irrlicht/include/aabbox3d.h

293 lines
8.7 KiB
C
Raw Normal View History

// 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 T>
class aabbox3d
{
public:
// Constructors
aabbox3d(): MinEdge(-1,-1,-1), MaxEdge(1,1,1) {}
aabbox3d(const vector3d<T>& min, const vector3d<T>& max): MinEdge(min), MaxEdge(max) {}
aabbox3d(const vector3d<T>& 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<T>& other) const { return (MinEdge == other.MinEdge && other.MaxEdge == MaxEdge);};
inline bool operator!=(const aabbox3d<T>& 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<T>& 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<T>& 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<T>& initValue)
{
*this = initValue;
}
//! Resets the bounding box.
void reset(const vector3d<T>& 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<MinEdge.X) MinEdge.X = x;
if (y<MinEdge.Y) MinEdge.Y = y;
if (z<MinEdge.Z) MinEdge.Z = z;
}
//! Determinates if a point is within this box.
//! \param p: Point to check.
//! \return Returns true if the point is withing the box, and false if it is 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);
};
//! 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<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);
};
//! 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<T>& other) const
{
return (MinEdge <= other.MaxEdge && MaxEdge >= other.MinEdge);
}
//! Returns if this box is completely inside the 'other' box.
bool isFullInside(const aabbox3d<T>& 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<T>& 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<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;
}
//! returns center of the bounding box
vector3d<T> getCenter() const
{
return (MinEdge + MaxEdge) / 2;
}
//! returns extend of the box
vector3d<T> 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<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);
}
//! 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<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));
}
// member variables
vector3d<T> MinEdge;
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