// Copyright (C) 2002-2011 Nikolaus Gebhardt // This file is part of the "Irrlicht Engine". // For conditions of distribution and use, see copyright notice in irrlicht.h #ifndef __IRR_AABBOX_3D_H_INCLUDED__ #define __IRR_AABBOX_3D_H_INCLUDED__ #include "irrMath.h" #include "plane3d.h" #include "line3d.h" namespace irr { namespace core { //! Axis aligned bounding box in 3d dimensional space. /** Has some useful methods used with occlusion culling or clipping. */ template <class T> class aabbox3d { public: //! Default Constructor. aabbox3d(): MinEdge(-1,-1,-1), MaxEdge(1,1,1) {} //! Constructor with min edge and max edge. aabbox3d(const vector3d<T>& min, const vector3d<T>& max): MinEdge(min), MaxEdge(max) {} //! Constructor with only one point. aabbox3d(const vector3d<T>& init): MinEdge(init), MaxEdge(init) {} //! Constructor with min edge and max edge as single values, not vectors. aabbox3d(T minx, T miny, T minz, T maxx, T maxy, T maxz): MinEdge(minx, miny, minz), MaxEdge(maxx, maxy, maxz) {} // operators //! Equality operator /** \param other box to compare with. \return True if both boxes are equal, else false. */ inline bool operator==(const aabbox3d<T>& other) const { return (MinEdge == other.MinEdge && other.MaxEdge == MaxEdge);} //! Inequality operator /** \param other box to compare with. \return True if both boxes are different, else false. */ inline bool operator!=(const aabbox3d<T>& other) const { return !(MinEdge == other.MinEdge && other.MaxEdge == MaxEdge);} // functions //! Resets the bounding box to a one-point box. /** \param x X coord of the point. \param y Y coord of the point. \param z Z coord of the point. */ void reset(T x, T y, T z) { MaxEdge.set(x,y,z); MinEdge = MaxEdge; } //! Resets the bounding box. /** \param initValue New box to set this one to. */ void reset(const aabbox3d<T>& initValue) { *this = initValue; } //! Resets the bounding box to a one-point box. /** \param initValue New point. */ void reset(const vector3d<T>& initValue) { MaxEdge = initValue; MinEdge = initValue; } //! Adds a point to the bounding box /** The box grows bigger, if point was outside of the box. \param p: Point to add into the box. */ void addInternalPoint(const vector3d<T>& p) { addInternalPoint(p.X, p.Y, p.Z); } //! Adds another bounding box /** The box grows bigger, if the new box was outside of the box. \param b: Other bounding box to add into this box. */ void addInternalBox(const aabbox3d<T>& b) { addInternalPoint(b.MaxEdge); addInternalPoint(b.MinEdge); } //! Adds a point to the bounding box /** The box grows bigger, if point is outside of the box. \param x X coordinate of the point to add to this box. \param y Y coordinate of the point to add to this box. \param z Z coordinate of the point to add to this box. */ void addInternalPoint(T x, T y, T z) { if (x>MaxEdge.X) MaxEdge.X = x; if (y>MaxEdge.Y) MaxEdge.Y = y; if (z>MaxEdge.Z) MaxEdge.Z = z; if (x<MinEdge.X) MinEdge.X = x; if (y<MinEdge.Y) MinEdge.Y = y; if (z<MinEdge.Z) MinEdge.Z = z; } //! Get center of the bounding box /** \return Center of the bounding box. */ vector3d<T> getCenter() const { return (MinEdge + MaxEdge) / 2; } //! Get extent of the box (maximal distance of two points in the box) /** \return Extent of the bounding box. */ vector3d<T> getExtent() const { return MaxEdge - MinEdge; } //! Check if the box is empty. /** This means that there is no space between the min and max edge. \return True if box is empty, else false. */ bool isEmpty() const { return MinEdge.equals ( MaxEdge ); } //! Get the volume enclosed by the box in cubed units T getVolume() const { const vector3d<T> e = getExtent(); return e.X * e.Y * e.Z; } //! Get the surface area of the box in squared units T getArea() const { const vector3d<T> e = getExtent(); return 2*(e.X*e.Y + e.X*e.Z + e.Y*e.Z); } //! Stores all 8 edges of the box into an array /** \param edges: Pointer to array of 8 edges. */ void getEdges(vector3d<T> *edges) const { const core::vector3d<T> middle = getCenter(); const core::vector3d<T> diag = middle - MaxEdge; /* Edges are stored in this way: Hey, am I an ascii artist, or what? :) niko. /3--------/7 / | / | / | / | 1---------5 | | /2- - -|- -6 | / | / |/ | / 0---------4/ */ edges[0].set(middle.X + diag.X, middle.Y + diag.Y, middle.Z + diag.Z); edges[1].set(middle.X + diag.X, middle.Y - diag.Y, middle.Z + diag.Z); edges[2].set(middle.X + diag.X, middle.Y + diag.Y, middle.Z - diag.Z); edges[3].set(middle.X + diag.X, middle.Y - diag.Y, middle.Z - diag.Z); edges[4].set(middle.X - diag.X, middle.Y + diag.Y, middle.Z + diag.Z); edges[5].set(middle.X - diag.X, middle.Y - diag.Y, middle.Z + diag.Z); edges[6].set(middle.X - diag.X, middle.Y + diag.Y, middle.Z - diag.Z); edges[7].set(middle.X - diag.X, middle.Y - diag.Y, middle.Z - diag.Z); } //! Repairs the box. /** Necessary if for example MinEdge and MaxEdge are swapped. */ void repair() { T t; if (MinEdge.X > MaxEdge.X) { t=MinEdge.X; MinEdge.X = MaxEdge.X; MaxEdge.X=t; } if (MinEdge.Y > MaxEdge.Y) { t=MinEdge.Y; MinEdge.Y = MaxEdge.Y; MaxEdge.Y=t; } if (MinEdge.Z > MaxEdge.Z) { t=MinEdge.Z; MinEdge.Z = MaxEdge.Z; MaxEdge.Z=t; } } //! Calculates a new interpolated bounding box. /** d=0 returns other, d=1 returns this, all other values blend between the two boxes. \param other Other box to interpolate between \param d Value between 0.0f and 1.0f. \return Interpolated box. */ aabbox3d<T> getInterpolated(const aabbox3d<T>& other, f32 d) const { f32 inv = 1.0f - d; return aabbox3d<T>((other.MinEdge*inv) + (MinEdge*d), (other.MaxEdge*inv) + (MaxEdge*d)); } //! Determines if a point is within this box. /** Border is included (IS part of the box)! \param p: Point to check. \return True if the point is within the box and false if not */ bool isPointInside(const vector3d<T>& p) const { return (p.X >= MinEdge.X && p.X <= MaxEdge.X && p.Y >= MinEdge.Y && p.Y <= MaxEdge.Y && p.Z >= MinEdge.Z && p.Z <= MaxEdge.Z); } //! Determines if a point is within this box and not its borders. /** Border is excluded (NOT part of the box)! \param p: Point to check. \return True if the point is within the box and false if not. */ bool isPointTotalInside(const vector3d<T>& p) const { return (p.X > MinEdge.X && p.X < MaxEdge.X && p.Y > MinEdge.Y && p.Y < MaxEdge.Y && p.Z > MinEdge.Z && p.Z < MaxEdge.Z); } //! Check if this box is completely inside the 'other' box. /** \param other: Other box to check against. \return True if this box is completly inside the other box, otherwise false. */ bool isFullInside(const aabbox3d<T>& other) const { return (MinEdge.X >= other.MinEdge.X && MinEdge.Y >= other.MinEdge.Y && MinEdge.Z >= other.MinEdge.Z && MaxEdge.X <= other.MaxEdge.X && MaxEdge.Y <= other.MaxEdge.Y && MaxEdge.Z <= other.MaxEdge.Z); } //! Determines if the axis-aligned box intersects with another axis-aligned box. /** \param other: Other box to check a intersection with. \return True if there is an intersection with the other box, otherwise false. */ bool intersectsWithBox(const aabbox3d<T>& other) const { return (MinEdge.X <= other.MaxEdge.X && MinEdge.Y <= other.MaxEdge.Y && MinEdge.Z <= other.MaxEdge.Z && MaxEdge.X >= other.MinEdge.X && MaxEdge.Y >= other.MinEdge.Y && MaxEdge.Z >= other.MinEdge.Z); } //! Tests if the box intersects with a line /** \param line: Line to test intersection with. \return True if there is an intersection , else false. */ bool intersectsWithLine(const line3d<T>& line) const { return intersectsWithLine(line.getMiddle(), line.getVector().normalize(), (T)(line.getLength() * 0.5)); } //! Tests if the box intersects with a line /** \param linemiddle Center of the line. \param linevect Vector of the line. \param halflength Half length of the line. \return True if there is an intersection, else false. */ bool intersectsWithLine(const vector3d<T>& linemiddle, const vector3d<T>& linevect, T halflength) const { const vector3d<T> e = getExtent() * (T)0.5; const vector3d<T> t = getCenter() - linemiddle; if ((fabs(t.X) > e.X + halflength * fabs(linevect.X)) || (fabs(t.Y) > e.Y + halflength * fabs(linevect.Y)) || (fabs(t.Z) > e.Z + halflength * fabs(linevect.Z)) ) return false; T r = e.Y * (T)fabs(linevect.Z) + e.Z * (T)fabs(linevect.Y); if (fabs(t.Y*linevect.Z - t.Z*linevect.Y) > r ) return false; r = e.X * (T)fabs(linevect.Z) + e.Z * (T)fabs(linevect.X); if (fabs(t.Z*linevect.X - t.X*linevect.Z) > r ) return false; r = e.X * (T)fabs(linevect.Y) + e.Y * (T)fabs(linevect.X); if (fabs(t.X*linevect.Y - t.Y*linevect.X) > r) return false; return true; } //! Classifies a relation with a plane. /** \param plane Plane to classify relation to. \return Returns ISREL3D_FRONT if the box is in front of the plane, ISREL3D_BACK if the box is behind the plane, and ISREL3D_CLIPPED if it is on both sides of the plane. */ EIntersectionRelation3D classifyPlaneRelation(const plane3d<T>& plane) const { vector3d<T> nearPoint(MaxEdge); vector3d<T> farPoint(MinEdge); if (plane.Normal.X > (T)0) { nearPoint.X = MinEdge.X; farPoint.X = MaxEdge.X; } if (plane.Normal.Y > (T)0) { nearPoint.Y = MinEdge.Y; farPoint.Y = MaxEdge.Y; } if (plane.Normal.Z > (T)0) { nearPoint.Z = MinEdge.Z; farPoint.Z = MaxEdge.Z; } if (plane.Normal.dotProduct(nearPoint) + plane.D > (T)0) return ISREL3D_FRONT; if (plane.Normal.dotProduct(farPoint) + plane.D > (T)0) return ISREL3D_CLIPPED; return ISREL3D_BACK; } //! The near edge vector3d<T> MinEdge; //! The far edge vector3d<T> MaxEdge; }; //! Typedef for a f32 3d bounding box. typedef aabbox3d<f32> aabbox3df; //! Typedef for an integer 3d bounding box. typedef aabbox3d<s32> aabbox3di; } // end namespace core } // end namespace irr #endif
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