderContext));
}
return new TriangulatedTexture(triangleTextureElements, blenderContext);
}
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