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