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@aadnk
Created October 23, 2013 18:25
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A simple AABB intersection algorithm for Bukkit. Returns the intersection point as well.
/**
* 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;
}
}
@Hugobros3
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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 :)

@bigHeadsStudio
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who knows where you are now, thanks you made this easy to read and understand.

@stuw-u
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stuw-u commented Apr 11, 2020

God damn why do I had to search four years for this

@Eik0
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Eik0 commented Feb 20, 2021

I don't know who you are but I hope you live a good life

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