1 | /** |
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2 | @file AABox.h |
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3 | |
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4 | Axis-aligned box class |
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5 | |
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6 | @maintainer Morgan McGuire, matrix@graphics3d.com |
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7 | |
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8 | @created 2004-01-10 |
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9 | @edited 2006-02-10 |
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10 | |
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11 | Copyright 2000-2006, Morgan McGuire. |
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12 | All rights reserved. |
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13 | */ |
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14 | |
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15 | #ifndef G3D_AABOX_H |
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16 | #define G3D_AABOX_H |
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17 | |
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18 | #include "G3D/platform.h" |
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19 | #include "G3D/Vector3.h" |
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20 | #include "G3D/debug.h" |
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21 | #include "G3D/Array.h" |
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22 | |
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23 | namespace G3D { |
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24 | |
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25 | /** |
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26 | An axis-aligned box. |
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27 | */ |
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28 | class AABox { |
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29 | private: |
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30 | |
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31 | /** Optional argument placeholder */ |
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32 | static int dummy; |
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33 | |
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34 | Vector3 lo; |
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35 | Vector3 hi; |
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36 | |
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37 | public: |
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38 | |
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39 | /** Does not initialize the fields */ |
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40 | inline AABox() {} |
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41 | |
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42 | /** |
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43 | Constructs a zero-area AABox at v. |
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44 | */ |
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45 | inline AABox(const Vector3& v) { |
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46 | lo = hi = v; |
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47 | } |
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48 | |
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49 | /** Assumes that low is less than or equal to high along each dimension. |
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50 | To have this automatically enforced, use |
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51 | <code>AABox(low.min(high), low.max(high));</code> |
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52 | */ |
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53 | inline AABox(const Vector3& low, const Vector3& high) { |
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54 | set(low, high); |
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55 | } |
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56 | |
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57 | /** Assumes that low is less than or equal to high along each dimension. |
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58 | */ |
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59 | inline void set(const Vector3& low, const Vector3& high) { |
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60 | debugAssert( |
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61 | (low.x <= high.x) && |
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62 | (low.y <= high.y) && |
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63 | (low.z <= high.z)); |
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64 | lo = low; |
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65 | hi = high; |
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66 | } |
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67 | |
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68 | |
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69 | inline const Vector3& low() const { |
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70 | return lo; |
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71 | } |
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72 | |
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73 | inline const Vector3& high() const { |
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74 | return hi; |
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75 | } |
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76 | |
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77 | /** |
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78 | The largest possible finite box. |
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79 | */ |
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80 | static inline const AABox& maxFinite() { |
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81 | static const AABox b = AABox(Vector3::minFinite(), Vector3::maxFinite()); |
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82 | return b; |
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83 | } |
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84 | |
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85 | static inline const AABox& inf() { |
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86 | static const AABox b = AABox(-Vector3::inf(), Vector3::inf()); |
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87 | return b; |
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88 | } |
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89 | |
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90 | static inline const AABox& zero() { |
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91 | static const AABox b = AABox(Vector3::zero(), Vector3::zero()); |
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92 | return b; |
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93 | } |
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94 | |
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95 | /** |
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96 | Returns the centroid of the box. |
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97 | */ |
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98 | inline Vector3 center() const { |
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99 | return (lo + hi) * 0.5; |
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100 | } |
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101 | |
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102 | /** |
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103 | Distance from corner(0) to the next corner along axis a. |
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104 | */ |
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105 | inline double extent(int a) const { |
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106 | debugAssert(a < 3); |
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107 | return hi[a] - lo[a]; |
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108 | } |
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109 | |
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110 | inline Vector3 extent() const { |
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111 | return hi - lo; |
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112 | } |
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113 | |
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114 | /** |
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115 | @deprecated Use culledBy(Array<Plane>&) |
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116 | */ |
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117 | bool culledBy( |
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118 | const class Plane* plane, |
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119 | int numPlanes, |
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120 | int32& cullingPlaneIndex, |
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121 | const uint32 testMask, |
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122 | uint32& childMask) const; |
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123 | |
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124 | /** |
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125 | @deprecated Use culledBy(Array<Plane>&) |
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126 | */ |
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127 | bool culledBy( |
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128 | const class Plane* plane, |
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129 | int numPlanes, |
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130 | int32& cullingPlaneIndex = dummy, |
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131 | const uint32 testMask = 0xFFFFFF) const; |
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132 | |
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133 | /** |
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134 | Splits the box into two AABoxes along the specified axis. low contains |
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135 | the part that was closer to negative infinity along axis, high contains |
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136 | the other part. Either may have zero volume. |
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137 | */ |
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138 | void split(const Vector3::Axis& axis, float location, AABox& low, AABox& high) const; |
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139 | |
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140 | /** |
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141 | Conservative culling test for up to 32 planes. |
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142 | Returns true if there exists a <CODE>plane[p]</CODE> for |
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143 | which the entire object is in the negative half space |
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144 | (opposite the plane normal). |
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145 | |
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146 | <CODE>testMask</CODE> and <CODE>childMask</CODE> |
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147 | are used for optimizing bounding volume hierarchies. |
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148 | The version of this method that produces childMask |
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149 | is slower than the version without; it should only |
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150 | be used for parent nodes. |
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151 | |
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152 | @param cullingPlaneIndex The index of the first plane for which |
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153 | the entire object is in the negative half-space. The function |
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154 | exits early when one plane is found. -1 when the function |
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155 | returns false (i.e. when no plane culls the whole object). |
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156 | |
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157 | @param testMask If bit <I>p</I> is 0, the |
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158 | bounding volume automatically passes the culling test for |
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159 | <CODE>plane[p]</CODE> (i.e. it is known that the volume |
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160 | is entirely within the positive half space). The function |
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161 | must return false if testMask is 0 and test all planes |
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162 | when testMask is -1 (0xFFFFFFFF). |
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163 | |
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164 | @param childMask Test mask for the children of this volume. |
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165 | |
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166 | */ |
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167 | bool culledBy( |
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168 | const Array<Plane>& plane, |
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169 | int32& cullingPlaneIndex, |
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170 | const uint32 testMask, |
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171 | uint32& childMask) const; |
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172 | |
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173 | /** |
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174 | Conservative culling test that does not produce a mask for children. |
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175 | */ |
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176 | bool culledBy( |
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177 | const Array<Plane>& plane, |
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178 | int32& cullingPlaneIndex = dummy, |
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179 | const uint32 testMask = -1) const; |
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180 | |
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181 | inline bool contains( |
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182 | const Vector3& point) const { |
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183 | return |
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184 | (point.x >= lo.x) && |
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185 | (point.y >= lo.y) && |
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186 | (point.z >= lo.z) && |
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187 | (point.x <= hi.x) && |
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188 | (point.y <= hi.y) && |
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189 | (point.z <= hi.z); |
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190 | } |
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191 | |
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192 | /** @deprecated */ |
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193 | inline float surfaceArea() const { |
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194 | Vector3 diag = hi - lo; |
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195 | return 2.0f * (diag.x * diag.y + diag.y * diag.z + diag.x * diag.z); |
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196 | } |
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197 | |
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198 | inline float area() const { |
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199 | return surfaceArea(); |
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200 | } |
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201 | |
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202 | inline float volume() const { |
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203 | Vector3 diag = hi - lo; |
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204 | return diag.x * diag.y * diag.z; |
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205 | } |
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206 | |
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207 | Vector3 randomInteriorPoint() const; |
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208 | |
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209 | Vector3 randomSurfacePoint() const; |
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210 | |
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211 | /** @deprecated use Box constructor */ |
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212 | class Box toBox() const; |
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213 | |
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214 | /** Returns true if there is any overlap */ |
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215 | bool intersects(const AABox& other) const; |
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216 | |
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217 | /** Returns true if there is any overlap. |
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218 | @cite Jim Arvo's algorithm from Graphics Gems II*/ |
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219 | bool intersects(const class Sphere& other) const; |
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220 | |
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221 | /** Return the intersection of the two boxes */ |
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222 | AABox intersect(const AABox& other) const { |
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223 | Vector3 H = hi.min(other.hi); |
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224 | Vector3 L = lo.max(other.lo).min(H); |
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225 | return AABox(L, H); |
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226 | } |
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227 | |
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228 | inline unsigned int hashCode() const { |
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229 | return lo.hashCode() + hi.hashCode(); |
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230 | } |
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231 | |
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232 | inline bool operator==(const AABox& b) const { |
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233 | return (lo == b.lo) && (hi == b.hi); |
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234 | } |
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235 | |
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236 | inline bool operator!=(const AABox& b) const { |
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237 | return !((lo == b.lo) && (hi == b.hi)); |
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238 | } |
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239 | |
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240 | void getBounds(AABox& out) const { |
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241 | out = *this; |
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242 | } |
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243 | }; |
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244 | |
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245 | } |
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246 | |
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247 | /** |
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248 | Hashing function for use with Table. |
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249 | */ |
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250 | inline unsigned int hashCode(const G3D::AABox& b) { |
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251 | return b.hashCode(); |
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252 | } |
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253 | |
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254 | |
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255 | #endif |
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