1 | #ifndef _AxisAlignedBox3_H__ |
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2 | #define _AxisAlignedBox3_H__ |
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3 | |
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4 | |
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5 | #include "Matrix4x4.h" |
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6 | #include "Vector3.h" |
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7 | #include "Plane3.h" |
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8 | |
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9 | class Plane3; |
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10 | class Ray; |
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11 | |
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12 | |
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13 | // -------------------------------------------------------- |
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14 | // CAABox class. |
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15 | // This is a box in 3-space, defined by min and max |
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16 | // corner vectors. Many useful operations are defined |
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17 | // on this |
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18 | // -------------------------------------------------------- |
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19 | class AxisAlignedBox3 |
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20 | { |
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21 | protected: |
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22 | Vector3 mMin, mMax; |
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23 | public: |
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24 | // Constructors. |
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25 | AxisAlignedBox3() { } |
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26 | AxisAlignedBox3(const Vector3 &nMin, const Vector3 &nMax) |
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27 | { |
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28 | mMin = nMin; mMax = nMax; |
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29 | } |
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30 | |
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31 | // AxisAlignedBox3(const Vector3 ¢er, const float radius):min(center - Vector3(radius)), |
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32 | // max(center + Vector3(radius)) {} |
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33 | |
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34 | // initialization to the non existing bounding box |
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35 | void Initialize() { |
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36 | mMin = Vector3(MAXFLOAT); |
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37 | mMax = Vector3(-MAXFLOAT); |
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38 | } |
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39 | |
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40 | // The center of the box |
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41 | Vector3 Center() const { return 0.5 * (mMin + mMax); } |
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42 | |
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43 | // The diagonal of the box |
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44 | Vector3 Diagonal() const { return (mMax -mMin); } |
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45 | |
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46 | float Center(const int axis) const { |
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47 | return 0.5 * (mMin[axis] + mMax[axis]); |
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48 | } |
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49 | |
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50 | float Min(const int axis) const { |
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51 | return mMin[axis]; |
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52 | } |
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53 | |
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54 | float Max(const int axis) const { |
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55 | return mMax[axis]; |
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56 | } |
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57 | |
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58 | // Read-only const access tomMin and max vectors using references |
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59 | const Vector3& Min() const { return mMin;} |
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60 | const Vector3& Max() const { return mMax;} |
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61 | |
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62 | void Enlarge (const Vector3 &v) { |
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63 | mMax += v; |
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64 | mMin -= v; |
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65 | } |
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66 | |
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67 | void SetMin(int axis, const float value) { |
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68 | mMin[axis] = value; |
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69 | } |
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70 | |
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71 | void SetMax(int axis, const float value) { |
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72 | mMax[axis] = value; |
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73 | } |
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74 | |
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75 | // Decrease box by given splitting plane |
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76 | void Reduce(int axis, int right, float value) { |
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77 | if ( (value >=mMin[axis]) && (value <= mMax[axis]) ) |
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78 | if (right) |
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79 | mMin[axis] = value; |
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80 | else |
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81 | mMax[axis] = value; |
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82 | } |
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83 | |
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84 | // the size of the box along all the axes |
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85 | Vector3 Size() const { return mMax -mMin; } |
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86 | |
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87 | // Return whether the box is unbounded. Unbounded boxes appear |
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88 | // when unbounded objects such as quadric surfaces are included. |
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89 | bool Unbounded() const; |
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90 | |
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91 | // Expand the axis-aligned box to include the given object. |
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92 | void Include(const Vector3 &newpt); |
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93 | void Include(const AxisAlignedBox3 &bbox); |
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94 | // Expand the axis-aligned box to include given values in particular axis |
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95 | void Include(const int &axis, const float &newBound); |
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96 | |
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97 | |
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98 | |
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99 | // Overlap returns 1 if the two axis-aligned boxes overlap .. even weakly |
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100 | friend inline bool Overlap(const AxisAlignedBox3 &, const AxisAlignedBox3 &); |
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101 | |
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102 | // Overlap returns 1 if the two axis-aligned boxes overlap .. only strongly |
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103 | friend inline bool OverlapS(const AxisAlignedBox3 &,const AxisAlignedBox3 &); |
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104 | |
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105 | // Overlap returns 1 if the two axis-aligned boxes overlap for a given |
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106 | // epsilon. If eps > 0.0, then the boxes has to have the real intersection |
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107 | // box, if eps < 0.0, then the boxes need not intersect really, they |
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108 | // can be at eps distance in the projection |
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109 | friend inline bool Overlap(const AxisAlignedBox3 &, |
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110 | const AxisAlignedBox3 &, |
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111 | float eps); |
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112 | |
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113 | // Includes returns true if a includes b (completely |
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114 | bool Includes(const AxisAlignedBox3 &b) const; |
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115 | |
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116 | virtual int IsInside(const Vector3 &v) const; |
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117 | |
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118 | // Test if the box is really sensefull |
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119 | virtual bool IsCorrect(); |
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120 | |
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121 | // To answer true requires the box of real volume of non-zero value |
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122 | bool IsSingularOrIncorrect() const; |
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123 | |
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124 | // When the box is not of non-zero or negative surface area |
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125 | bool IsCorrectAndNotPoint() const; |
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126 | |
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127 | // Returns true when the box degenerates to a point |
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128 | bool IsPoint() const; |
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129 | |
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130 | void |
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131 | GetSqrDistances(const Vector3 &point, |
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132 | float &minDistance, |
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133 | float &maxDistance |
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134 | ) const; |
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135 | |
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136 | // returns true, when the sphere specified by the origin and radius |
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137 | // fully contains the box |
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138 | bool IsFullyContainedInSphere(const Vector3 ¢er, float radius) const; |
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139 | |
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140 | // returns true, when the volume of the sphere and volume of the |
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141 | // axis aligned box has no intersection |
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142 | bool HasNoIntersectionWithSphere(const Vector3 ¢er, |
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143 | float radius) const; |
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144 | |
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145 | |
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146 | // Given a sphere described by the center and radius, |
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147 | // the fullowing function returns: |
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148 | // -1 ... the sphere and the box are completely separate |
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149 | // 0 ... the sphere and the box only partially overlap |
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150 | // 1 ... the sphere contains fully the box |
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151 | // Note: the case when box fully contains the sphere is not reported |
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152 | // since it was not required. |
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153 | int MutualPositionWithSphere(const Vector3 ¢er, float radius) const; |
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154 | |
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155 | // Given a cube described by the center and half-size (radius), |
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156 | // the following function returns: |
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157 | // -1 ... the cube and the box are completely separate |
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158 | // 0 ... the cube and the box only partially overlap |
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159 | // 1 ... the cube contains fully the box |
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160 | int MutualPositionWithCube(const Vector3 ¢er, float halfSize) const; |
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161 | |
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162 | // Returns the smallest axis-aligned box that includes all points |
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163 | // inside the two given boxes. |
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164 | friend inline AxisAlignedBox3 Union(const AxisAlignedBox3 &x, |
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165 | const AxisAlignedBox3 &y); |
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166 | |
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167 | // Returns the intersection of two axis-aligned boxes. |
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168 | friend inline AxisAlignedBox3 Intersect(const AxisAlignedBox3 &x, |
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169 | const AxisAlignedBox3 &y); |
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170 | |
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171 | // Given 4x4 matrix, transform the current box to new one. |
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172 | friend inline AxisAlignedBox3 Transform(const AxisAlignedBox3 &box, |
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173 | const Matrix4x4 &tform); |
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174 | |
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175 | // returns true when two boxes are completely equal |
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176 | friend inline int operator== (const AxisAlignedBox3 &A, const AxisAlignedBox3 &B); |
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177 | |
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178 | virtual float SurfaceArea() const; |
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179 | virtual float GetVolume() const { |
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180 | return (mMax.x -mMin.x) * (mMax.y -mMin.y) * (mMax.z - mMin.z); |
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181 | } |
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182 | |
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183 | // Six faces are distuinguished by their name. |
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184 | enum EFaces { ID_Back = 0, ID_Left = 1, ID_Bottom = 2, ID_Front = 3, |
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185 | ID_Right = 4, ID_Top = 5}; |
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186 | |
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187 | // Compute tmin and tmax for a ray, whenever required .. need not pierce box |
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188 | int ComputeMinMaxT(const Ray &ray, float *tmin, float *tmax) const; |
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189 | |
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190 | // Compute tmin and tmax for a ray, whenever required .. need not pierce box |
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191 | int ComputeMinMaxT(const Ray &ray, float *tmin, float *tmax, |
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192 | EFaces &entryFace, EFaces &exitFace) const; |
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193 | |
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194 | // If a ray pierces the box .. returns 1, otherwise 0. |
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195 | // Computes the signed distances for case: tmin < tmax and tmax > 0 |
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196 | int GetMinMaxT(const Ray &ray, float *tmin, float *tmax) const; |
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197 | // computes the signed distances for case: tmin < tmax and tmax > 0 |
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198 | int GetMinMaxT(const Ray &ray, float *tmin, float *tmax, |
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199 | EFaces &entryFace, EFaces &exitFace) const; |
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200 | |
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201 | // Writes a brief description of the object, indenting by the given |
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202 | // number of spaces first. |
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203 | virtual void Describe(ostream& app, int ind) const; |
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204 | |
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205 | // For edge .. number <0..11> returns two incident vertices |
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206 | void GetEdge(const int edge, Vector3 *a, Vector3 *b) const; |
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207 | |
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208 | // Compute the coordinates of one vertex of the box for 0/1 in each axis |
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209 | // 0 .. smaller coordinates, 1 .. large coordinates |
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210 | Vector3 GetVertex(int xAxis, int yAxis, int zAxis) const; |
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211 | |
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212 | // Compute the vertex for number N=<0..7>, N = 4*x + 2*y + z, where |
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213 | // x,y,z are either 0 or 1; (0 .. lower coordinate, 1 .. large coordinate) |
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214 | // (xmin,ymin, zmin) .. N = 0, (xmax, ymax, zmax) .. N= 7 |
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215 | void GetVertex(int N, Vector3 &vertex) const; |
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216 | |
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217 | // Returns 1, if the box includes on arbitrary face a given box |
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218 | int IsPiercedByBox(const AxisAlignedBox3 &box, int &axis) const; |
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219 | |
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220 | // For a given point returns the region, where the point is located |
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221 | // there are 27 regions (0..26) .. determined by the planes embedding in the |
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222 | // sides of the bounding box (0 .. lower the position of the box, |
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223 | // 1 .. inside the box, 2 .. greater than box). The region number is given as |
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224 | // R = 9*x + 3*y + z ; e.g. region .. inside the box is 13. |
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225 | int GetRegionID(const Vector3 &point) const; |
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226 | |
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227 | // Set the corner point of rectangle on the face of bounding box |
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228 | // given by the index number and the rectangle lying on this face |
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229 | // void GetFaceRectCorner(const CRectLeaf2D *rect, EFaces faceIndx, |
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230 | // const int &cornerIndx, Vector3 &cornerPoint); |
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231 | |
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232 | // Project the box to a plane given a normal vector of this plane. Computes |
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233 | // the surface area of projected silhouettes for parallel projection. |
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234 | float ProjectToPlaneSA(const Vector3 &normal) const; |
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235 | |
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236 | // Computes projected surface area of the box to a given viewing plane |
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237 | // given a viewpoint. This corresponds the probability, the box will |
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238 | // be hit by the ray .. moreover returns .. the region number (0-26). |
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239 | // the function supposes all the points lie of the box lies in the viewing |
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240 | // frustrum !!! The positive halfspace of viewplane has to contain |
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241 | // viewpoint. "projectionType" == 0 .. perspective projection, |
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242 | // == 1 .. parallel projection. |
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243 | float ProjectToPlaneSA(const Plane3 &viewplane, |
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244 | const Vector3 &viewpoint, |
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245 | int *tcase, |
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246 | const float &maxSA, |
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247 | int projectionType) const; |
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248 | |
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249 | // Computes projected surface area of the box to a given viewing plane |
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250 | // and viewpoint. It clipps the area by all the planes given .. they should |
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251 | // define the viewing frustrum. Variable tclip defines, which planes are |
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252 | // used for clipping, parameter 31 is the most general, clip all the plane. |
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253 | // 1 .. clip left, 2 .. clip top, 4 .. clip right, 8 .. clip bottom, |
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254 | // 16 .. clip supporting plane(its normal towards the viewing frustrum). |
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255 | // "typeProjection" == 0 .. perspective projection, |
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256 | // == 1 .. parallel projection |
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257 | float ProjectToPlaneSA(const Plane3 &viewplane, |
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258 | const Vector3 &viewpoint, |
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259 | int *tcase, int &tclip, |
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260 | const Plane3 &leftPlane, |
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261 | const Plane3 &topPlane, |
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262 | const Plane3 &rightPlane, |
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263 | const Plane3 &bottomPlane, |
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264 | const Plane3 &suppPlane, |
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265 | const float &maxSA, |
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266 | int typeProjection) const; |
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267 | |
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268 | // Projects the box to a unit sphere enclosing a given viewpoint and |
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269 | // returns the solid angle of the box projected to a unit sphere |
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270 | float ProjectToSphereSA(const Vector3 &viewpoint, int *tcase) const; |
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271 | |
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272 | |
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273 | #define __EXTENT_HACK |
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274 | // get the extent of face |
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275 | float GetExtent(const int &face) const { |
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276 | #if defined(__EXTENT_HACK) && defined(__VECTOR_HACK) |
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277 | return mMin[face]; |
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278 | #else |
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279 | if (face < 3) |
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280 | return mMin[face]; |
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281 | else |
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282 | return mMax[face-3]; |
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283 | #endif |
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284 | } |
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285 | |
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286 | // The vertices that form boundaries of the projected bounding box |
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287 | // for all the regions possible, number of regions is 3^3 = 27, |
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288 | // since two parallel sides of bbox forms three disjoint spaces |
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289 | // the vertices are given in anti-clockwise order .. stopped by -1 elem. |
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290 | static const int bvertices[27][9]; |
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291 | |
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292 | // The list of all faces visible from a given region (except region 13) |
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293 | // the faces are identified by triple: (axis, min-vertex, max-vertex), |
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294 | // that is maximaly three triples are defined. axis = 0 (x-axis), |
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295 | // axis = 1 (y-axis), axis = 2 (z-axis), -1 .. terminator. Is is always |
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296 | // true that: min-vertex < max-vertex for all coordinates excluding axis |
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297 | static const int bfaces[27][10]; |
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298 | |
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299 | // The correct corners indexed starting from entry face to exit face |
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300 | // first index determines entry face, second index exit face, and |
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301 | // the two numbers (indx, inc) determines: ind = the index on the exit |
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302 | // face, when starting from the vertex 0 on entry face, 'inc' is |
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303 | // the increment when we go on entry face in order 0,1,2,3 to create |
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304 | // convex shaft with the rectangle on exit face. That is, inc = -1 or 1. |
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305 | static const int pairFaceRects[6][6][2]; |
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306 | |
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307 | // The vertices that form CLOSEST points with respect to the region |
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308 | // for all the regions possible, number of regions is 3^3 = 27, |
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309 | // since two parallel sides of bbox forms three disjoint spaces. |
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310 | // The vertices are given in anti-clockwise order, stopped by -1 elem, |
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311 | // at most 8 points, at least 1 point. |
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312 | static const int cvertices[27][9]; |
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313 | static const int csvertices[27][6]; |
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314 | |
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315 | // The vertices that form FARTHEST points with respect to the region |
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316 | // for all the regions possible, number of regions is 3^3 = 27, |
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317 | // since two parallel sides of bbox forms three disjoint spaces. |
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318 | // The vertices are given in anti-clockwise order, stopped by -1 elem, |
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319 | // at most 8 points, at least 1 point. |
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320 | static const int fvertices[27][9]; |
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321 | static const int fsvertices[27][9]; |
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322 | |
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323 | // input and output operator with stream |
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324 | friend ostream& operator<<(ostream &s, const AxisAlignedBox3 &A); |
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325 | friend istream& operator>>(istream &s, AxisAlignedBox3 &A); |
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326 | |
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327 | protected: |
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328 | // definition of friend functions |
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329 | friend class Ray; |
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330 | }; |
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331 | |
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332 | // -------------------------------------------------------------------------- |
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333 | // Implementation of inline (member) functions |
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334 | |
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335 | inline bool |
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336 | Overlap(const AxisAlignedBox3 &x, const AxisAlignedBox3 &y) |
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337 | { |
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338 | if (x.mMax.x < y.mMin.x || |
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339 | x.mMin.x > y.mMax.x || |
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340 | x.mMax.y < y.mMin.y || |
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341 | x.mMin.y > y.mMax.y || |
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342 | x.mMax.z < y.mMin.z || |
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343 | x.mMin.z > y.mMax.z) { |
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344 | return false; |
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345 | } |
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346 | return true; |
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347 | } |
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348 | |
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349 | inline bool |
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350 | OverlapS(const AxisAlignedBox3 &x, const AxisAlignedBox3 &y) |
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351 | { |
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352 | if (x.mMax.x <= y.mMin.x || |
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353 | x.mMin.x >= y.mMax.x || |
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354 | x.mMax.y <= y.mMin.y || |
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355 | x.mMin.y >= y.mMax.y || |
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356 | x.mMax.z <= y.mMin.z || |
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357 | x.mMin.z >= y.mMax.z) { |
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358 | return false; |
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359 | } |
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360 | return true; |
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361 | } |
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362 | |
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363 | inline bool |
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364 | Overlap(const AxisAlignedBox3 &x, const AxisAlignedBox3 &y, float eps) |
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365 | { |
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366 | if ( (x.mMax.x - eps) < y.mMin.x || |
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367 | (x.mMin.x + eps) > y.mMax.x || |
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368 | (x.mMax.y - eps) < y.mMin.y || |
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369 | (x.mMin.y + eps) > y.mMax.y || |
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370 | (x.mMax.z - eps) < y.mMin.z || |
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371 | (x.mMin.z + eps) > y.mMax.z ) { |
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372 | return false; |
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373 | } |
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374 | return true; |
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375 | } |
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376 | |
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377 | inline AxisAlignedBox3 |
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378 | Intersect(const AxisAlignedBox3 &x, const AxisAlignedBox3 &y) |
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379 | { |
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380 | if (x.Unbounded()) |
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381 | return y; |
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382 | else |
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383 | if (y.Unbounded()) |
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384 | return x; |
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385 | AxisAlignedBox3 ret = x; |
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386 | if (Overlap(ret, y)) { |
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387 | Maximize(ret.mMin, y.mMin); |
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388 | Minimize(ret.mMax, y.mMax); |
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389 | return ret; |
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390 | } |
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391 | else // Null intersection. |
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392 | return AxisAlignedBox3(Vector3(0), Vector3(0)); |
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393 | // return AxisAlignedBox3(Vector3(0), Vector3(-1)); |
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394 | } |
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395 | |
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396 | inline AxisAlignedBox3 |
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397 | Union(const AxisAlignedBox3 &x, const AxisAlignedBox3 &y) |
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398 | { |
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399 | Vector3 min = x.mMin; |
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400 | Vector3 max = x.mMax; |
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401 | Minimize(min, y.mMin); |
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402 | Maximize(max, y.mMax); |
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403 | return AxisAlignedBox3(min, max); |
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404 | } |
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405 | |
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406 | inline AxisAlignedBox3 |
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407 | Transform(const AxisAlignedBox3 &box, const Matrix4x4 &tform) |
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408 | { |
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409 | Vector3 mmin(MAXFLOAT); |
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410 | Vector3 mmax(-MAXFLOAT); |
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411 | |
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412 | AxisAlignedBox3 ret(mmin, mmax); |
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413 | ret.Include(tform * Vector3(box.mMin.x, box.mMin.y, box.mMin.z)); |
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414 | ret.Include(tform * Vector3(box.mMin.x, box.mMin.y, box.mMax.z)); |
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415 | ret.Include(tform * Vector3(box.mMin.x, box.mMax.y, box.mMin.z)); |
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416 | ret.Include(tform * Vector3(box.mMin.x, box.mMax.y, box.mMax.z)); |
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417 | ret.Include(tform * Vector3(box.mMax.x, box.mMin.y, box.mMin.z)); |
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418 | ret.Include(tform * Vector3(box.mMax.x, box.mMin.y, box.mMax.z)); |
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419 | ret.Include(tform * Vector3(box.mMax.x, box.mMax.y, box.mMin.z)); |
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420 | ret.Include(tform * Vector3(box.mMax.x, box.mMax.y, box.mMax.z)); |
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421 | return ret; |
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422 | } |
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423 | |
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424 | |
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425 | inline int operator==(const AxisAlignedBox3 &A, const AxisAlignedBox3 &B) |
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426 | { |
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427 | return (A.mMin == B.mMin) && (A.mMax == B.mMax); |
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428 | } |
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429 | |
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430 | |
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431 | |
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432 | |
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433 | |
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434 | #endif |
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