source: trunk/VUT/GtpVisibilityPreprocessor/src/AxisAlignedBox3.h @ 177

Revision 177, 15.1 KB checked in by bittner, 19 years ago (diff)
Line 
1#ifndef _AxisAlignedBox3_H__
2#define _AxisAlignedBox3_H__
3
4
5#include "Matrix4x4.h"
6#include "Vector3.h"
7#include "Plane3.h"
8
9class Plane3;
10class Ray;
11
12
13// --------------------------------------------------------
14// CAABox class.
15//  This is a box in 3-space, defined by min and max
16//  corner vectors.  Many useful operations are defined
17//  on this
18// --------------------------------------------------------
19class AxisAlignedBox3
20{
21protected:
22  Vector3 mMin, mMax;
23public:
24  // Constructors.
25  AxisAlignedBox3() { }
26  AxisAlignedBox3(const Vector3 &nMin, const Vector3 &nMax)
27  {
28    mMin = nMin; mMax = nMax;
29  }
30
31  //  AxisAlignedBox3(const Vector3 &center, const float radius):min(center - Vector3(radius)),
32  //                                                  max(center + Vector3(radius)) {}
33
34  // initialization to the non existing bounding box
35  void Initialize() {
36    mMin = Vector3(MAXFLOAT);
37    mMax = Vector3(-MAXFLOAT);
38  }
39
40  // The center of the box
41  Vector3 Center() const { return 0.5 * (mMin + mMax); }
42 
43  // The diagonal of the box
44  Vector3 Diagonal() const { return (mMax -mMin); }
45
46  float Center(const int axis) const {
47    return  0.5 * (mMin[axis] + mMax[axis]);
48  }
49
50  float Min(const int axis) const {
51    return mMin[axis];
52  }
53
54  float Max(const int axis) const {
55    return  mMax[axis];
56  }
57 
58  // Read-only const access tomMin and max vectors using references
59  const Vector3& Min() const { return mMin;}
60  const Vector3& Max() const { return mMax;}
61
62  void Enlarge (const Vector3 &v) {
63    mMax += v;
64    mMin -= v;
65  }
66
67  void SetMin(const Vector3 &v) {
68    mMin = v;
69  }
70
71  void SetMax(const Vector3 &v) {
72    mMax = v;
73  }
74
75  void SetMin(int axis, const float value) {
76   mMin[axis] = value;
77  }
78
79  void SetMax(int axis, const float value) {
80    mMax[axis] = value;
81  }
82
83  // Decrease box by given splitting plane
84  void Reduce(int axis, int right, float value) {
85    if ( (value >=mMin[axis]) && (value <= mMax[axis]) )
86      if (right)
87       mMin[axis] = value;
88      else
89        mMax[axis] = value;
90  }
91
92  // the size of the box along all the axes
93  Vector3 Size() const { return mMax -mMin; }
94
95  // Return whether the box is unbounded.  Unbounded boxes appear
96  // when unbounded objects such as quadric surfaces are included.
97  bool Unbounded() const;
98
99  // Expand the axis-aligned box to include the given object.
100  void Include(const Vector3 &newpt);
101  void Include(const AxisAlignedBox3 &bbox);
102  // Expand the axis-aligned box to include given values in particular axis
103  void Include(const int &axis, const float &newBound);
104
105 
106  int
107  Side(const Plane3 &plane) const;
108
109  // Overlap returns 1 if the two axis-aligned boxes overlap .. even weakly
110  friend inline bool Overlap(const AxisAlignedBox3 &, const AxisAlignedBox3 &);
111
112  // Overlap returns 1 if the two axis-aligned boxes overlap .. only strongly
113  friend inline bool OverlapS(const AxisAlignedBox3 &,const AxisAlignedBox3 &);
114
115  // Overlap returns 1 if the two axis-aligned boxes overlap for a given
116  // epsilon. If eps > 0.0, then the boxes has to have the real intersection
117  // box, if eps < 0.0, then the boxes need not intersect really, they
118  // can be at eps distance in the projection
119  friend inline bool Overlap(const AxisAlignedBox3 &,
120                             const AxisAlignedBox3 &,
121                             float eps);
122
123  // Includes returns true if a includes b (completely
124  bool Includes(const AxisAlignedBox3 &b) const;
125
126  virtual int IsInside(const Vector3 &v) const;
127 
128  // Test if the box is really sensefull
129  virtual bool IsCorrect();
130
131  // To answer true requires the box of real volume of non-zero value
132  bool IsSingularOrIncorrect() const;
133
134  // When the box is not of non-zero or negative surface area
135  bool IsCorrectAndNotPoint() const;
136
137  // Returns true when the box degenerates to a point
138  bool IsPoint() const;
139
140  void
141  GetSqrDistances(const Vector3 &point,
142                  float &minDistance,
143                  float &maxDistance
144                  ) const;
145
146  // returns true, when the sphere specified by the origin and radius
147  // fully contains the box
148  bool IsFullyContainedInSphere(const Vector3 &center, float radius) const;
149
150  // returns true, when the volume of the sphere and volume of the
151  // axis aligned box has no intersection
152  bool HasNoIntersectionWithSphere(const Vector3 &center,
153                                   float radius) const;
154
155
156  // Given a sphere described by the center and radius,
157  // the fullowing function returns:
158  //   -1 ... the sphere and the box are completely separate
159  //    0 ... the sphere and the box only partially overlap
160  //    1 ... the sphere contains fully the box
161  //  Note: the case when box fully contains the sphere is not reported
162  //        since it was not required.
163  int MutualPositionWithSphere(const Vector3 &center, float radius) const;
164
165  // Given a cube described by the center and half-size (radius),
166  // the following function returns:
167  //   -1 ... the cube and the box are completely separate
168  //    0 ... the cube and the box only partially overlap
169  //    1 ... the cube contains fully the box
170  int MutualPositionWithCube(const Vector3 &center, float halfSize) const;
171
172
173  Vector3 GetRandomPoint() {
174    Vector3 size = Size();
175    return mMin + Vector3(RandomValue(0, size.x),
176                          RandomValue(0, size.y),
177                          RandomValue(0, size.z));
178  }
179 
180  // Returns the smallest axis-aligned box that includes all points
181  // inside the two given boxes.
182  friend inline AxisAlignedBox3 Union(const AxisAlignedBox3 &x,
183                             const AxisAlignedBox3 &y);
184
185  // Returns the intersection of two axis-aligned boxes.
186  friend inline AxisAlignedBox3 Intersect(const AxisAlignedBox3 &x,
187                                 const AxisAlignedBox3 &y);
188
189  // Given 4x4 matrix, transform the current box to new one.
190  friend inline AxisAlignedBox3 Transform(const AxisAlignedBox3 &box,
191                                          const Matrix4x4 &tform);
192
193 
194  // returns true when two boxes are completely equal
195  friend inline int operator== (const AxisAlignedBox3 &A, const AxisAlignedBox3 &B);
196 
197  virtual float SurfaceArea() const;
198  virtual float GetVolume() const {
199    return (mMax.x -mMin.x) * (mMax.y -mMin.y) * (mMax.z - mMin.z);
200  }
201
202  // Six faces are distuinguished by their name.
203  enum EFaces { ID_Back = 0, ID_Left = 1, ID_Bottom = 2, ID_Front = 3,
204                ID_Right = 4, ID_Top = 5};
205 
206  // Compute tmin and tmax for a ray, whenever required .. need not pierce box
207  int ComputeMinMaxT(const Ray &ray, float *tmin, float *tmax) const;
208
209  // Compute tmin and tmax for a ray, whenever required .. need not pierce box
210  int ComputeMinMaxT(const Ray &ray, float *tmin, float *tmax,
211                     EFaces &entryFace, EFaces &exitFace) const;
212 
213  // If a ray pierces the box .. returns 1, otherwise 0.
214  // Computes the signed distances for case: tmin < tmax and tmax > 0
215  int GetMinMaxT(const Ray &ray, float *tmin, float *tmax) const;
216  // computes the signed distances for case: tmin < tmax and tmax > 0
217  int GetMinMaxT(const Ray &ray, float *tmin, float *tmax,
218                 EFaces &entryFace, EFaces &exitFace) const;
219 
220  // Writes a brief description of the object, indenting by the given
221  // number of spaces first.
222  virtual void Describe(ostream& app, int ind) const;
223
224  // For edge .. number <0..11> returns two incident vertices
225  void GetEdge(const int edge, Vector3 *a, Vector3 *b) const;
226
227  // Compute the coordinates of one vertex of the box for 0/1 in each axis
228  // 0 .. smaller coordinates, 1 .. large coordinates
229  Vector3 GetVertex(int xAxis, int yAxis, int zAxis) const;
230
231  // Compute the vertex for number N=<0..7>, N = 4*x + 2*y + z, where
232  // x,y,z are either 0 or 1; (0 .. lower coordinate, 1 .. large coordinate)
233  // (xmin,ymin, zmin) .. N = 0, (xmax, ymax, zmax) .. N= 7
234  void GetVertex(int N, Vector3 &vertex) const;
235 
236  // Returns 1, if the box includes on arbitrary face a given box
237  int IsPiercedByBox(const AxisAlignedBox3 &box, int &axis) const;
238
239  // For a given point returns the region, where the point is located
240  // there are 27 regions (0..26) .. determined by the planes embedding in the
241  // sides of the bounding box (0 .. lower the position of the box,
242  // 1 .. inside the box, 2 .. greater than box). The region number is given as
243  // R = 9*x + 3*y + z  ; e.g. region .. inside the box is 13.
244  int GetRegionID(const Vector3 &point) const;
245
246  // Set the corner point of rectangle on the face of bounding box
247  // given by the index number and the rectangle lying on this face
248  //  void GetFaceRectCorner(const CRectLeaf2D *rect, EFaces faceIndx,
249  //                     const int &cornerIndx, Vector3 &cornerPoint);
250
251  // Project the box to a plane given a normal vector of this plane. Computes
252  // the surface area of projected silhouettes for parallel projection.
253  float ProjectToPlaneSA(const Vector3 &normal) const;
254
255  // Computes projected surface area of the box to a given viewing plane
256  // given a viewpoint. This corresponds the probability, the box will
257  // be hit by the ray .. moreover returns .. the region number (0-26).
258  // the function supposes all the points lie of the box lies in the viewing
259  // frustrum !!! The positive halfspace of viewplane has to contain
260  // viewpoint. "projectionType" == 0 .. perspective projection,
261  // == 1 .. parallel projection.
262  float ProjectToPlaneSA(const Plane3 &viewplane,
263                         const Vector3 &viewpoint,
264                         int *tcase,
265                         const float &maxSA,
266                         int projectionType) const;
267
268  // Computes projected surface area of the box to a given viewing plane
269  // and viewpoint. It clipps the area by all the planes given .. they should
270  // define the viewing frustrum. Variable tclip defines, which planes are
271  // used for clipping, parameter 31 is the most general, clip all the plane.
272  // 1 .. clip left, 2 .. clip top, 4 .. clip right, 8 .. clip bottom,
273  // 16 .. clip supporting plane(its normal towards the viewing frustrum).
274  // "typeProjection" == 0 .. perspective projection,
275  // == 1 .. parallel projection
276  float ProjectToPlaneSA(const Plane3 &viewplane,
277                         const Vector3 &viewpoint,
278                         int *tcase, int &tclip,
279                         const Plane3 &leftPlane,
280                         const Plane3 &topPlane,
281                         const Plane3 &rightPlane,
282                         const Plane3 &bottomPlane,
283                         const Plane3 &suppPlane,
284                         const float &maxSA,
285                         int typeProjection) const;
286
287  // Projects the box to a unit sphere enclosing a given viewpoint and
288  // returns the solid angle of the box projected to a unit sphere
289  float ProjectToSphereSA(const Vector3 &viewpoint, int *tcase) const;
290
291
292#define __EXTENT_HACK
293  // get the extent of face
294  float GetExtent(const int &face) const {
295#if defined(__EXTENT_HACK) && defined(__VECTOR_HACK)
296    return mMin[face];
297#else
298    if (face < 3)
299      return mMin[face];
300    else
301      return mMax[face-3];
302#endif
303  }
304
305  // The vertices that form boundaries of the projected bounding box
306  // for all the regions possible, number of regions is 3^3 = 27,
307  // since two parallel sides of bbox forms three disjoint spaces
308  // the vertices are given in anti-clockwise order .. stopped by -1 elem.
309  static const int bvertices[27][9];
310
311  // The list of all faces visible from a given region (except region 13)
312  // the faces are identified by triple: (axis, min-vertex, max-vertex),
313  // that is maximaly three triples are defined. axis = 0 (x-axis),
314  // axis = 1 (y-axis), axis = 2 (z-axis), -1 .. terminator. Is is always
315  // true that: min-vertex < max-vertex for all coordinates excluding axis
316  static const int bfaces[27][10];
317 
318  // The correct corners indexed starting from entry face to exit face
319  // first index determines entry face, second index exit face, and
320  // the two numbers (indx, inc) determines: ind = the index on the exit
321  // face, when starting from the vertex 0 on entry face, 'inc' is
322  // the increment when we go on entry face in order 0,1,2,3 to create
323  // convex shaft with the rectangle on exit face. That is, inc = -1 or 1.
324  static const int pairFaceRects[6][6][2];
325
326  // The vertices that form CLOSEST points with respect to the region
327  // for all the regions possible, number of regions is 3^3 = 27,
328  // since two parallel sides of bbox forms three disjoint spaces.
329  // The vertices are given in anti-clockwise order, stopped by -1 elem,
330  // at most 8 points, at least 1 point.
331  static const int cvertices[27][9];
332  static const int csvertices[27][6];
333
334  // The vertices that form FARTHEST points with respect to the region
335  // for all the regions possible, number of regions is 3^3 = 27,
336  // since two parallel sides of bbox forms three disjoint spaces.
337  // The vertices are given in anti-clockwise order, stopped by -1 elem,
338  // at most 8 points, at least 1 point.
339  static const int fvertices[27][9]; 
340  static const int fsvertices[27][9];
341
342  // input and output operator with stream
343  friend ostream& operator<<(ostream &s, const AxisAlignedBox3 &A);
344  friend istream& operator>>(istream &s, AxisAlignedBox3 &A);
345
346protected:
347  // definition of friend functions
348  friend class Ray;
349};
350
351// --------------------------------------------------------------------------
352// Implementation of inline (member) functions
353 
354inline bool
355Overlap(const AxisAlignedBox3 &x, const AxisAlignedBox3 &y)
356{
357  if (x.mMax.x < y.mMin.x ||
358      x.mMin.x > y.mMax.x ||
359      x.mMax.y < y.mMin.y ||
360      x.mMin.y > y.mMax.y ||
361      x.mMax.z < y.mMin.z ||
362      x.mMin.z > y.mMax.z) {
363    return false;
364  }
365  return true;
366}
367
368inline bool
369OverlapS(const AxisAlignedBox3 &x, const AxisAlignedBox3 &y)
370{
371  if (x.mMax.x <= y.mMin.x ||
372      x.mMin.x >= y.mMax.x ||
373      x.mMax.y <= y.mMin.y ||
374      x.mMin.y >= y.mMax.y ||
375      x.mMax.z <= y.mMin.z ||
376      x.mMin.z >= y.mMax.z) {
377    return false;
378  }
379  return true;
380}
381
382inline bool
383Overlap(const AxisAlignedBox3 &x, const AxisAlignedBox3 &y, float eps)
384{
385  if ( (x.mMax.x - eps) < y.mMin.x ||
386       (x.mMin.x + eps) > y.mMax.x ||
387       (x.mMax.y - eps) < y.mMin.y ||
388       (x.mMin.y + eps) > y.mMax.y ||
389       (x.mMax.z - eps) < y.mMin.z ||
390       (x.mMin.z + eps) > y.mMax.z ) {
391    return false;
392  }
393  return true;
394}
395
396inline AxisAlignedBox3
397Intersect(const AxisAlignedBox3 &x, const AxisAlignedBox3 &y)
398{
399  if (x.Unbounded())
400    return y;
401  else
402    if (y.Unbounded())
403      return x;
404  AxisAlignedBox3 ret = x;
405  if (Overlap(ret, y)) {
406    Maximize(ret.mMin, y.mMin);
407    Minimize(ret.mMax, y.mMax);
408    return ret;
409  }
410  else      // Null intersection.
411    return AxisAlignedBox3(Vector3(0), Vector3(0));
412  // return AxisAlignedBox3(Vector3(0), Vector3(-1));
413}
414
415inline AxisAlignedBox3
416Union(const AxisAlignedBox3 &x, const AxisAlignedBox3 &y)
417{
418  Vector3 min = x.mMin;
419  Vector3 max = x.mMax;
420  Minimize(min, y.mMin);
421  Maximize(max, y.mMax);
422  return AxisAlignedBox3(min, max);
423}
424
425inline AxisAlignedBox3
426Transform(const AxisAlignedBox3 &box, const Matrix4x4 &tform)
427{
428  Vector3 mmin(MAXFLOAT);
429  Vector3 mmax(-MAXFLOAT);
430
431  AxisAlignedBox3 ret(mmin, mmax);
432  ret.Include(tform * Vector3(box.mMin.x, box.mMin.y, box.mMin.z));
433  ret.Include(tform * Vector3(box.mMin.x, box.mMin.y, box.mMax.z));
434  ret.Include(tform * Vector3(box.mMin.x, box.mMax.y, box.mMin.z));
435  ret.Include(tform * Vector3(box.mMin.x, box.mMax.y, box.mMax.z));
436  ret.Include(tform * Vector3(box.mMax.x, box.mMin.y, box.mMin.z));
437  ret.Include(tform * Vector3(box.mMax.x, box.mMin.y, box.mMax.z));
438  ret.Include(tform * Vector3(box.mMax.x, box.mMax.y, box.mMin.z));
439  ret.Include(tform * Vector3(box.mMax.x, box.mMax.y, box.mMax.z));
440  return ret;
441}
442
443
444inline int operator==(const AxisAlignedBox3 &A, const AxisAlignedBox3 &B)
445{
446  return (A.mMin == B.mMin) && (A.mMax == B.mMax);
447}
448
449 
450
451
452
453#endif
Note: See TracBrowser for help on using the repository browser.