// Copyright (C) 2002-2007 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 aabbox3d { public: // Constructors aabbox3d(): MinEdge(-1,-1,-1), MaxEdge(1,1,1) {}; aabbox3d(const vector3d& min, const vector3d& max): MinEdge(min), MaxEdge(max) {}; aabbox3d(const vector3d& init): MinEdge(init), MaxEdge(init) {}; aabbox3d(T minx, T miny, T minz, T maxx, T maxy, T maxz): MinEdge(minx, miny, minz), MaxEdge(maxx, maxy, maxz) {}; // operators inline bool operator==(const aabbox3d& other) const { return (MinEdge == other.MinEdge && other.MaxEdge == MaxEdge);}; inline bool operator!=(const aabbox3d& other) const { return !(MinEdge == other.MinEdge && other.MaxEdge == MaxEdge);}; // functions //! Adds a point to the bounding box, causing it to grow bigger, //! if point is outside of the box //! \param p: Point to add into the box. void addInternalPoint(const vector3d& p) { addInternalPoint(p.X, p.Y, p.Z); } //! Adds an other bounding box to the bounding box, causing it to grow bigger, //! if the box is outside of the box //! \param b: Other bounding box to add into this box. void addInternalBox(const aabbox3d& b) { addInternalPoint(b.MaxEdge); addInternalPoint(b.MinEdge); } //! Resets the bounding box. void reset(T x, T y, T z) { MaxEdge.set(x,y,z); MinEdge = MaxEdge; } //! Resets the bounding box. void reset(const aabbox3d& initValue) { *this = initValue; } //! Resets the bounding box. void reset(const vector3d& initValue) { MaxEdge = initValue; MinEdge = initValue; } //! Adds a point to the bounding box, causing it to grow 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& 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); }; //! Determinates if a point is within this box and its borders. //! \param p: Point to check. //! \return Returns true if the point is withing the box, and false if it is not. bool isPointTotalInside(const vector3d& 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); }; //! Determinates if the box intersects with an other box. //! \param other: Other box to check a intersection with. //! \return Returns true if there is a intersection with the other box, //! otherwise false. bool intersectsWithBox(const aabbox3d& other) const { return (MinEdge <= other.MaxEdge && MaxEdge >= other.MinEdge); } //! Returns if this box is completely inside the 'other' box. bool isFullInside(const aabbox3d& other) const { return MinEdge >= other.MinEdge && MaxEdge <= other.MaxEdge; } //! Tests if the box intersects with a line //! \param line: Line to test intersection with. //! \return Returns true if there is an intersection and false if not. bool intersectsWithLine(const line3d& line) const { return intersectsWithLine(line.getMiddle(), line.getVector().normalize(), (T)(line.getLength() * 0.5)); } //! Tests if the box intersects with a line //! \return Returns true if there is an intersection and false if not. bool intersectsWithLine(const vector3d& linemiddle, const vector3d& linevect, T halflength) const { const vector3d e = getExtent() * (T)0.5; const vector3d 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& plane) const { vector3d nearPoint(MaxEdge); vector3d 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; } //! returns center of the bounding box vector3d getCenter() const { return (MinEdge + MaxEdge) / 2; } //! returns extend of the box vector3d getExtent() const { return MaxEdge - MinEdge; } //! stores all 8 edges of the box into a array //! \param edges: Pointer to array of 8 edges void getEdges(vector3d *edges) const { const core::vector3d middle = getCenter(); const core::vector3d 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); } //! returns if the box is empty, which means that there is //! no space within the min and the max edge. bool isEmpty() const { return MinEdge.equals ( MaxEdge ); } //! repairs the box, 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. //! \param other: other box to interpolate between //! \param d: value between 0.0f and 1.0f. aabbox3d getInterpolated(const aabbox3d& other, f32 d) const { f32 inv = 1.0f - d; return aabbox3d((other.MinEdge*inv) + (MinEdge*d), (other.MaxEdge*inv) + (MaxEdge*d)); } // member variables vector3d MinEdge; vector3d MaxEdge; }; //! Typedef for a f32 3d bounding box. typedef aabbox3d aabbox3df; //! Typedef for an integer 3d bounding box. typedef aabbox3d aabbox3di; } // end namespace core } // end namespace irr #endif