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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8 | #include "Containers.h"
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9 |
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10 | namespace GtpVisibilityPreprocessor {
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11 |
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12 | class Ray;
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13 | class Polygon3;
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14 | class Mesh;
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15 |
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16 | /**
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17 | CAABox 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 | protected:
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25 | Vector3 mMin, mMax;
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26 | public:
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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 | // AxisAlignedBox3(const Vector3 ¢er, const float radius):min(center - Vector3(radius)),
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36 | // max(center + Vector3(radius)) {}
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37 |
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38 | /** initialization to the non existing bounding box
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39 | */
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40 | void Initialize() {
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41 | mMin = Vector3(MAXFLOAT);
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42 | mMax = Vector3(-MAXFLOAT);
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43 | }
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44 |
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45 | /** The center of the box
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46 | */
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47 | Vector3 Center() const { return 0.5 * (mMin + mMax); }
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48 |
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49 | /** The diagonal of the box
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50 | */
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51 | Vector3 Diagonal() const { return (mMax -mMin); }
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52 |
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53 | float Center(const int axis) const {
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54 | return 0.5f * (mMin[axis] + mMax[axis]);
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55 | }
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56 |
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57 | float Min(const int axis) const {
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58 | return mMin[axis];
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59 | }
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60 |
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61 | float Max(const int axis) const {
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62 | return mMax[axis];
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63 | }
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64 |
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65 | float Size(const int axis) const {
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66 | return Max(axis) - Min(axis);
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67 | }
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68 |
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69 | // Read-only const access tomMin and max vectors using references
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70 | const Vector3& Min() const { return mMin;}
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71 | const Vector3& Max() const { return mMax;}
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72 |
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73 | void Enlarge (const Vector3 &v) {
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74 | mMax += v;
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75 | mMin -= v;
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76 | }
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77 |
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78 |
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79 | void SetMin(const Vector3 &v) {
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80 | mMin = v;
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81 | }
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82 |
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83 | void SetMax(const Vector3 &v) {
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84 | mMax = v;
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85 | }
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86 |
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87 | void SetMin(int axis, const float value) {
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88 | mMin[axis] = value;
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89 | }
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90 |
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91 | void SetMax(int axis, const float value) {
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92 | mMax[axis] = value;
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93 | }
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94 |
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95 | // Decrease box by given splitting plane
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96 | void Reduce(int axis, int right, float value) {
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97 | if ( (value >=mMin[axis]) && (value <= mMax[axis]) )
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98 | if (right)
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99 | mMin[axis] = value;
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100 | else
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101 | mMax[axis] = value;
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102 | }
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103 |
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104 |
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105 |
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106 | // the size of the box along all the axes
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107 | Vector3 Size() const { return mMax - mMin; }
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108 |
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109 | // Return whether the box is unbounded. Unbounded boxes appear
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110 | // when unbounded objects such as quadric surfaces are included.
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111 | bool Unbounded() const;
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112 |
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113 | // Expand the axis-aligned box to include the given object.
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114 | void Include(const Vector3 &newpt);
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115 | void Include(const Polygon3 &newpoly);
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116 | void Include(const AxisAlignedBox3 &bbox);
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117 | void Include (const PolygonContainer &polys);
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118 | void Include(Mesh *mesh);
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119 |
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120 | /** Expand the axis-aligned box to include given values in particular axis.
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121 | */
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122 | void Include(const int &axis, const float &newBound);
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123 |
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124 |
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125 | int
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126 | Side(const Plane3 &plane) const;
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127 |
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128 | // Overlap returns 1 if the two axis-aligned boxes overlap .. even weakly
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129 | friend inline bool Overlap(const AxisAlignedBox3 &, const AxisAlignedBox3 &);
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130 |
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131 | // Overlap returns 1 if the two axis-aligned boxes overlap .. only strongly
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132 | friend inline bool OverlapS(const AxisAlignedBox3 &,const AxisAlignedBox3 &);
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133 |
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134 | /** Overlap returns 1 if the two axis-aligned boxes overlap for a given
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135 | epsilon. If eps > 0.0, then the boxes has to have the real intersection
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136 | box, if eps < 0.0, then the boxes need not intersect really, they
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137 | can be at eps distance in the projection.
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138 | */
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139 | friend inline bool Overlap(const AxisAlignedBox3 &,
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140 | const AxisAlignedBox3 &,
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141 | float eps);
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142 |
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143 | /** Returns 'factor' of overlap of first box with the second box. i.e., a number
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144 | between 0 (no overlap) and 1 (same box).
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145 | */
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146 | friend inline float RatioOfOverlap(const AxisAlignedBox3 &, const AxisAlignedBox3 &);
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147 |
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148 | /** Includes returns true if a includes b (completely)
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149 | */
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150 | bool Includes(const AxisAlignedBox3 &b) const;
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151 |
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152 | virtual int IsInside(const Vector3 &v) const;
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153 |
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154 | /** Test if the box makes sense.
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155 | */
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156 | virtual bool IsCorrect();
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157 |
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158 | /** To answer true requires the box of real volume of non-zero value.
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159 | */
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160 | bool IsSingularOrIncorrect() const;
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161 |
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162 | /** When the box is not of non-zero or negative surface area.
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163 | */
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164 | bool IsCorrectAndNotPoint() const;
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165 |
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166 | /** Returns true when the box degenerates to a point.
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167 | */
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168 | bool IsPoint() const;
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169 |
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170 | /** Scales the box with the factor.
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171 | */
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172 | void Scale(const float scale) {
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173 | Vector3 newSize = Size()*(scale*0.5f);
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174 | Vector3 center = Center();
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175 | mMin = center - newSize;
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176 | mMax = center + newSize;
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177 | }
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178 |
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179 | /** Returns the square of the minimal and maximal distance to
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180 | a point on the box.
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181 | */
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182 | void
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183 | GetSqrDistances(const Vector3 &point,
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184 | float &minDistance,
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185 | float &maxDistance
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186 | ) const;
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187 |
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188 | // returns true, when the sphere specified by the origin and radius
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189 | // fully contains the box
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190 | bool IsFullyContainedInSphere(const Vector3 ¢er, float radius) const;
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191 |
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192 | // returns true, when the volume of the sphere and volume of the
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193 | // axis aligned box has no intersection
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194 | bool HasNoIntersectionWithSphere(const Vector3 ¢er,
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195 | float radius) const;
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196 |
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197 |
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198 | // Given a sphere described by the center and radius,
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199 | // the fullowing function returns:
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200 | // -1 ... the sphere and the box are completely separate
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201 | // 0 ... the sphere and the box only partially overlap
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202 | // 1 ... the sphere contains fully the box
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203 | // Note: the case when box fully contains the sphere is not reported
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204 | // since it was not required.
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205 | int MutualPositionWithSphere(const Vector3 ¢er, float radius) const;
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206 |
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207 | // Given a cube described by the center and half-size (radius),
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208 | // the following function returns:
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209 | // -1 ... the cube and the box are completely separate
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210 | // 0 ... the cube and the box only partially overlap
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211 | // 1 ... the cube contains fully the box
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212 | int MutualPositionWithCube(const Vector3 ¢er, float halfSize) const;
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213 |
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214 |
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215 | Vector3 GetRandomPoint() const {
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216 | Vector3 size = Size();
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217 | return mMin + Vector3(RandomValue(0.0f, size.x),
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218 | RandomValue(0.0f, size.y),
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219 | RandomValue(0.0f, size.z));
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220 | }
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221 |
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222 |
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223 | Vector3 GetPoint(const Vector3 &p) const {
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224 | return mMin + p*Size();
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225 | }
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226 |
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227 | // Returns the smallest axis-aligned box that includes all points
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228 | // inside the two given boxes.
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229 | friend inline AxisAlignedBox3 Union(const AxisAlignedBox3 &x,
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230 | const AxisAlignedBox3 &y);
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231 |
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232 | // Returns the intersection of two axis-aligned boxes.
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233 | friend inline AxisAlignedBox3 Intersect(const AxisAlignedBox3 &x,
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234 | const AxisAlignedBox3 &y);
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235 |
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236 | // Given 4x4 matrix, transform the current box to new one.
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237 | friend inline AxisAlignedBox3 Transform(const AxisAlignedBox3 &box,
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238 | const Matrix4x4 &tform);
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239 |
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240 |
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241 | // returns true when two boxes are completely equal
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242 | friend inline int operator== (const AxisAlignedBox3 &A, const AxisAlignedBox3 &B);
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243 |
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244 | virtual float SurfaceArea() const;
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245 | virtual float GetVolume() const {
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246 | return (mMax.x - mMin.x) * (mMax.y - mMin.y) * (mMax.z - mMin.z);
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247 | }
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248 |
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249 | // Six faces are distuinguished by their name.
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250 | enum EFaces { ID_Back = 0, ID_Left = 1, ID_Bottom = 2, ID_Front = 3,
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251 | ID_Right = 4, ID_Top = 5};
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252 |
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253 | int
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254 | ComputeMinMaxT(const Vector3 &origin,
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255 | const Vector3 &direction,
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256 | float *tmin,
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257 | float *tmax) const;
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258 |
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259 | // Compute tmin and tmax for a ray, whenever required .. need not pierce box
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260 | int ComputeMinMaxT(const Ray &ray, float *tmin, float *tmax) const;
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261 |
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262 | // Compute tmin and tmax for a ray, whenever required .. need not pierce box
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263 | int ComputeMinMaxT(const Ray &ray,
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264 | float *tmin,
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265 | float *tmax,
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266 | EFaces &entryFace,
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267 | EFaces &exitFace) const;
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268 |
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269 | // If a ray pierces the box .. returns 1, otherwise 0.
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270 | // Computes the signed distances for case: tmin < tmax and tmax > 0
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271 | int GetMinMaxT(const Ray &ray, float *tmin, float *tmax) const;
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272 | // computes the signed distances for case: tmin < tmax and tmax > 0
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273 | int GetMinMaxT(const Ray &ray, float *tmin, float *tmax,
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274 | EFaces &entryFace, EFaces &exitFace) const;
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275 |
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276 | // Writes a brief description of the object, indenting by the given
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277 | // number of spaces first.
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278 | virtual void Describe(ostream& app, int ind) const;
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279 |
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280 | // For edge .. number <0..11> returns two incident vertices
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281 | void GetEdge(const int edge, Vector3 *a, Vector3 *b) const;
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282 |
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283 | // Compute the coordinates of one vertex of the box for 0/1 in each axis
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284 | // 0 .. smaller coordinates, 1 .. large coordinates
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285 | Vector3 GetVertex(int xAxis, int yAxis, int zAxis) const;
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286 |
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287 | // Compute the vertex for number N=<0..7>, N = 4*x + 2*y + z, where
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288 | // x,y,z are either 0 or 1; (0 .. lower coordinate, 1 .. large coordinate)
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289 | // (xmin,ymin, zmin) .. N = 0, (xmax, ymax, zmax) .. N= 7
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290 | void GetVertex(const int N, Vector3 &vertex) const;
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291 |
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292 | Vector3 GetVertex(const int N) const {
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293 | Vector3 v;
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294 | GetVertex(N, v);
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295 | return v;
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296 | }
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297 |
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298 | // Returns 1, if the box includes on arbitrary face a given box
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299 | int IsPiercedByBox(const AxisAlignedBox3 &box, int &axis) const;
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300 |
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301 |
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302 | int GetFaceVisibilityMask(const Vector3 &position) const;
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303 | int GetFaceVisibilityMask(const Rectangle3 &rectangle) const;
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304 |
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305 | Rectangle3 GetFace(const int face) const;
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306 |
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307 | /** Extracts plane of bounding box.
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308 | */
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309 | Plane3 GetPlane(const int face) const;
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310 |
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311 | // For a given point returns the region, where the point is located
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312 | // there are 27 regions (0..26) .. determined by the planes embedding in the
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313 | // sides of the bounding box (0 .. lower the position of the box,
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314 | // 1 .. inside the box, 2 .. greater than box). The region number is given as
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315 | // R = 9*x + 3*y + z ; e.g. region .. inside the box is 13.
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316 | int GetRegionID(const Vector3 &point) const;
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317 |
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318 | // Set the corner point of rectangle on the face of bounding box
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319 | // given by the index number and the rectangle lying on this face
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320 | // void GetFaceRectCorner(const CRectLeaf2D *rect, EFaces faceIndx,
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321 | // const int &cornerIndx, Vector3 &cornerPoint);
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322 |
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323 | // Project the box to a plane given a normal vector of this plane. Computes
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324 | // the surface area of projected silhouettes for parallel projection.
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325 | float ProjectToPlaneSA(const Vector3 &normal) const;
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326 |
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327 | // Computes projected surface area of the box to a given viewing plane
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328 | // given a viewpoint. This corresponds the probability, the box will
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329 | // be hit by the ray .. moreover returns .. the region number (0-26).
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330 | // the function supposes all the points lie of the box lies in the viewing
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331 | // frustrum !!! The positive halfspace of viewplane has to contain
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332 | // viewpoint. "projectionType" == 0 .. perspective projection,
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333 | // == 1 .. parallel projection.
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334 | float ProjectToPlaneSA(const Plane3 &viewplane,
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335 | const Vector3 &viewpoint,
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336 | int *tcase,
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337 | const float &maxSA,
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338 | int projectionType) const;
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339 |
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340 | // Computes projected surface area of the box to a given viewing plane
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341 | // and viewpoint. It clipps the area by all the planes given .. they should
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342 | // define the viewing frustrum. Variable tclip defines, which planes are
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343 | // used for clipping, parameter 31 is the most general, clip all the plane.
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344 | // 1 .. clip left, 2 .. clip top, 4 .. clip right, 8 .. clip bottom,
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345 | // 16 .. clip supporting plane(its normal towards the viewing frustrum).
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346 | // "typeProjection" == 0 .. perspective projection,
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347 | // == 1 .. parallel projection
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348 | float ProjectToPlaneSA(const Plane3 &viewplane,
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349 | const Vector3 &viewpoint,
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350 | int *tcase, int &tclip,
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351 | const Plane3 &leftPlane,
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352 | const Plane3 &topPlane,
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353 | const Plane3 &rightPlane,
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354 | const Plane3 &bottomPlane,
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355 | const Plane3 &suppPlane,
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356 | const float &maxSA,
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357 | int typeProjection) const;
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358 |
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359 | // Projects the box to a unit sphere enclosing a given viewpoint and
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360 | // returns the solid angle of the box projected to a unit sphere
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361 | float ProjectToSphereSA(const Vector3 &viewpoint, int *tcase) const;
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362 |
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363 | /** Returns vertex indices of edge.
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364 | */
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365 | void GetEdge(const int edge, int &aIdx, int &bIdx) const;
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366 |
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367 | /** Computes cross section of plane with box (i.e., bounds box).
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368 | @returns the cross section
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369 | */
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370 | Polygon3 *CrossSection(const Plane3 &plane) const;
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371 |
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372 | /** Computes minimal and maximal t of ray, including the object intersections.
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373 | @returns true if ray hits the bounding box.
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374 | */
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375 | bool GetRaySegment(const Ray &ray, float &minT, float &maxT) const;
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376 |
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377 | /** If the boxes are intersecting on a common face, this function
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378 | returns the face intersection, false otherwise.
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379 |
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380 | @param neighbour the neighbouring box intersecting with this box.
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381 | */
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382 | bool GetIntersectionFace(Rectangle3 &face,
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383 | const AxisAlignedBox3 &neighbour) const;
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384 |
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385 | /** Includes the box faces to the mesh description
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386 | */
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387 | friend void IncludeBoxInMesh(const AxisAlignedBox3 &box, Mesh &mesh);
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388 |
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389 | /** Box faces are turned into polygons.
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390 | */
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391 | void ExtractPolys(PolygonContainer &polys) const;
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392 |
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393 | /** Splits the box into two separate boxes with respect to the split plane
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394 | */
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395 | void Split(const int axis, const float value, AxisAlignedBox3 &left, AxisAlignedBox3 &right) const;
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396 |
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397 | #define __EXTENT_HACK
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398 | // get the extent of face
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399 | float GetExtent(const int &face) const {
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400 | #if defined(__EXTENT_HACK) && defined(__VECTOR_HACK)
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401 | return mMin[face];
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402 | #else
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403 | if (face < 3)
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404 | return mMin[face];
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405 | else
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406 | return mMax[face-3];
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407 | #endif
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408 | }
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409 |
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410 | // The vertices that form boundaries of the projected bounding box
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411 | // for all the regions possible, number of regions is 3^3 = 27,
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412 | // since two parallel sides of bbox forms three disjoint spaces
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413 | // the vertices are given in anti-clockwise order .. stopped by -1 elem.
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414 | static const int bvertices[27][9];
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415 |
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416 | // The list of all faces visible from a given region (except region 13)
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417 | // the faces are identified by triple: (axis, min-vertex, max-vertex),
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418 | // that is maximaly three triples are defined. axis = 0 (x-axis),
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419 | // axis = 1 (y-axis), axis = 2 (z-axis), -1 .. terminator. Is is always
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420 | // true that: min-vertex < max-vertex for all coordinates excluding axis
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421 | static const int bfaces[27][10];
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422 |
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423 | // The correct corners indexed starting from entry face to exit face
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424 | // first index determines entry face, second index exit face, and
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425 | // the two numbers (indx, inc) determines: ind = the index on the exit
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426 | // face, when starting from the vertex 0 on entry face, 'inc' is
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427 | // the increment when we go on entry face in order 0,1,2,3 to create
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428 | // convex shaft with the rectangle on exit face. That is, inc = -1 or 1.
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429 | static const int pairFaceRects[6][6][2];
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430 |
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431 | // The vertices that form CLOSEST points with respect to the region
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432 | // for all the regions possible, number of regions is 3^3 = 27,
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433 | // since two parallel sides of bbox forms three disjoint spaces.
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434 | // The vertices are given in anti-clockwise order, stopped by -1 elem,
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435 | // at most 8 points, at least 1 point.
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436 | static const int cvertices[27][9];
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437 | static const int csvertices[27][6];
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438 |
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439 | // The vertices that form FARTHEST points with respect to the region
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440 | // for all the regions possible, number of regions is 3^3 = 27,
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441 | // since two parallel sides of bbox forms three disjoint spaces.
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442 | // The vertices are given in anti-clockwise order, stopped by -1 elem,
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443 | // at most 8 points, at least 1 point.
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444 | static const int fvertices[27][9];
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445 | static const int fsvertices[27][9];
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446 |
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447 | // input and output operator with stream
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448 | friend ostream& operator<<(ostream &s, const AxisAlignedBox3 &A);
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449 | friend istream& operator>>(istream &s, AxisAlignedBox3 &A);
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450 |
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451 | protected:
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452 | // definition of friend functions
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453 | friend class Ray;
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454 | };
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455 |
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456 | // --------------------------------------------------------------------------
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457 | // Implementation of inline (member) functions
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458 |
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459 | inline bool
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460 | Overlap(const AxisAlignedBox3 &x, const AxisAlignedBox3 &y)
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461 | {
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462 | if (x.mMax.x < y.mMin.x ||
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463 | x.mMin.x > y.mMax.x ||
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464 | x.mMax.y < y.mMin.y ||
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465 | x.mMin.y > y.mMax.y ||
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466 | x.mMax.z < y.mMin.z ||
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467 | x.mMin.z > y.mMax.z) {
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468 | return false;
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469 | }
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470 | return true;
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471 | }
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472 |
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473 | inline bool
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474 | OverlapS(const AxisAlignedBox3 &x, const AxisAlignedBox3 &y)
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475 | {
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476 | if (x.mMax.x <= y.mMin.x ||
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477 | x.mMin.x >= y.mMax.x ||
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478 | x.mMax.y <= y.mMin.y ||
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479 | x.mMin.y >= y.mMax.y ||
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480 | x.mMax.z <= y.mMin.z ||
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481 | x.mMin.z >= y.mMax.z) {
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482 | return false;
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483 | }
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484 | return true;
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485 | }
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486 |
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487 | inline bool
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488 | Overlap(const AxisAlignedBox3 &x, const AxisAlignedBox3 &y, float eps)
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489 | {
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490 | if ( (x.mMax.x - eps) < y.mMin.x ||
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491 | (x.mMin.x + eps) > y.mMax.x ||
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492 | (x.mMax.y - eps) < y.mMin.y ||
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493 | (x.mMin.y + eps) > y.mMax.y ||
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494 | (x.mMax.z - eps) < y.mMin.z ||
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495 | (x.mMin.z + eps) > y.mMax.z ) {
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496 | return false;
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497 | }
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498 | return true;
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499 | }
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500 |
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501 | inline AxisAlignedBox3
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502 | Intersect(const AxisAlignedBox3 &x, const AxisAlignedBox3 &y)
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503 | {
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504 | if (x.Unbounded())
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505 | return y;
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506 | else
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507 | if (y.Unbounded())
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508 | return x;
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509 | AxisAlignedBox3 ret = x;
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510 | if (Overlap(ret, y)) {
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511 | Maximize(ret.mMin, y.mMin);
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512 | Minimize(ret.mMax, y.mMax);
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513 | return ret;
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514 | }
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515 | else // Null intersection.
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516 | return AxisAlignedBox3(Vector3(0), Vector3(0));
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517 | // return AxisAlignedBox3(Vector3(0), Vector3(-1));
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518 | }
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519 |
|
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520 | inline AxisAlignedBox3
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521 | Union(const AxisAlignedBox3 &x, const AxisAlignedBox3 &y)
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522 | {
|
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523 | Vector3 min = x.mMin;
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524 | Vector3 max = x.mMax;
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525 | Minimize(min, y.mMin);
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526 | Maximize(max, y.mMax);
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527 | return AxisAlignedBox3(min, max);
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528 | }
|
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529 |
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530 | inline AxisAlignedBox3
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531 | Transform(const AxisAlignedBox3 &box, const Matrix4x4 &tform)
|
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532 | {
|
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533 | Vector3 mmin(MAXFLOAT);
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534 | Vector3 mmax(-MAXFLOAT);
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535 |
|
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536 | AxisAlignedBox3 ret(mmin, mmax);
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537 | ret.Include(tform * Vector3(box.mMin.x, box.mMin.y, box.mMin.z));
|
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538 | ret.Include(tform * Vector3(box.mMin.x, box.mMin.y, box.mMax.z));
|
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539 | ret.Include(tform * Vector3(box.mMin.x, box.mMax.y, box.mMin.z));
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540 | ret.Include(tform * Vector3(box.mMin.x, box.mMax.y, box.mMax.z));
|
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541 | ret.Include(tform * Vector3(box.mMax.x, box.mMin.y, box.mMin.z));
|
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542 | ret.Include(tform * Vector3(box.mMax.x, box.mMin.y, box.mMax.z));
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543 | ret.Include(tform * Vector3(box.mMax.x, box.mMax.y, box.mMin.z));
|
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544 | ret.Include(tform * Vector3(box.mMax.x, box.mMax.y, box.mMax.z));
|
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545 | return ret;
|
---|
546 | }
|
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547 |
|
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548 | inline float RatioOfOverlap(const AxisAlignedBox3 &box1, const AxisAlignedBox3 &box2)
|
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549 | {
|
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550 | // return ratio of intersection to union
|
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551 | const AxisAlignedBox3 bisect = Intersect(box1, box2);
|
---|
552 | const AxisAlignedBox3 bunion = Union(box1, box2);
|
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553 |
|
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554 | return bisect.GetVolume() / bunion.GetVolume();
|
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555 | }
|
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556 |
|
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557 | inline int operator==(const AxisAlignedBox3 &A, const AxisAlignedBox3 &B)
|
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558 | {
|
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559 | return (A.mMin == B.mMin) && (A.mMax == B.mMax);
|
---|
560 | }
|
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561 |
|
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562 |
|
---|
563 | }
|
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564 |
|
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565 |
|
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566 | #endif
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