Created
October 23, 2013 18:25
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A simple AABB intersection algorithm for Bukkit. Returns the intersection point as well.
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/** | |
* Represents an axix-aligned bounding box. | |
* | |
* @author Kristian | |
*/ | |
public class AABB { | |
public static class Vec3D { | |
/** | |
* Point with the coordinate (1, 1, 1). | |
*/ | |
public static final Vec3D UNIT_MAX = new Vec3D(1, 1, 1); | |
/** X coordinate. */ | |
public final double x; | |
/** Y coordinate. */ | |
public final double y; | |
/** Z coordinate. */ | |
public final double z; | |
/** | |
* Creates a new vector with the given coordinates. | |
* @param x the x | |
* @param y the y | |
* @param z the z | |
*/ | |
public Vec3D(double x, double y, double z) { | |
this.x = x; | |
this.y = y; | |
this.z = z; | |
} | |
/** | |
* Creates a new vector with the coordinates of the given vector. | |
* @param v vector to copy. | |
*/ | |
public Vec3D(Vec3D v) { | |
this.x = v.x; | |
this.y = v.y; | |
this.z = v.z; | |
} | |
/** | |
* Construct a vector from a Bukkit location. | |
* @param loc - the Bukkit location. | |
*/ | |
public static Vec3D fromLocation(Location loc) { | |
return new Vec3D(loc.getX(), loc.getY(), loc.getZ()); | |
} | |
/** | |
* Construct a copy of our immutable vector from Bukkit's mutable vector. | |
* @param v - Bukkit vector. | |
* @return A copy of the given vector. | |
*/ | |
public static Vec3D fromVector(Vector v) { | |
return new Vec3D(v.getX(), v.getY(), v.getZ()); | |
} | |
/** | |
* Add vector v and returns result as new vector. | |
* | |
* @param v vector to add | |
* @return result as new vector | |
*/ | |
public final Vec3D add(Vec3D v) { | |
return new Vec3D(x + v.x, y + v.y, z + v.z); | |
} | |
/** | |
* Scales vector uniformly and returns result as new vector. | |
* | |
* @param s scale factor | |
* | |
* @return new vector | |
*/ | |
public Vec3D scale(double s) { | |
return new Vec3D(x * s, y * s, z * s); | |
} | |
/** | |
* Normalizes the vector so that its magnitude = 1. | |
* @return The normalized vector. | |
*/ | |
public Vec3D normalize() { | |
double mag = Math.sqrt(x * x + y * y + z * z); | |
if (mag > 0) | |
return scale(1.0 / mag); | |
return this; | |
} | |
@Override | |
public boolean equals(Object obj) { | |
if (obj instanceof Vec3D) { | |
final Vec3D v = (Vec3D) obj; | |
return x == v.x && y == v.y && z == v.z; | |
} | |
return false; | |
} | |
@Override | |
public int hashCode() { | |
return Objects.hashCode(x, y, z); | |
} | |
public String toString() { | |
return String.format("{x: %g, y: %g, z: %g}", x, y, z); | |
} | |
} | |
public static class Ray3D extends Vec3D { | |
public final Vec3D dir; | |
public Ray3D(Vec3D origin, Vec3D direction) { | |
super(origin); | |
dir = direction.normalize(); | |
} | |
/** | |
* Construct a 3D ray from a location. | |
* @param loc - the Bukkit location. | |
*/ | |
public Ray3D(Location loc) { | |
this(Vec3D.fromLocation(loc), Vec3D.fromVector(loc.getDirection())); | |
} | |
public Vec3D getDirection() { | |
return dir; | |
} | |
public Vec3D getPointAtDistance(double dist) { | |
return add(dir.scale(dist)); | |
} | |
public String toString() { | |
return "origin: " + super.toString() + " dir: " + dir; | |
} | |
} | |
private final Vec3D max; | |
private final Vec3D min; | |
/** | |
* Creates a new instance from a minimum point and a maximum point. | |
*/ | |
public AABB(Vec3D min, Vec3D max) { | |
this.min = min; | |
this.max = max; | |
} | |
/** | |
* Create a new AABB from a given block. | |
* @param block - the block. | |
*/ | |
public AABB(Location block) { | |
this(Vec3D.fromLocation(block), Vec3D.fromLocation(block).add(Vec3D.UNIT_MAX)); | |
} | |
/** | |
* Calculates intersection with the given ray between a certain distance | |
* interval. | |
* <p> | |
* Ray-box intersection is using IEEE numerical properties to ensure the | |
* test is both robust and efficient, as described in: | |
* <br> | |
* <code>Amy Williams, Steve Barrus, R. Keith Morley, and Peter Shirley: "An | |
* Efficient and Robust Ray-Box Intersection Algorithm" Journal of graphics | |
* tools, 10(1):49-54, 2005</code> | |
* | |
* @param ray incident ray | |
* @param minDist | |
* @param maxDist | |
* @return intersection point on the bounding box (only the first is | |
* returned) or null if no intersection | |
*/ | |
public Vec3D intersectsRay(Ray3D ray, float minDist, float maxDist) { | |
Vec3D invDir = new Vec3D(1f / ray.dir.x, 1f / ray.dir.y, 1f / ray.dir.z); | |
boolean signDirX = invDir.x < 0; | |
boolean signDirY = invDir.y < 0; | |
boolean signDirZ = invDir.z < 0; | |
Vec3D bbox = signDirX ? max : min; | |
double tmin = (bbox.x - ray.x) * invDir.x; | |
bbox = signDirX ? min : max; | |
double tmax = (bbox.x - ray.x) * invDir.x; | |
bbox = signDirY ? max : min; | |
double tymin = (bbox.y - ray.y) * invDir.y; | |
bbox = signDirY ? min : max; | |
double tymax = (bbox.y - ray.y) * invDir.y; | |
if ((tmin > tymax) || (tymin > tmax)) { | |
return null; | |
} | |
if (tymin > tmin) { | |
tmin = tymin; | |
} | |
if (tymax < tmax) { | |
tmax = tymax; | |
} | |
bbox = signDirZ ? max : min; | |
double tzmin = (bbox.z - ray.z) * invDir.z; | |
bbox = signDirZ ? min : max; | |
double tzmax = (bbox.z - ray.z) * invDir.z; | |
if ((tmin > tzmax) || (tzmin > tmax)) { | |
return null; | |
} | |
if (tzmin > tmin) { | |
tmin = tzmin; | |
} | |
if (tzmax < tmax) { | |
tmax = tzmax; | |
} | |
if ((tmin < maxDist) && (tmax > minDist)) { | |
return ray.getPointAtDistance(tmin); | |
} | |
return null; | |
} | |
} |
who knows where you are now, thanks you made this easy to read and understand.
God damn why do I had to search four years for this
I don't know who you are but I hope you live a good life
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It's impressive how the first 1-2 pages google returns all points to the same, shitty c++ 2006 example that won't return the good intersection point and that just doesn't translate to Java. Then I found this and I can now put an end to my misery :)