//----------------------------------------------------------------// bool MOAIVertexFormat::ComputeBounds ( void* buffer, u32 size, ZLBox& bounds ) { u32 total = this->mVertexSize ? ( size / this->mVertexSize ) : 0; if ( !total ) return false; u32 coordAttributeIdx = this->mAttributeUseTable [ ARRAY_VERTEX ].mAttrID; if ( coordAttributeIdx >= this->mTotalAttributes ) return false; MOAIVertexAttribute& coordAttr = this->mAttributes [ coordAttributeIdx ]; if ( coordAttr.mType != ZGL_TYPE_FLOAT ) return false; // TODO: handle other types if ( coordAttr.mSize < 2 ) return false; buffer = ( void* )(( size_t )buffer + coordAttr.mOffset ); float* components = ( float* )buffer; ZLVec3D coord ( components [ 0 ], components [ 1 ], ( coordAttr.mSize > 2 ? components [ 2 ] : 0.0f )); bounds.Init ( coord ); bounds.Inflate ( 0.0000001f ); // prevent 'empty' bounds on cardinal direction lines or single vertex objects for ( u32 i = 1; i < total; ++i ) { buffer = ( void* )(( size_t )buffer + this->mVertexSize ); components = ( float* )buffer; coord.Init ( components [ 0 ], components [ 1 ], ( coordAttr.mSize > 2 ? components [ 2 ] : 0.0f )); bounds.Grow ( coord ); } return true; }
//----------------------------------------------------------------// ZLBox MOAIMesh::GetItemBounds ( u32 idx ) { UNUSED ( idx ); if ( this->mVertexBuffer ) { return this->mVertexBuffer->GetBounds (); } ZLBox bounds; bounds.Init ( 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f ); return bounds; }
/** @name setBounds @text Set the dimensions of a bounding box at a given index. @in MOAIBoundsDeck self @in number idx @in number xMin @in number yMin @in number zMin @in number xMax @in number yMax @in number zMax @out nil */ int MOAIBoundsDeck::_setBounds ( lua_State* L ) { MOAI_LUA_SETUP ( MOAIBoundsDeck, "UN" ) u32 idx = state.GetValue < u32 >( 2, 1 ) - 1; if ( idx < self->mBoundsArray.Size ()) { ZLBox bounds = state.GetBox ( 3 ); bounds.Bless (); self->mBoundsArray [ idx ] = bounds; self->SetBoundsDirty (); } return 0; }
//----------------------------------------------------------------// void ZLPrism::GetAABB ( ZLBox& box ) const { ZLVec3D walker = mLoc; box.Init ( walker ); walker.Add ( mYAxis ); box.Grow ( walker ); walker.Add ( mZAxis ); box.Grow ( walker ); walker.Sub ( mYAxis ); box.Grow ( walker ); walker.Add ( mXAxis ); box.Grow ( walker ); walker.Sub ( mZAxis ); box.Grow ( walker ); walker.Add ( mYAxis ); box.Grow ( walker ); walker.Add ( mZAxis ); box.Grow ( walker ); }
//----------------------------------------------------------------// void MOAIPartitionLevel::GatherProps ( MOAIPartitionResultBuffer& results, MOAIProp* ignore, const ZLBox& box, u32 planeID, u32 mask ) { float halfSize = this->mCellSize * 0.5f; ZLRect rect = box.GetRect ( planeID ); MOAICellCoord coord0 = this->mGridSpace.GetCellCoord ( rect.mXMin - halfSize, rect.mYMin - halfSize ); MOAICellCoord coord1 = this->mGridSpace.GetCellCoord ( rect.mXMax + halfSize, rect.mYMax + halfSize ); int xTotal = coord1.mX - coord0.mX + 1; int yTotal = coord1.mY - coord0.mY + 1; int width = this->mGridSpace.GetWidth (); int height = this->mGridSpace.GetHeight (); if ( xTotal > width ) xTotal = width; if ( yTotal > height ) yTotal = height; for ( int y = 0; y < yTotal; ++y ) { for ( int x = 0; x < xTotal; ++x ) { MOAICellCoord offset = this->mGridSpace.WrapCellCoord ( coord0.mX + x, coord0.mY + y ); u32 addr = this->mGridSpace.GetCellAddr ( offset ); this->mCells [ addr ].GatherProps ( results, ignore, box, mask ); } } }
//----------------------------------------------------------------// ZLBox MOAIBoundsDeck::ComputeMaxBounds () { ZLBox bounds; u32 size = this->mBoundsArray.Size (); if ( size == 0 ) { bounds.Init ( 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f ); } else { this->mMaxBounds = this->mBoundsArray [ 0 ]; for ( u32 i = 1; i < size; ++i ) { bounds.Grow ( this->mBoundsArray [ i ]); } } return bounds; }
//----------------------------------------------------------------// ZLBox MOAIGridDeck2D::ComputeMaxBounds () { ZLBox bounds; u32 size = this->mBrushes.Size (); if ( size == 0 ) { bounds.Init ( 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f ); } else { bounds = this->GetItemBounds ( 1 ); for ( u32 i = 1; i < this->mBrushes.Size (); ++i ) { bounds.Grow ( this->GetItemBounds ( i )); } } return bounds; }
//----------------------------------------------------------------// void ZLBox::GetFitting ( const ZLBox& target, ZLVec3D& offset, ZLVec3D& scale ) const { float w = this->Width (); float h = this->Height (); float d = this->Depth (); float tw = target.Width (); float th = target.Height (); float td = target.Depth (); scale.mX = ( w != 0.0f ) && ( tw != 0.0f ) ? tw / w : 1.0f; scale.mY = ( h != 0.0f ) && ( th != 0.0f ) ? th / h : 1.0f; scale.mZ = ( d != 0.0f ) && ( td != 0.0f ) ? td / d : 1.0f; offset.mX = target.mMin.mX - ( this->mMin.mX * scale.mX ); offset.mY = target.mMin.mY - ( this->mMin.mY * scale.mY ); offset.mZ = target.mMin.mZ - ( this->mMin.mZ * scale.mZ ); }
//----------------------------------------------------------------// ZLBox MOAIGridDeck2D::GetItemBounds ( u32 idx ) { ZLBox bounds; u32 size = this->mBrushes.Size (); if ( this->mGrid && size ) { // TODO: handle oversized decks (don't assume unit sized deck items) idx = ( idx - 1 ) % size; MOAIGridDeckBrush& brush = this->mBrushes [ idx ]; ZLRect rect = this->mGrid->GetBounds ( brush.mMin, brush.mMax ); rect.Offset ( brush.mOffset.mX - rect.mXMin, brush.mOffset.mY - rect.mYMin ); bounds.Init ( rect.mXMin, rect.mYMax, rect.mXMax, rect.mYMin, 0.0f, 0.0f ); return bounds; } bounds.Init ( 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f ); return bounds; }
//----------------------------------------------------------------// bool MOAICollisionShape::Overlap ( const MOAITransformBase& t0, const ZLQuad& q0, const MOAITransformBase& t1, const ZLQuad& q1, ZLBox& bounds ) { ZLQuad tq0 = q0; tq0.Transform ( t0.GetLocalToWorldMtx ()); ZLQuad tq1 = q1; tq1.Transform ( t1.GetLocalToWorldMtx ()); ZLRect rect; bool result = tq0.Intersect ( tq1, rect ); bounds.Init ( rect, ZLBox::PLANE_XY, 0.0f, 0.0f ); return result; }
//----------------------------------------------------------------// bool ZLFrustum::Cull ( const ZLBox& box ) const { if ( !box.Overlap ( mAABB )) return true; if ( this->mUsePlanesForCull ) { if ( ZLSect::BoxToPlane ( box, mPlanes [ NEAR_PLANE ]) > 0 ) return true; if ( ZLSect::BoxToPlane ( box, mPlanes [ FAR_PLANE ]) > 0 ) return true; if ( ZLSect::BoxToPlane ( box, mPlanes [ LEFT_PLANE ]) > 0 ) return true; if ( ZLSect::BoxToPlane ( box, mPlanes [ RIGHT_PLANE ]) > 0 ) return true; if ( ZLSect::BoxToPlane ( box, mPlanes [ TOP_PLANE ]) > 0 ) return true; if ( ZLSect::BoxToPlane ( box, mPlanes [ BOTTOM_PLANE ]) > 0 ) return true; } return false; }
//----------------------------------------------------------------// ZLBox MOAIScriptDeck::ComputeMaxBounds () { ZLRect rect = this->mRect; if ( this->mOnTotalRect ) { MOAILuaStateHandle state = MOAILuaRuntime::Get ().State (); this->PushLocal ( state, this->mOnTotalRect ); state.DebugCall ( 0, 4 ); rect.mXMin = state.GetValue < float >( -4, 0.0f ); rect.mYMin = state.GetValue < float >( -3, 0.0f ); rect.mXMax = state.GetValue < float >( -2, 0.0f ); rect.mYMax = state.GetValue < float >( -1, 0.0f ); rect.Bless (); } ZLBox bounds; bounds.Init ( rect.mXMin, rect.mYMax, rect.mXMax, rect.mYMin, 0.0f, 0.0f ); return bounds; }
//----------------------------------------------------------------// ZLBox MOAIScriptDeck::GetItemBounds ( u32 idx ) { ZLRect rect = this->mRect; if ( this->mOnRect ) { MOAILuaStateHandle state = MOAILuaRuntime::Get ().State (); this->PushLocal ( state, this->mOnRect ); lua_pushnumber ( state, idx ); state.DebugCall ( 1, 4 ); rect.mXMin = state.GetValue < float >( -4, 0.0f ); rect.mYMin = state.GetValue < float >( -3, 0.0f ); rect.mXMax = state.GetValue < float >( -2, 0.0f ); rect.mYMax = state.GetValue < float >( -1, 0.0f ); rect.Bless (); } ZLBox bounds; bounds.Init ( rect.mXMin, rect.mYMax, rect.mXMax, rect.mYMin, 0.0f, 0.0f ); return bounds; }