/*
* Copyright (c) 2009-2010 jMonkeyEngine
* 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.
*
* * Neither the name of 'jMonkeyEngine' nor the names of its contributors
* may be used to endorse or promote products derived from this software
* without specific prior written permission.
*
* 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 OWNER 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
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
package com.aionemu.gameserver.geoEngine.bounding;
import java.nio.FloatBuffer;
import com.aionemu.gameserver.geoEngine.collision.Collidable;
import com.aionemu.gameserver.geoEngine.math.Matrix4f;
import com.aionemu.gameserver.geoEngine.math.Ray;
import com.aionemu.gameserver.geoEngine.math.Vector3f;
/**
* <code>BoundingVolume</code> defines an interface for dealing with containment of a collection of points.
*
* @author Mark Powell
* @version $Id: BoundingVolume.java,v 1.24 2007/09/21 15:45:32 nca Exp $
*/
public abstract class BoundingVolume implements Collidable {
public enum Type {
Sphere,
AABB,
OBB,
Capsule
}
Vector3f center = new Vector3f();
protected boolean isTreeCollidable;
public BoundingVolume() {
}
public BoundingVolume(Vector3f center) {
this.center.set(center);
}
/**
* getType returns the type of bounding volume this is.
*/
public abstract Type getType();
/**
* <code>transform</code> alters the location of the bounding volume by a rotation, translation and a scalar.
*
* @param trans
* the transform to affect the bound.
* @param store
* sphere to store result in
* @return the new bounding volume.
*/
public abstract BoundingVolume transform(Matrix4f trans, BoundingVolume store);
/**
* <code>computeFromPoints</code> generates a bounding volume that encompasses a collection of points.
*
* @param points
* the points to contain.
*/
public abstract void computeFromPoints(FloatBuffer points);
/**
* <code>mergeLocal</code> combines two bounding volumes into a single bounding volume that contains both this
* bounding volume and the parameter volume. The result is stored locally.
*
* @param volume
* the volume to combine.
* @return this
*/
public abstract BoundingVolume mergeLocal(BoundingVolume volume);
/**
* <code>clone</code> creates a new BoundingVolume object containing the same data as this one.
*
* @param store
* where to store the cloned information. if null or wrong class, a new store is created.
* @return the new BoundingVolume
*/
public abstract BoundingVolume clone(BoundingVolume store);
public final Vector3f getCenter() {
return center;
}
public final Vector3f getCenter(Vector3f store) {
store.set(center);
return store;
}
public final void setCenter(Vector3f newCenter) {
center = newCenter;
}
public void setTreeCollidable(boolean isTreeCollidable) {
this.isTreeCollidable = isTreeCollidable;
}
public boolean isTreeCollidable() {
return isTreeCollidable;
}
/**
* Find the distance from the center of this Bounding Volume to the given point.
*
* @param point
* The point to get the distance to
* @return distance
*/
public final float distanceTo(Vector3f point) {
return center.distance(point);
}
/**
* Find the squared distance from the center of this Bounding Volume to the given point.
*
* @param point
* The point to get the distance to
* @return distance
*/
public final float distanceSquaredTo(Vector3f point) {
return center.distanceSquared(point);
}
/**
* Find the distance from the nearest edge of this Bounding Volume to the given point.
*
* @param point
* The point to get the distance to
* @return distance
*/
public abstract float distanceToEdge(Vector3f point);
/**
* determines if this bounding volume and a second given volume are intersecting. Intersecting being: one volume
* contains another, one volume overlaps another or one volume touches another.
*
* @param bv
* the second volume to test against.
* @return true if this volume intersects the given volume.
*/
public abstract boolean intersects(BoundingVolume bv);
/**
* determines if a ray intersects this bounding volume.
*
* @param ray
* the ray to test.
* @return true if this volume is intersected by a given ray.
*/
public abstract boolean intersects(Ray ray);
/**
* determines if this bounding volume and a given bounding sphere are intersecting.
*
* @param bs
* the bounding sphere to test against.
* @return true if this volume intersects the given bounding sphere.
*/
public abstract boolean intersectsSphere(BoundingSphere bs);
/**
* determines if this bounding volume and a given bounding box are intersecting.
*
* @param bb
* the bounding box to test against.
* @return true if this volume intersects the given bounding box.
*/
public abstract boolean intersectsBoundingBox(BoundingBox bb);
/**
* determines if a given point is contained within this bounding volume.
*
* @param point
* the point to check
* @return true if the point lies within this bounding volume.
*/
public abstract boolean contains(Vector3f point);
/**
* Determines if a given point intersects (touches or is inside) this bounding volume.
*
* @param point
* the point to check
* @return true if the point lies within this bounding volume.
*/
public abstract boolean intersects(Vector3f point);
public abstract float getVolume();
}