[372] | 1 | #ifndef _AxisAlignedBox3_H__
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| 2 | #define _AxisAlignedBox3_H__
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| 3 |
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| 4 | #include "Rectangle3.h"
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| 5 | #include "Matrix4x4.h"
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| 6 | #include "Vector3.h"
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| 7 | #include "Plane3.h"
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[542] | 8 | #include "Containers.h"
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[372] | 9 |
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[863] | 10 | namespace GtpVisibilityPreprocessor {
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| 11 |
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[372] | 12 | class Ray;
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| 13 | class Polygon3;
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[486] | 14 | class Mesh;
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[2070] | 15 | class VssRay;
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[1999] | 16 | struct Triangle3;
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[542] | 17 |
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[863] | 18 | /**
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| 19 | CAABox class.
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| 20 | This is a box in 3-space, defined by min and max
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| 21 | corner vectors. Many useful operations are defined
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| 22 | on this
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| 23 | */
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[372] | 24 | class AxisAlignedBox3
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| 25 | {
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| 26 | protected:
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[863] | 27 | Vector3 mMin, mMax;
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[372] | 28 | public:
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| 29 | // Constructors.
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| 30 | AxisAlignedBox3() { }
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[859] | 31 |
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[372] | 32 | AxisAlignedBox3(const Vector3 &nMin, const Vector3 &nMax)
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| 33 | {
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| 34 | mMin = nMin; mMax = nMax;
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| 35 | }
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| 36 |
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[863] | 37 | /** initialization to the non existing bounding box
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| 38 | */
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[1486] | 39 | void Initialize();
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[372] | 40 |
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[863] | 41 | /** The center of the box
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| 42 | */
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[1486] | 43 | Vector3 Center() const;
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[372] | 44 |
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[863] | 45 | /** The diagonal of the box
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| 46 | */
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[1486] | 47 | Vector3 Diagonal() const;
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[372] | 48 |
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[1486] | 49 | float Center(const int axis) const;
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[372] | 50 |
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[1486] | 51 | float Min(const int axis) const;
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[372] | 52 |
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[1486] | 53 | float Max(const int axis) const;
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[387] | 54 |
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[1486] | 55 | float Size(const int axis) const;
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[387] | 56 |
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[372] | 57 | // Read-only const access tomMin and max vectors using references
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[1486] | 58 | const Vector3& Min() const;
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| 59 | const Vector3& Max() const;
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[372] | 60 |
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[1486] | 61 | void Enlarge (const Vector3 &v);
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[372] | 62 |
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[1486] | 63 | void SetMin(const Vector3 &v);
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[372] | 64 |
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[1486] | 65 | void SetMax(const Vector3 &v);
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[372] | 66 |
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[1486] | 67 | void SetMin(int axis, const float value);
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[372] | 68 |
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[1486] | 69 | void SetMax(int axis, const float value);
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[372] | 70 |
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| 71 | // Decrease box by given splitting plane
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[1486] | 72 | void Reduce(int axis, int right, float value);
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[1006] | 73 |
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[2124] | 74 | bool Intersects(const Vector3 &lStart, const Vector3 &lEnd) const;
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[1006] | 75 |
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[372] | 76 | // the size of the box along all the axes
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[1486] | 77 | Vector3 Size() const;
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[1995] | 78 | float Radius() const { return 0.5f*Magnitude(Size()); }
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| 79 | float SqrRadius() const { return 0.5f*SqrMagnitude(Size()); }
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| 80 |
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[372] | 81 | // Return whether the box is unbounded. Unbounded boxes appear
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| 82 | // when unbounded objects such as quadric surfaces are included.
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| 83 | bool Unbounded() const;
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| 84 |
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| 85 | // Expand the axis-aligned box to include the given object.
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| 86 | void Include(const Vector3 &newpt);
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| 87 | void Include(const Polygon3 &newpoly);
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| 88 | void Include(const AxisAlignedBox3 &bbox);
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[860] | 89 | void Include (const PolygonContainer &polys);
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[538] | 90 | void Include(Mesh *mesh);
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[863] | 91 |
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| 92 | /** Expand the axis-aligned box to include given values in particular axis.
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| 93 | */
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[372] | 94 | void Include(const int &axis, const float &newBound);
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| 95 |
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[2124] | 96 | int Side(const Plane3 &plane) const;
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[697] | 97 |
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[372] | 98 | // Overlap returns 1 if the two axis-aligned boxes overlap .. even weakly
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| 99 | friend inline bool Overlap(const AxisAlignedBox3 &, const AxisAlignedBox3 &);
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| 100 |
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| 101 | // Overlap returns 1 if the two axis-aligned boxes overlap .. only strongly
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| 102 | friend inline bool OverlapS(const AxisAlignedBox3 &,const AxisAlignedBox3 &);
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| 103 |
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[863] | 104 | /** Overlap returns 1 if the two axis-aligned boxes overlap for a given
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| 105 | epsilon. If eps > 0.0, then the boxes has to have the real intersection
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| 106 | box, if eps < 0.0, then the boxes need not intersect really, they
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| 107 | can be at eps distance in the projection.
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| 108 | */
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[372] | 109 | friend inline bool Overlap(const AxisAlignedBox3 &,
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[863] | 110 | const AxisAlignedBox3 &,
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| 111 | float eps);
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[372] | 112 |
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[863] | 113 | /** Returns 'factor' of overlap of first box with the second box. i.e., a number
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| 114 | between 0 (no overlap) and 1 (same box).
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| 115 | */
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[870] | 116 | friend inline float RatioOfOverlap(const AxisAlignedBox3 &, const AxisAlignedBox3 &);
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[863] | 117 |
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| 118 | /** Includes returns true if a includes b (completely)
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| 119 | */
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[372] | 120 | bool Includes(const AxisAlignedBox3 &b) const;
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| 121 |
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[2124] | 122 | /** Returns true if this point is inside box.
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| 123 | */
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[372] | 124 | virtual int IsInside(const Vector3 &v) const;
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| 125 |
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[2124] | 126 | /** Returns true if start and endpoint of the ray is inside box.
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| 127 | */
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[2070] | 128 | virtual int IsInside(const VssRay &v) const;
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| 129 |
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[863] | 130 | /** Test if the box makes sense.
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| 131 | */
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[372] | 132 | virtual bool IsCorrect();
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| 133 |
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[863] | 134 | /** To answer true requires the box of real volume of non-zero value.
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| 135 | */
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[372] | 136 | bool IsSingularOrIncorrect() const;
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| 137 |
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[863] | 138 | /** When the box is not of non-zero or negative surface area.
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| 139 | */
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[372] | 140 | bool IsCorrectAndNotPoint() const;
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| 141 |
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[863] | 142 | /** Returns true when the box degenerates to a point.
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| 143 | */
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[372] | 144 | bool IsPoint() const;
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| 145 |
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[863] | 146 | /** Scales the box with the factor.
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| 147 | */
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[1415] | 148 | void Scale(const float scale);
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[1112] | 149 |
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[1415] | 150 | void Scale(const Vector3 &scale);
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| 151 |
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[1112] | 152 | /** Translates the box with the factor.
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| 153 | */
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[1415] | 154 | void Translate(const Vector3 &shift);
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[1112] | 155 |
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[863] | 156 | /** Returns the square of the minimal and maximal distance to
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| 157 | a point on the box.
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| 158 | */
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[372] | 159 | void
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| 160 | GetSqrDistances(const Vector3 &point,
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| 161 | float &minDistance,
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| 162 | float &maxDistance
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| 163 | ) const;
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| 164 |
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| 165 | // returns true, when the sphere specified by the origin and radius
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| 166 | // fully contains the box
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| 167 | bool IsFullyContainedInSphere(const Vector3 ¢er, float radius) const;
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| 168 |
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| 169 | // returns true, when the volume of the sphere and volume of the
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| 170 | // axis aligned box has no intersection
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| 171 | bool HasNoIntersectionWithSphere(const Vector3 ¢er,
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| 172 | float radius) const;
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| 173 |
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| 174 |
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| 175 | // Given a sphere described by the center and radius,
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| 176 | // the fullowing function returns:
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| 177 | // -1 ... the sphere and the box are completely separate
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| 178 | // 0 ... the sphere and the box only partially overlap
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| 179 | // 1 ... the sphere contains fully the box
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| 180 | // Note: the case when box fully contains the sphere is not reported
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| 181 | // since it was not required.
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| 182 | int MutualPositionWithSphere(const Vector3 ¢er, float radius) const;
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| 183 |
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| 184 | // Given a cube described by the center and half-size (radius),
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| 185 | // the following function returns:
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| 186 | // -1 ... the cube and the box are completely separate
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| 187 | // 0 ... the cube and the box only partially overlap
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| 188 | // 1 ... the cube contains fully the box
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| 189 | int MutualPositionWithCube(const Vector3 ¢er, float halfSize) const;
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| 190 |
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| 191 |
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[1867] | 192 | Vector3 GetRandomPoint(const Vector3 &r) const;
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[1715] | 193 | Vector3 GetRandomPoint() const;
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[1772] | 194 | Vector3 GetRandomSurfacePoint() const;
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[1877] | 195 | Vector3 GetUniformRandomSurfacePoint() const;
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[492] | 196 |
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| 197 | Vector3 GetPoint(const Vector3 &p) const {
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| 198 | return mMin + p*Size();
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| 199 | }
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| 200 |
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[372] | 201 | // Returns the smallest axis-aligned box that includes all points
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| 202 | // inside the two given boxes.
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| 203 | friend inline AxisAlignedBox3 Union(const AxisAlignedBox3 &x,
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| 204 | const AxisAlignedBox3 &y);
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| 205 |
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| 206 | // Returns the intersection of two axis-aligned boxes.
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| 207 | friend inline AxisAlignedBox3 Intersect(const AxisAlignedBox3 &x,
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[2124] | 208 | const AxisAlignedBox3 &y);
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[372] | 209 |
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| 210 | // Given 4x4 matrix, transform the current box to new one.
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| 211 | friend inline AxisAlignedBox3 Transform(const AxisAlignedBox3 &box,
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[2124] | 212 | const Matrix4x4 &tform);
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[372] | 213 |
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| 214 |
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| 215 | // returns true when two boxes are completely equal
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[2124] | 216 | friend inline int operator== (const AxisAlignedBox3 &A,
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| 217 | const AxisAlignedBox3 &B);
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[372] | 218 |
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| 219 | virtual float SurfaceArea() const;
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[2124] | 220 | virtual float GetVolume() const
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| 221 | {
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| 222 | return (mMax.x - mMin.x) * (mMax.y - mMin.y) * (mMax.z - mMin.z);
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[372] | 223 | }
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| 224 |
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| 225 | // Six faces are distuinguished by their name.
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[2124] | 226 | enum EFaces {ID_Back = 0,
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| 227 | ID_Left = 1,
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| 228 | ID_Bottom = 2,
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| 229 | ID_Front = 3,
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| 230 | ID_Right = 4,
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| 231 | ID_Top = 5};
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[372] | 232 |
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[2124] | 233 | int ComputeMinMaxT(const Vector3 &origin,
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| 234 | const Vector3 &direction,
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| 235 | float *tmin,
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| 236 | float *tmax) const;
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[492] | 237 |
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[372] | 238 | // Compute tmin and tmax for a ray, whenever required .. need not pierce box
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| 239 | int ComputeMinMaxT(const Ray &ray, float *tmin, float *tmax) const;
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| 240 |
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| 241 | // Compute tmin and tmax for a ray, whenever required .. need not pierce box
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[492] | 242 | int ComputeMinMaxT(const Ray &ray,
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| 243 | float *tmin,
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| 244 | float *tmax,
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| 245 | EFaces &entryFace,
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| 246 | EFaces &exitFace) const;
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[372] | 247 |
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| 248 | // If a ray pierces the box .. returns 1, otherwise 0.
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| 249 | // Computes the signed distances for case: tmin < tmax and tmax > 0
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| 250 | int GetMinMaxT(const Ray &ray, float *tmin, float *tmax) const;
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| 251 | // computes the signed distances for case: tmin < tmax and tmax > 0
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| 252 | int GetMinMaxT(const Ray &ray, float *tmin, float *tmax,
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[2124] | 253 | EFaces &entryFace, EFaces &exitFace) const;
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[372] | 254 |
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| 255 | // Writes a brief description of the object, indenting by the given
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| 256 | // number of spaces first.
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[2176] | 257 | virtual void Describe(std::ostream& app, int ind) const;
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[372] | 258 |
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| 259 | // For edge .. number <0..11> returns two incident vertices
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| 260 | void GetEdge(const int edge, Vector3 *a, Vector3 *b) const;
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| 261 |
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| 262 | // Compute the coordinates of one vertex of the box for 0/1 in each axis
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| 263 | // 0 .. smaller coordinates, 1 .. large coordinates
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| 264 | Vector3 GetVertex(int xAxis, int yAxis, int zAxis) const;
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| 265 |
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| 266 | // Compute the vertex for number N=<0..7>, N = 4*x + 2*y + z, where
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| 267 | // x,y,z are either 0 or 1; (0 .. lower coordinate, 1 .. large coordinate)
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| 268 | // (xmin,ymin, zmin) .. N = 0, (xmax, ymax, zmax) .. N= 7
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| 269 | void GetVertex(const int N, Vector3 &vertex) const;
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| 270 |
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| 271 | Vector3 GetVertex(const int N) const {
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| 272 | Vector3 v;
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| 273 | GetVertex(N, v);
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| 274 | return v;
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| 275 | }
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| 276 |
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| 277 | // Returns 1, if the box includes on arbitrary face a given box
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| 278 | int IsPiercedByBox(const AxisAlignedBox3 &box, int &axis) const;
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| 279 |
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| 280 |
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| 281 | int GetFaceVisibilityMask(const Vector3 &position) const;
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| 282 | int GetFaceVisibilityMask(const Rectangle3 &rectangle) const;
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| 283 |
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| 284 | Rectangle3 GetFace(const int face) const;
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[697] | 285 |
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| 286 | /** Extracts plane of bounding box.
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| 287 | */
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| 288 | Plane3 GetPlane(const int face) const;
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[372] | 289 |
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| 290 | // For a given point returns the region, where the point is located
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| 291 | // there are 27 regions (0..26) .. determined by the planes embedding in the
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| 292 | // sides of the bounding box (0 .. lower the position of the box,
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| 293 | // 1 .. inside the box, 2 .. greater than box). The region number is given as
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| 294 | // R = 9*x + 3*y + z ; e.g. region .. inside the box is 13.
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| 295 | int GetRegionID(const Vector3 &point) const;
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| 296 |
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| 297 | // Set the corner point of rectangle on the face of bounding box
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| 298 | // given by the index number and the rectangle lying on this face
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| 299 | // void GetFaceRectCorner(const CRectLeaf2D *rect, EFaces faceIndx,
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| 300 | // const int &cornerIndx, Vector3 &cornerPoint);
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| 301 |
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| 302 | // Project the box to a plane given a normal vector of this plane. Computes
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| 303 | // the surface area of projected silhouettes for parallel projection.
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| 304 | float ProjectToPlaneSA(const Vector3 &normal) const;
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| 305 |
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| 306 | // Computes projected surface area of the box to a given viewing plane
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| 307 | // given a viewpoint. This corresponds the probability, the box will
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| 308 | // be hit by the ray .. moreover returns .. the region number (0-26).
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| 309 | // the function supposes all the points lie of the box lies in the viewing
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| 310 | // frustrum !!! The positive halfspace of viewplane has to contain
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| 311 | // viewpoint. "projectionType" == 0 .. perspective projection,
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| 312 | // == 1 .. parallel projection.
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| 313 | float ProjectToPlaneSA(const Plane3 &viewplane,
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| 314 | const Vector3 &viewpoint,
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| 315 | int *tcase,
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| 316 | const float &maxSA,
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| 317 | int projectionType) const;
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| 318 |
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| 319 | // Computes projected surface area of the box to a given viewing plane
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| 320 | // and viewpoint. It clipps the area by all the planes given .. they should
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| 321 | // define the viewing frustrum. Variable tclip defines, which planes are
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| 322 | // used for clipping, parameter 31 is the most general, clip all the plane.
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| 323 | // 1 .. clip left, 2 .. clip top, 4 .. clip right, 8 .. clip bottom,
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| 324 | // 16 .. clip supporting plane(its normal towards the viewing frustrum).
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| 325 | // "typeProjection" == 0 .. perspective projection,
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| 326 | // == 1 .. parallel projection
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| 327 | float ProjectToPlaneSA(const Plane3 &viewplane,
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| 328 | const Vector3 &viewpoint,
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| 329 | int *tcase, int &tclip,
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| 330 | const Plane3 &leftPlane,
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| 331 | const Plane3 &topPlane,
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| 332 | const Plane3 &rightPlane,
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| 333 | const Plane3 &bottomPlane,
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| 334 | const Plane3 &suppPlane,
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| 335 | const float &maxSA,
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| 336 | int typeProjection) const;
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| 337 |
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| 338 | // Projects the box to a unit sphere enclosing a given viewpoint and
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| 339 | // returns the solid angle of the box projected to a unit sphere
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| 340 | float ProjectToSphereSA(const Vector3 &viewpoint, int *tcase) const;
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| 341 |
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| 342 | /** Returns vertex indices of edge.
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| 343 | */
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| 344 | void GetEdge(const int edge, int &aIdx, int &bIdx) const;
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| 345 |
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| 346 | /** Computes cross section of plane with box (i.e., bounds box).
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| 347 | @returns the cross section
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| 348 | */
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[448] | 349 | Polygon3 *CrossSection(const Plane3 &plane) const;
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[372] | 350 |
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[448] | 351 | /** Computes minimal and maximal t of ray, including the object intersections.
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| 352 | @returns true if ray hits the bounding box.
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| 353 | */
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[863] | 354 | bool GetRaySegment(const Ray &ray, float &minT, float &maxT) const;
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[448] | 355 |
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[482] | 356 | /** If the boxes are intersecting on a common face, this function
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| 357 | returns the face intersection, false otherwise.
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| 358 |
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| 359 | @param neighbour the neighbouring box intersecting with this box.
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| 360 | */
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| 361 | bool GetIntersectionFace(Rectangle3 &face,
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| 362 | const AxisAlignedBox3 &neighbour) const;
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| 363 |
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[860] | 364 | /** Includes the box faces to the mesh description
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[486] | 365 | */
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[860] | 366 | friend void IncludeBoxInMesh(const AxisAlignedBox3 &box, Mesh &mesh);
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[486] | 367 |
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[647] | 368 | /** Box faces are turned into polygons.
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| 369 | */
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[542] | 370 | void ExtractPolys(PolygonContainer &polys) const;
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| 371 |
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[1999] | 372 | /** Returns true if the mesh intersects the bounding box.
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| 373 | */
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| 374 | bool Intersects(const Mesh &mesh) const;
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| 375 | /** Returns true if the triangle intersects the bounding box.
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| 376 | */
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| 377 | bool Intersects(const Triangle3 &tri) const;
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[1012] | 378 | /** Splits the box into two separate boxes with respect to the split plane
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[1006] | 379 | */
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[1768] | 380 | void Split(const int axis,
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| 381 | const float value,
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| 382 | AxisAlignedBox3 &left,
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| 383 | AxisAlignedBox3 &right) const;
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[1006] | 384 |
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[372] | 385 | #define __EXTENT_HACK
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| 386 | // get the extent of face
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| 387 | float GetExtent(const int &face) const {
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| 388 | #if defined(__EXTENT_HACK) && defined(__VECTOR_HACK)
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| 389 | return mMin[face];
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| 390 | #else
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| 391 | if (face < 3)
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| 392 | return mMin[face];
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| 393 | else
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| 394 | return mMax[face-3];
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| 395 | #endif
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| 396 | }
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| 397 |
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| 398 | // The vertices that form boundaries of the projected bounding box
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| 399 | // for all the regions possible, number of regions is 3^3 = 27,
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| 400 | // since two parallel sides of bbox forms three disjoint spaces
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| 401 | // the vertices are given in anti-clockwise order .. stopped by -1 elem.
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| 402 | static const int bvertices[27][9];
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| 403 |
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| 404 | // The list of all faces visible from a given region (except region 13)
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| 405 | // the faces are identified by triple: (axis, min-vertex, max-vertex),
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| 406 | // that is maximaly three triples are defined. axis = 0 (x-axis),
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| 407 | // axis = 1 (y-axis), axis = 2 (z-axis), -1 .. terminator. Is is always
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| 408 | // true that: min-vertex < max-vertex for all coordinates excluding axis
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| 409 | static const int bfaces[27][10];
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| 410 |
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| 411 | // The correct corners indexed starting from entry face to exit face
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| 412 | // first index determines entry face, second index exit face, and
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| 413 | // the two numbers (indx, inc) determines: ind = the index on the exit
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| 414 | // face, when starting from the vertex 0 on entry face, 'inc' is
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| 415 | // the increment when we go on entry face in order 0,1,2,3 to create
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| 416 | // convex shaft with the rectangle on exit face. That is, inc = -1 or 1.
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| 417 | static const int pairFaceRects[6][6][2];
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| 418 |
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| 419 | // The vertices that form CLOSEST points with respect to the region
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| 420 | // for all the regions possible, number of regions is 3^3 = 27,
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| 421 | // since two parallel sides of bbox forms three disjoint spaces.
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| 422 | // The vertices are given in anti-clockwise order, stopped by -1 elem,
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| 423 | // at most 8 points, at least 1 point.
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| 424 | static const int cvertices[27][9];
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| 425 | static const int csvertices[27][6];
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| 426 |
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| 427 | // The vertices that form FARTHEST points with respect to the region
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| 428 | // for all the regions possible, number of regions is 3^3 = 27,
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| 429 | // since two parallel sides of bbox forms three disjoint spaces.
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| 430 | // The vertices are given in anti-clockwise order, stopped by -1 elem,
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| 431 | // at most 8 points, at least 1 point.
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| 432 | static const int fvertices[27][9];
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| 433 | static const int fsvertices[27][9];
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| 434 |
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| 435 | // input and output operator with stream
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[2176] | 436 | friend std::ostream& operator<<(std::ostream &s, const AxisAlignedBox3 &A);
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| 437 | friend std::istream& operator>>(std::istream &s, AxisAlignedBox3 &A);
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[372] | 438 |
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| 439 | protected:
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| 440 | // definition of friend functions
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| 441 | friend class Ray;
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| 442 | };
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| 443 |
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| 444 | // --------------------------------------------------------------------------
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| 445 | // Implementation of inline (member) functions
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| 446 |
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| 447 | inline bool
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| 448 | Overlap(const AxisAlignedBox3 &x, const AxisAlignedBox3 &y)
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| 449 | {
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| 450 | if (x.mMax.x < y.mMin.x ||
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| 451 | x.mMin.x > y.mMax.x ||
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| 452 | x.mMax.y < y.mMin.y ||
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| 453 | x.mMin.y > y.mMax.y ||
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| 454 | x.mMax.z < y.mMin.z ||
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| 455 | x.mMin.z > y.mMax.z) {
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| 456 | return false;
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| 457 | }
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| 458 | return true;
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| 459 | }
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| 460 |
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| 461 | inline bool
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| 462 | OverlapS(const AxisAlignedBox3 &x, const AxisAlignedBox3 &y)
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| 463 | {
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| 464 | if (x.mMax.x <= y.mMin.x ||
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| 465 | x.mMin.x >= y.mMax.x ||
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| 466 | x.mMax.y <= y.mMin.y ||
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| 467 | x.mMin.y >= y.mMax.y ||
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| 468 | x.mMax.z <= y.mMin.z ||
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| 469 | x.mMin.z >= y.mMax.z) {
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| 470 | return false;
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| 471 | }
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| 472 | return true;
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| 473 | }
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| 474 |
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| 475 | inline bool
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| 476 | Overlap(const AxisAlignedBox3 &x, const AxisAlignedBox3 &y, float eps)
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| 477 | {
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| 478 | if ( (x.mMax.x - eps) < y.mMin.x ||
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| 479 | (x.mMin.x + eps) > y.mMax.x ||
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| 480 | (x.mMax.y - eps) < y.mMin.y ||
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| 481 | (x.mMin.y + eps) > y.mMax.y ||
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| 482 | (x.mMax.z - eps) < y.mMin.z ||
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| 483 | (x.mMin.z + eps) > y.mMax.z ) {
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| 484 | return false;
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| 485 | }
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| 486 | return true;
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| 487 | }
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| 488 |
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| 489 | inline AxisAlignedBox3
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| 490 | Intersect(const AxisAlignedBox3 &x, const AxisAlignedBox3 &y)
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| 491 | {
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| 492 | if (x.Unbounded())
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| 493 | return y;
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| 494 | else
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| 495 | if (y.Unbounded())
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| 496 | return x;
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| 497 | AxisAlignedBox3 ret = x;
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| 498 | if (Overlap(ret, y)) {
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| 499 | Maximize(ret.mMin, y.mMin);
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| 500 | Minimize(ret.mMax, y.mMax);
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| 501 | return ret;
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| 502 | }
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| 503 | else // Null intersection.
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| 504 | return AxisAlignedBox3(Vector3(0), Vector3(0));
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| 505 | // return AxisAlignedBox3(Vector3(0), Vector3(-1));
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| 506 | }
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| 507 |
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| 508 | inline AxisAlignedBox3
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| 509 | Union(const AxisAlignedBox3 &x, const AxisAlignedBox3 &y)
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| 510 | {
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| 511 | Vector3 min = x.mMin;
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| 512 | Vector3 max = x.mMax;
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| 513 | Minimize(min, y.mMin);
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| 514 | Maximize(max, y.mMax);
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| 515 | return AxisAlignedBox3(min, max);
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| 516 | }
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| 517 |
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| 518 | inline AxisAlignedBox3
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| 519 | Transform(const AxisAlignedBox3 &box, const Matrix4x4 &tform)
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| 520 | {
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| 521 | Vector3 mmin(MAXFLOAT);
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| 522 | Vector3 mmax(-MAXFLOAT);
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| 523 |
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| 524 | AxisAlignedBox3 ret(mmin, mmax);
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| 525 | ret.Include(tform * Vector3(box.mMin.x, box.mMin.y, box.mMin.z));
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| 526 | ret.Include(tform * Vector3(box.mMin.x, box.mMin.y, box.mMax.z));
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| 527 | ret.Include(tform * Vector3(box.mMin.x, box.mMax.y, box.mMin.z));
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| 528 | ret.Include(tform * Vector3(box.mMin.x, box.mMax.y, box.mMax.z));
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| 529 | ret.Include(tform * Vector3(box.mMax.x, box.mMin.y, box.mMin.z));
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| 530 | ret.Include(tform * Vector3(box.mMax.x, box.mMin.y, box.mMax.z));
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| 531 | ret.Include(tform * Vector3(box.mMax.x, box.mMax.y, box.mMin.z));
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| 532 | ret.Include(tform * Vector3(box.mMax.x, box.mMax.y, box.mMax.z));
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| 533 | return ret;
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| 534 | }
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| 535 |
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[870] | 536 | inline float RatioOfOverlap(const AxisAlignedBox3 &box1, const AxisAlignedBox3 &box2)
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[863] | 537 | {
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[870] | 538 | // return ratio of intersection to union
|
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| 539 | const AxisAlignedBox3 bisect = Intersect(box1, box2);
|
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| 540 | const AxisAlignedBox3 bunion = Union(box1, box2);
|
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| 541 |
|
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| 542 | return bisect.GetVolume() / bunion.GetVolume();
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[863] | 543 | }
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[372] | 544 |
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| 545 | inline int operator==(const AxisAlignedBox3 &A, const AxisAlignedBox3 &B)
|
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| 546 | {
|
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| 547 | return (A.mMin == B.mMin) && (A.mMax == B.mMax);
|
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| 548 | }
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| 549 |
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| 550 |
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[863] | 551 | }
|
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[372] | 552 |
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| 553 |
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| 554 | #endif
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