1 | #ifndef _AxisAlignedBox3_H__
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2 | #define _AxisAlignedBox3_H__
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3 |
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4 |
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5 |
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6 | #include "Matrix4x4.h"
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7 | #include "Vector3.h"
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8 | //#include "Plane3.h"
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9 | #include "Containers.h"
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10 |
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11 |
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12 | //namespace CHCDemo
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13 | //{
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14 |
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15 | struct Triangle3;
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16 |
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17 | /** Axis alignedd box class.
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18 | This is a box in 3-space, defined by min and max
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19 | corner vectors. Many useful operations are defined
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20 | on this
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21 | */
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22 | class AxisAlignedBox3
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23 | {
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24 |
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25 | public:
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26 |
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27 | // Constructors.
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28 | AxisAlignedBox3() { }
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29 |
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30 | AxisAlignedBox3(const Vector3 &nMin, const Vector3 &nMax)
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31 | {
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32 | mMin = nMin; mMax = nMax;
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33 | }
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34 |
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35 | /** initialization to the non existing bounding box
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36 | */
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37 | void Initialize();
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38 | /** The center of the box
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39 | */
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40 | Vector3 Center() const;
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41 | /** The diagonal of the box
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42 | */
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43 | Vector3 Diagonal() const;
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44 |
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45 | float Center(const int axis) const;
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46 |
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47 | float Min(const int axis) const;
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48 |
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49 | float Max(const int axis) const;
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50 |
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51 | float Size(const int axis) const;
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52 |
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53 | // Read-only const access tomMin and max vectors using references
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54 | const Vector3& Min() const;
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55 | const Vector3& Max() const;
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56 |
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57 | void Enlarge (const Vector3 &v);
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58 |
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59 | void EnlargeToMinSize();
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60 |
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61 | void SetMin(const Vector3 &v);
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62 |
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63 | void SetMax(const Vector3 &v);
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64 |
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65 | void SetMin(int axis, const float value);
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66 |
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67 | void SetMax(int axis, const float value);
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68 |
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69 | // Decrease box by given splitting plane
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70 | void Reduce(int axis, int right, float value);
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71 |
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72 | bool Intersects(const Vector3 &lStart, const Vector3 &lEnd) const;
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73 |
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74 | // the size of the box along all the axes
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75 | Vector3 Size() const;
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76 | float Radius() const { return 0.5f*Magnitude(Size()); }
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77 | float SqrRadius() const { return 0.5f*SqrMagnitude(Size()); }
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78 |
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79 | // Return whether the box is unbounded. Unbounded boxes appear
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80 | // when unbounded objects such as quadric surfaces are included.
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81 | bool Unbounded() const;
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82 |
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83 | // Expand the axis-aligned box to include the given object.
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84 | void Include(const Vector3 &newpt);
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85 | void Include(const AxisAlignedBox3 &bbox);
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86 | /** Expand the axis-aligned box to include given values in particular axis.
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87 | */
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88 | void Include(const int &axis, const float &newBound);
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89 | // int Side(const Plane3 &plane) const;
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90 |
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91 | // Overlap returns 1 if the two axis-aligned boxes overlap .. even weakly
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92 | friend inline bool Overlap(const AxisAlignedBox3 &, const AxisAlignedBox3 &);
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93 |
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94 | // Overlap returns 1 if the two axis-aligned boxes overlap .. only strongly
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95 | friend inline bool OverlapS(const AxisAlignedBox3 &,const AxisAlignedBox3 &);
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96 |
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97 | /** Overlap returns 1 if the two axis-aligned boxes overlap for a given
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98 | epsilon. If eps > 0.0, then the boxes has to have the real intersection
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99 | box, if eps < 0.0, then the boxes need not intersect really, they
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100 | can be at eps distance in the projection.
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101 | */
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102 | friend inline bool Overlap(const AxisAlignedBox3 &,
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103 | const AxisAlignedBox3 &,
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104 | float eps);
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105 |
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106 | /** Includes returns true if a includes b (completely)
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107 | */
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108 | bool Includes(const AxisAlignedBox3 &b) const;
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109 |
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110 | /** Returns true if this point is inside box.
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111 | */
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112 | virtual int IsInside(const Vector3 &v) const;
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113 | /** Test if the box makes sense.
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114 | */
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115 | virtual bool IsCorrect();
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116 | /** To answer true requires the box of real volume of non-zero value.
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117 | */
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118 | bool IsSingularOrIncorrect() const;
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119 | /** When the box is not of non-zero or negative surface area.
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120 | */
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121 | bool IsCorrectAndNotPoint() const;
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122 | /** Returns true when the box degenerates to a point.
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123 | */
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124 | bool IsPoint() const;
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125 | /** Scales the box with the factor.
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126 | */
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127 | void Scale(const float scale);
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128 |
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129 | void Scale(const Vector3 &scale);
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130 | /** Translates the box with the factor.
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131 | */
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132 | void Translate(const Vector3 &shift);
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133 |
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134 | /** Returns the square of the minimal and maximal distance to
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135 | a point on the box.
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136 | */
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137 | void
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138 | GetSqrDistances(const Vector3 &point,
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139 | float &minDistance,
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140 | float &maxDistance
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141 | ) const;
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142 |
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143 |
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144 |
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145 | Vector3 GetRandomPoint(const Vector3 &r) const;
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146 | Vector3 GetRandomPoint() const;
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147 |
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148 | Vector3 GetPoint(const Vector3 &p) const
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149 | {
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150 | return mMin + p*Size();
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151 | }
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152 |
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153 |
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154 | protected:
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155 | Vector3 mMin, mMax;
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156 |
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157 | public:
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158 |
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159 | // Returns the smallest axis-aligned box that includes all points
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160 | // inside the two given boxes.
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161 | friend inline AxisAlignedBox3 Union(const AxisAlignedBox3 &x,
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162 | const AxisAlignedBox3 &y);
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163 |
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164 | // Returns the intersection of two axis-aligned boxes.
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165 | friend inline AxisAlignedBox3 Intersect(const AxisAlignedBox3 &x,
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166 | const AxisAlignedBox3 &y);
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167 |
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168 | // Given 4x4 matrix, transform the current box to new one.
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169 | friend inline AxisAlignedBox3 Transform(const AxisAlignedBox3 &box,
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170 | const Matrix4x4 &tform);
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171 |
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172 |
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173 | // returns true when two boxes are completely equal
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174 | friend inline int operator== (const AxisAlignedBox3 &A,
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175 | const AxisAlignedBox3 &B);
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176 |
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177 | virtual float SurfaceArea() const;
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178 | virtual float GetVolume() const
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179 | {
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180 | return (mMax.x - mMin.x) * (mMax.y - mMin.y) * (mMax.z - mMin.z);
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181 | }
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182 |
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183 | // Six faces are distuinguished by their name.
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184 | enum EFaces {ID_Back = 0,
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185 | ID_Left = 1,
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186 | ID_Bottom = 2,
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187 | ID_Front = 3,
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188 | ID_Right = 4,
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189 | ID_Top = 5};
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190 |
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191 | // Writes a brief description of the object, indenting by the given
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192 | // number of spaces first.
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193 | virtual void Describe(std::ostream& app, int ind) const;
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194 |
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195 | // For edge .. number <0..11> returns two incident vertices
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196 | void GetEdge(const int edge, Vector3 *a, Vector3 *b) const;
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197 |
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198 | // Compute the coordinates of one vertex of the box for 0/1 in each axis
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199 | // 0 .. smaller coordinates, 1 .. large coordinates
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200 | Vector3 GetVertex(int xAxis, int yAxis, int zAxis) const;
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201 |
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202 | // Compute the vertex for number N=<0..7>, N = 4*x + 2*y + z, where
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203 | // x,y,z are either 0 or 1; (0 .. lower coordinate, 1 .. large coordinate)
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204 | // (xmin,ymin, zmin) .. N = 0, (xmax, ymax, zmax) .. N= 7
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205 | void GetVertex(const int N, Vector3 &vertex) const;
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206 |
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207 | Vector3 GetVertex(const int N) const {
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208 | Vector3 v;
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209 | GetVertex(N, v);
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210 | return v;
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211 | }
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212 |
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213 | // Returns 1, if the box includes on arbitrary face a given box
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214 | int IsPiercedByBox(const AxisAlignedBox3 &box, int &axis) const;
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215 |
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216 |
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217 | int GetFaceVisibilityMask(const Vector3 &position) const;
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218 | /** Extracts plane of bounding box.
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219 | */
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220 | //Plane3 GetPlane(const int face) const;
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221 |
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222 |
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223 | /** Returns vertex indices of edge.
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224 | */
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225 | void GetEdge(const int edge, int &aIdx, int &bIdx) const;
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226 |
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227 |
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228 | // get the extent of face
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229 | float GetExtent(const int &face) const
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230 | {
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231 | if (face < 3)
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232 | return mMin[face];
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233 | else
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234 | return mMax[face - 3];
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235 | }
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236 |
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237 | // The vertices that form boundaries of the projected bounding box
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238 | // for all the regions possible, number of regions is 3^3 = 27,
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239 | // since two parallel sides of bbox forms three disjoint spaces
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240 | // the vertices are given in anti-clockwise order .. stopped by -1 elem.
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241 | static const int bvertices[27][9];
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242 |
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243 | // The list of all faces visible from a given region (except region 13)
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244 | // the faces are identified by triple: (axis, min-vertex, max-vertex),
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245 | // that is maximaly three triples are defined. axis = 0 (x-axis),
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246 | // axis = 1 (y-axis), axis = 2 (z-axis), -1 .. terminator. Is is always
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247 | // true that: min-vertex < max-vertex for all coordinates excluding axis
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248 | static const int bfaces[27][10];
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249 |
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250 | // The correct corners indexed starting from entry face to exit face
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251 | // first index determines entry face, second index exit face, and
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252 | // the two numbers (indx, inc) determines: ind = the index on the exit
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253 | // face, when starting from the vertex 0 on entry face, 'inc' is
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254 | // the increment when we go on entry face in order 0,1,2,3 to create
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255 | // convex shaft with the rectangle on exit face. That is, inc = -1 or 1.
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256 | static const int pairFaceRects[6][6][2];
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257 |
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258 | // The vertices that form CLOSEST points with respect to the region
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259 | // for all the regions possible, number of regions is 3^3 = 27,
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260 | // since two parallel sides of bbox forms three disjoint spaces.
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261 | // The vertices are given in anti-clockwise order, stopped by -1 elem,
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262 | // at most 8 points, at least 1 point.
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263 | static const int cvertices[27][9];
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264 | static const int csvertices[27][6];
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265 |
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266 | // The vertices that form FARTHEST points with respect to the region
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267 | // for all the regions possible, number of regions is 3^3 = 27,
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268 | // since two parallel sides of bbox forms three disjoint spaces.
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269 | // The vertices are given in anti-clockwise order, stopped by -1 elem,
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270 | // at most 8 points, at least 1 point.
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271 | static const int fvertices[27][9];
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272 | static const int fsvertices[27][9];
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273 |
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274 | // input and output operator with stream
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275 | friend std::ostream& operator<<(std::ostream &s, const AxisAlignedBox3 &A);
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276 | friend std::istream& operator>>(std::istream &s, AxisAlignedBox3 &A);
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277 | };
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278 |
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279 |
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280 | // --------------------------------------------------------------------------
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281 | // Implementation of inline (member) functions
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282 |
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283 | inline bool
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284 | Overlap(const AxisAlignedBox3 &x, const AxisAlignedBox3 &y)
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285 | {
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286 | if (x.mMax.x < y.mMin.x ||
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287 | x.mMin.x > y.mMax.x ||
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288 | x.mMax.y < y.mMin.y ||
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289 | x.mMin.y > y.mMax.y ||
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290 | x.mMax.z < y.mMin.z ||
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291 | x.mMin.z > y.mMax.z) {
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292 | return false;
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293 | }
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294 | return true;
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295 | }
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296 |
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297 | inline bool
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298 | OverlapS(const AxisAlignedBox3 &x, const AxisAlignedBox3 &y)
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299 | {
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300 | if (x.mMax.x <= y.mMin.x ||
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301 | x.mMin.x >= y.mMax.x ||
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302 | x.mMax.y <= y.mMin.y ||
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303 | x.mMin.y >= y.mMax.y ||
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304 | x.mMax.z <= y.mMin.z ||
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305 | x.mMin.z >= y.mMax.z) {
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306 | return false;
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307 | }
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308 | return true;
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309 | }
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310 |
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311 | inline bool
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312 | Overlap(const AxisAlignedBox3 &x, const AxisAlignedBox3 &y, float eps)
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313 | {
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314 | if ( (x.mMax.x - eps) < y.mMin.x ||
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315 | (x.mMin.x + eps) > y.mMax.x ||
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316 | (x.mMax.y - eps) < y.mMin.y ||
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317 | (x.mMin.y + eps) > y.mMax.y ||
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318 | (x.mMax.z - eps) < y.mMin.z ||
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319 | (x.mMin.z + eps) > y.mMax.z ) {
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320 | return false;
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321 | }
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322 | return true;
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323 | }
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324 |
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325 | inline AxisAlignedBox3
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326 | Intersect(const AxisAlignedBox3 &x, const AxisAlignedBox3 &y)
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327 | {
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328 | if (x.Unbounded())
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329 | return y;
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330 | else
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331 | if (y.Unbounded())
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332 | return x;
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333 | AxisAlignedBox3 ret = x;
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334 | if (Overlap(ret, y)) {
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335 | Maximize(ret.mMin, y.mMin);
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336 | Minimize(ret.mMax, y.mMax);
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337 | return ret;
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338 | }
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339 | else // Null intersection.
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340 | return AxisAlignedBox3(Vector3(0), Vector3(0));
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341 | // return AxisAlignedBox3(Vector3(0), Vector3(-1));
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342 | }
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343 |
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344 | inline AxisAlignedBox3
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345 | Union(const AxisAlignedBox3 &x, const AxisAlignedBox3 &y)
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346 | {
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347 | Vector3 min = x.mMin;
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348 | Vector3 max = x.mMax;
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349 | Minimize(min, y.mMin);
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350 | Maximize(max, y.mMax);
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351 | return AxisAlignedBox3(min, max);
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352 | }
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353 |
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354 | inline AxisAlignedBox3
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355 | Transform(const AxisAlignedBox3 &box, const Matrix4x4 &tform)
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356 | {
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357 | Vector3 mmin(MAXFLOAT);
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358 | Vector3 mmax(-MAXFLOAT);
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359 |
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360 | AxisAlignedBox3 ret(mmin, mmax);
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361 | ret.Include(tform * Vector3(box.mMin.x, box.mMin.y, box.mMin.z));
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362 | ret.Include(tform * Vector3(box.mMin.x, box.mMin.y, box.mMax.z));
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363 | ret.Include(tform * Vector3(box.mMin.x, box.mMax.y, box.mMin.z));
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364 | ret.Include(tform * Vector3(box.mMin.x, box.mMax.y, box.mMax.z));
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365 | ret.Include(tform * Vector3(box.mMax.x, box.mMin.y, box.mMin.z));
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366 | ret.Include(tform * Vector3(box.mMax.x, box.mMin.y, box.mMax.z));
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367 | ret.Include(tform * Vector3(box.mMax.x, box.mMax.y, box.mMin.z));
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368 | ret.Include(tform * Vector3(box.mMax.x, box.mMax.y, box.mMax.z));
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369 | return ret;
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370 | }
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371 |
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372 | inline float RatioOfOverlap(const AxisAlignedBox3 &box1, const AxisAlignedBox3 &box2)
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373 | {
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374 | // return ratio of intersection to union
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375 | const AxisAlignedBox3 bisect = Intersect(box1, box2);
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376 | const AxisAlignedBox3 bunion = Union(box1, box2);
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377 |
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378 | return bisect.GetVolume() / bunion.GetVolume();
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379 | }
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380 |
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381 | inline int operator==(const AxisAlignedBox3 &A, const AxisAlignedBox3 &B)
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382 | {
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383 | return (A.mMin == B.mMin) && (A.mMax == B.mMax);
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384 | }
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385 |
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386 |
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387 | //}
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388 |
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389 |
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390 | #endif
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