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