1 | /** |
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2 | @file Box.h |
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3 | |
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4 | 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 | @cite Portions based on Dave Eberly's Magic Software Library at <A HREF="http://www.magic-software.com">http://www.magic-software.com</A> |
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9 | @created 2001-06-02 |
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10 | @edited 2006-01-05 |
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11 | |
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12 | Copyright 2000-2006, Morgan McGuire. |
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13 | All rights reserved. |
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14 | */ |
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15 | |
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16 | #ifndef G3D_BOX_H |
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17 | #define G3D_BOX_H |
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18 | |
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19 | #include "G3D/platform.h" |
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20 | #include "G3D/Vector3.h" |
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21 | #include "G3D/Array.h" |
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22 | #include "G3D/Plane.h" |
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23 | |
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24 | namespace G3D { |
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25 | |
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26 | class CoordinateFrame; |
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27 | |
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28 | /** |
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29 | An arbitrary 3D box, useful as a bounding box. |
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30 | |
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31 | |
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32 | To construct a box from a coordinate frame, center and extent, use the idiom: |
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33 | |
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34 | <CODE>Box box = cframe.toObjectSpace(Box(center - extent/2, center + extent/2));</CODE> |
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35 | */ |
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36 | class Box { |
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37 | private: |
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38 | |
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39 | static int32 dummy; |
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40 | |
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41 | friend class CoordinateFrame; |
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42 | |
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43 | /** |
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44 | <PRE> |
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45 | 3 2 7 6 |
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46 | |
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47 | 0 1 4 5 |
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48 | |
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49 | front back (seen through front) |
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50 | </PRE> |
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51 | */ |
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52 | Vector3 _corner[8]; |
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53 | |
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54 | /** |
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55 | Unit axes. |
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56 | */ |
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57 | Vector3 _axis[3]; |
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58 | |
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59 | Vector3 _center; |
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60 | |
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61 | /** |
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62 | Extent along each axis. |
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63 | */ |
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64 | Vector3 _extent; |
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65 | |
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66 | float _area; |
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67 | float _volume; |
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68 | |
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69 | void init( |
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70 | const Vector3& min, |
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71 | const Vector3& max); |
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72 | |
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73 | public: |
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74 | |
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75 | /** |
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76 | Does not initialize the fields. |
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77 | */ |
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78 | Box(); |
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79 | |
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80 | /** |
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81 | Constructs a box from two opposite corners. |
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82 | */ |
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83 | Box( |
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84 | const Vector3& min, |
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85 | const Vector3& max); |
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86 | |
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87 | Box(const class AABox& b); |
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88 | |
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89 | |
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90 | /** |
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91 | Returns the object to world transformation for |
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92 | this box. localFrame().worldToObject(...) takes |
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93 | objects into the space where the box axes are |
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94 | (1,0,0), (0,1,0), (0,0,1). Note that there |
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95 | is no scaling in this transformation. |
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96 | */ |
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97 | CoordinateFrame localFrame() const; |
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98 | |
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99 | void getLocalFrame(CoordinateFrame& frame) const; |
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100 | |
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101 | /** |
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102 | Returns the centroid of the box. |
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103 | */ |
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104 | inline Vector3 center() const { |
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105 | return _center; |
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106 | } |
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107 | |
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108 | inline Vector3 getCenter() const { |
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109 | return center(); |
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110 | } |
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111 | |
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112 | /** |
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113 | Returns a corner (0 <= i < 8) |
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114 | @deprecated |
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115 | */ |
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116 | inline Vector3 getCorner(int i) const { |
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117 | debugAssert(i < 8); |
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118 | return _corner[i]; |
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119 | } |
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120 | |
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121 | inline Vector3 corner(int i) const { |
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122 | debugAssert(i < 8); |
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123 | return _corner[i]; |
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124 | } |
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125 | |
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126 | /** |
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127 | Unit length. |
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128 | */ |
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129 | inline Vector3 axis(int a) const { |
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130 | debugAssert(a < 3); |
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131 | return _axis[a]; |
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132 | } |
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133 | |
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134 | /** |
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135 | Distance from corner(0) to the next corner |
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136 | along the box's local axis a. |
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137 | */ |
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138 | inline float extent(int a) const { |
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139 | debugAssert(a < 3); |
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140 | return (float)_extent[a]; |
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141 | } |
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142 | |
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143 | inline Vector3 extent() const { |
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144 | return _extent; |
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145 | } |
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146 | |
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147 | /** |
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148 | Returns the four corners of a face (0 <= f < 6). |
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149 | The corners are returned to form a counter clockwise quad facing outwards. |
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150 | */ |
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151 | void getFaceCorners( |
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152 | int f, |
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153 | Vector3& v0, |
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154 | Vector3& v1, |
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155 | Vector3& v2, |
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156 | Vector3& v3) const; |
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157 | |
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158 | /** |
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159 | @deprecated Use culledBy(Array<Plane>&) |
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160 | */ |
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161 | bool culledBy( |
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162 | const class Plane* plane, |
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163 | int numPlanes, |
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164 | int32& cullingPlaneIndex, |
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165 | const uint32 testMask, |
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166 | uint32& childMask) const; |
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167 | |
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168 | /** |
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169 | @deprecated Use culledBy(Array<Plane>&) |
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170 | */ |
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171 | bool culledBy( |
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172 | const class Plane* plane, |
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173 | int numPlanes, |
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174 | int32& cullingPlaneIndex = dummy, |
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175 | const uint32 testMask = -1) const; |
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176 | |
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177 | /** |
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178 | See AABox::culledBy |
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179 | */ |
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180 | bool culledBy( |
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181 | const Array<Plane>& plane, |
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182 | int32& cullingPlaneIndex, |
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183 | const uint32 testMask, |
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184 | uint32& childMask) const; |
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185 | |
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186 | /** |
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187 | Conservative culling test that does not produce a mask for children. |
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188 | */ |
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189 | bool culledBy( |
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190 | const Array<Plane>& plane, |
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191 | int32& cullingPlaneIndex = dummy, |
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192 | const uint32 testMask = -1) const; |
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193 | |
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194 | bool contains( |
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195 | const Vector3& point) const; |
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196 | |
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197 | /** @deprecated */ |
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198 | float surfaceArea() const; |
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199 | |
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200 | inline float area() const { |
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201 | return surfaceArea(); |
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202 | } |
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203 | |
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204 | float volume() const; |
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205 | |
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206 | void getRandomSurfacePoint(Vector3& P, Vector3& N = Vector3::dummy) const; |
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207 | |
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208 | /** |
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209 | @deprecated |
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210 | Uniformly distributed on the surface. |
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211 | */ |
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212 | inline Vector3 randomSurfacePoint() const { |
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213 | Vector3 V; |
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214 | getRandomSurfacePoint(V); |
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215 | return V; |
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216 | } |
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217 | |
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218 | /** |
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219 | Uniformly distributed on the interior (includes surface) |
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220 | */ |
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221 | Vector3 randomInteriorPoint() const; |
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222 | |
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223 | void getBounds(class AABox&) const; |
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224 | }; |
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225 | |
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226 | } |
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227 | |
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228 | #endif |
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