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BoundBox.h
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/***************************************************************************
* Copyright (c) 2005 Imetric 3D GmbH *
* *
* This file is part of the FreeCAD CAx development system. *
* *
* This library is free software; you can redistribute it and/or *
* modify it under the terms of the GNU Library General Public *
* License as published by the Free Software Foundation; either *
* version 2 of the License, or (at your option) any later version. *
* *
* This library is distributed in the hope that it will be useful, *
* but WITHOUT ANY WARRANTY; without even the implied warranty of *
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
* GNU Library General Public License for more details. *
* *
* You should have received a copy of the GNU Library General Public *
* License along with this library; see the file COPYING.LIB. If not, *
* write to the Free Software Foundation, Inc., 59 Temple Place, *
* Suite 330, Boston, MA 02111-1307, USA *
* *
***************************************************************************/
#ifndef BASE_BOUNDBOX_H
#define BASE_BOUNDBOX_H
#include "Vector3D.h"
#include "Matrix.h"
#include "ViewProj.h"
#include "Tools2D.h"
#include <limits>
namespace Base {
class ViewProjMethod;
/** The 3D bounding box class. */
template <class _Precision>
class BoundBox3
{
// helper function
static bool isOnRayW(_Precision, _Precision, _Precision);
static bool isOnRayS(_Precision, _Precision, _Precision);
public:
typedef _Precision num_type;
typedef float_traits<num_type> traits_type;
/** Public attributes */
//@{
_Precision MinX;
_Precision MinY;
_Precision MinZ;
_Precision MaxX;
_Precision MaxY;
_Precision MaxZ;
//@}
/** Builds box from pairs of x,y,z values. */
inline explicit BoundBox3 (_Precision fMinX = std::numeric_limits<_Precision>::max(),
_Precision fMinY = std::numeric_limits<_Precision>::max(),
_Precision fMinZ = std::numeric_limits<_Precision>::max(),
_Precision fMaxX = -std::numeric_limits<_Precision>::max(),
_Precision fMaxY = -std::numeric_limits<_Precision>::max(),
_Precision fMaxZ = -std::numeric_limits<_Precision>::max());
BoundBox3 (const BoundBox3<_Precision> &rcBB) { *this = rcBB; }
/** Builds box from an array of points. */
inline BoundBox3 (const Vector3<_Precision> *pclVect, unsigned long ulCt);
/** Defines a bounding box around the center \a rcCnt with the
* distances \a fDistance in each coordinate.
*/
BoundBox3 (const Vector3<_Precision> &rcCnt, _Precision fDistance);
~BoundBox3 ();
/// Assignment operator
inline BoundBox3<_Precision>& operator = (const BoundBox3<_Precision> &rcBound);
/** Methods for intersection, cuttíng and union of bounding boxes */
//@{
/** Checks for intersection. */
inline bool Intersect (const BoundBox3<_Precision> &rcBB) const;
/** Checks for intersection. */
inline bool operator && (const BoundBox3<_Precision> &rcBB) const;
/** Checks for intersection. */
inline bool Intersect (const BoundBox2d &rcBB) const;
/** Checks for intersection. */
inline bool operator && (const BoundBox2d &rcBB) const;
/** Computes the intersection between two bounding boxes.
* The result is also a bounding box.
*/
BoundBox3<_Precision> Intersected (const BoundBox3<_Precision> &rcBB) const;
/** The union of two bounding boxes. */
BoundBox3<_Precision> United (const BoundBox3<_Precision> &rcBB) const;
/** Appends the point to the box. The box can grow but not shrink. */
inline void Add (const Vector3<_Precision> &rclVect);
/** Appends the bounding box to this box. The box can grow but not shrink. */
inline void Add (const BoundBox3<_Precision> &rcBB);
//@}
/** Test methods */
//@{
/** Checks if this point lies inside the box.
* @note It's up to the client programmer to make sure that this bounding box is valid.
*/
inline bool IsInBox (const Vector3<_Precision> &rcVct) const;
/** Checks if this 3D box lies inside the box.
* @note It's up to the client programmer to make sure that both bounding boxes are valid.
*/
inline bool IsInBox (const BoundBox3<_Precision> &rcBB) const;
/** Checks if this 2D box lies inside the box.
* @note It's up to the client programmer to make sure that both bounding boxes are valid.
*/
inline bool IsInBox (const BoundBox2d &rcbb) const;
/** Checks whether the bounding box is valid. */
bool IsValid (void) const;
//@}
enum OCTANT {OCT_LDB = 0, OCT_RDB, OCT_LUB, OCT_RUB,
OCT_LDF, OCT_RDF, OCT_LUF, OCT_RUF};
bool GetOctantFromVector (const Vector3<_Precision> &rclVct, OCTANT &rclOctant) const;
BoundBox3<_Precision> CalcOctant (typename BoundBox3<_Precision>::OCTANT Octant) const;
enum SIDE { LEFT =0, RIGHT=1, TOP=2, BOTTOM=3, FRONT=4, BACK=5, INVALID=255 };
/**
* Returns the corner point \a usPoint.
* 0: front,bottom,left 1: front,bottom,right
* 2: front,top,right 3: front,top,left
* 4: back,bottom,left 5: back,bottom,right
* 6: back,top,right 7: back,top,left
*/
inline Vector3<_Precision> CalcPoint (unsigned short usPoint) const;
/** Returns the plane of the given side. */
void CalcPlane (unsigned short usPlane, Vector3<_Precision>& rBase, Vector3<_Precision>& rNormal ) const;
/** Calculates the two points of an edge.
* 0. edge P0-P1 1. edge P1-P2 2. edge P2-P3
* 3. edge P3-P0 4. edge P4-P5 5. edge P5-P6
* 6. edge P6-P7 7. edge P7-P4 8. edge P0-P4
* 9. edge P1-P5 10. edge P2-P6 11. edge P3-P7
*/
bool CalcEdge (unsigned short usEdge, Vector3<_Precision>& rcP0, Vector3<_Precision>& rcP1) const;
/** Intersection point of an inner search ray with the bounding box, built of
* the base \a rcVct and the direction \a rcVctDir. \a rcVct must lie inside the
* bounding box.
*/
bool IntersectionPoint (const Vector3<_Precision> &rcVct, const Vector3<_Precision> &rcVctDir, Vector3<_Precision>& cVctRes, _Precision epsilon) const;
/** Checks for intersection with line incl. search tolerance. */
bool IsCutLine ( const Vector3<_Precision>& rcBase, const Vector3<_Precision>& rcDir, _Precision fTolerance = 0.0f) const;
/** Checks if this plane specified by (point,normal) cuts this box.
* @note It's up to the client programmer to make sure that this bounding box is valid.
*/
inline bool IsCutPlane (const Vector3<_Precision> &rclBase, const Vector3<_Precision> &rclNormal) const;
/** Computes the intersection points of line and bounding box. */
bool IntersectWithLine (const Vector3<_Precision>& rcBase, const Vector3<_Precision>& rcDir, Vector3<_Precision>& rcP0, Vector3<_Precision>& rcP1) const;
/** Computes the intersection point of line and a plane of the bounding box. */
bool IntersectPlaneWithLine (unsigned short usSide, const Vector3<_Precision>& rcBase, const Vector3<_Precision>& rcDir,
Vector3<_Precision>& rcP0) const;
/** Returns the side of the bounding box the ray exits. */
typename BoundBox3<_Precision>::SIDE GetSideFromRay (const Vector3<_Precision> &rclPt, const Vector3<_Precision> &rclDir) const;
/** Returns the side of the bounding box the ray exits. */
typename BoundBox3<_Precision>::SIDE GetSideFromRay (const Vector3<_Precision> &rclPt, const Vector3<_Precision> &rclDir, Vector3<_Precision>& rcInt) const;
/**
* Searches for the closest point of the bounding box.
*/
Vector3<_Precision> ClosestPoint (const Vector3<_Precision> &rclPt) const;
/** Projects the box onto a plane and returns a 2D box. */
BoundBox2d ProjectBox(const ViewProjMethod *rclP) const;
/** Transform the corners of this box with the given matrix and create a new bounding box.
* @note It's up to the client programmer to make sure that this bounding box is valid.
*/
BoundBox3<_Precision> Transformed(const Matrix4D& mat) const;
/** Returns the center.of the box. */
inline Vector3<_Precision> GetCenter (void) const;
/** Compute the diagonal length of this bounding box.
* @note It's up to the client programmer to make sure that this bounding box is valid.
*/
inline _Precision CalcDiagonalLength (void) const;
void SetVoid (void);
/** Enlarges the box with factor \a fLen. */
inline void Enlarge (_Precision fLen);
/** Shrinks the box with factor \a fLen. */
inline void Shrink (_Precision fLen);
/** Calculates expansion in x-direction. */
inline _Precision LengthX (void) const;
/** Calculates expansion in y-direction. */
inline _Precision LengthY (void) const;
/** Calculates expansion in z-direction. */
inline _Precision LengthZ (void) const;
/** Moves in x-direction. */
inline void MoveX (_Precision f);
/** Moves in y-direction. */
inline void MoveY (_Precision f);
/** Moves in z-direction. */
inline void MoveZ (_Precision f);
/** Scales in x-direction. */
inline void ScaleX (_Precision f);
/** Scales in y-direction. */
inline void ScaleY (_Precision f);
/** Scales in z-direction. */
inline void ScaleZ (_Precision f);
/** Prints the values to stream. */
void Print (std::ostream&) const;
};
template <class _Precision>
bool BoundBox3<_Precision>::isOnRayW(_Precision A, _Precision B, _Precision K)
{
// Checks if point K lies on the ray [A,B]
return ((A <= K) && (K <= B));
}
template <class _Precision>
bool BoundBox3<_Precision>::isOnRayS(_Precision A, _Precision B, _Precision K)
{
// Checks if point K lies on the ray [A,B[
return ((A <= K) && (K < B));
}
template <class _Precision>
inline BoundBox3<_Precision>::BoundBox3 (_Precision fMinX, _Precision fMinY, _Precision fMinZ,
_Precision fMaxX, _Precision fMaxY, _Precision fMaxZ)
: MinX(fMinX), MinY(fMinY), MinZ(fMinZ),
MaxX(fMaxX), MaxY(fMaxY), MaxZ(fMaxZ)
{
}
template <class _Precision>
inline BoundBox3<_Precision>::BoundBox3 (const Vector3<_Precision> *pclVect, unsigned long ulCt)
: MinX( std::numeric_limits<_Precision>::max())
, MinY( std::numeric_limits<_Precision>::max())
, MinZ( std::numeric_limits<_Precision>::max())
, MaxX(-std::numeric_limits<_Precision>::max())
, MaxY(-std::numeric_limits<_Precision>::max())
, MaxZ(-std::numeric_limits<_Precision>::max())
{
const Vector3<_Precision> *pI, *pEnd = pclVect + ulCt;
for (pI = pclVect; pI < pEnd; ++pI) {
MinX = std::min<_Precision>(MinX, pI->x);
MinY = std::min<_Precision>(MinY, pI->y);
MinZ = std::min<_Precision>(MinZ, pI->z);
MaxX = std::max<_Precision>(MaxX, pI->x);
MaxY = std::max<_Precision>(MaxY, pI->y);
MaxZ = std::max<_Precision>(MaxZ, pI->z);
}
}
template <class _Precision>
inline BoundBox3<_Precision>::BoundBox3 (const Vector3<_Precision> &rcVector, _Precision fDistance)
{
MinX = rcVector.x - fDistance;
MaxX = rcVector.x + fDistance;
MinY = rcVector.y - fDistance;
MaxY = rcVector.y + fDistance;
MinZ = rcVector.z - fDistance;
MaxZ = rcVector.z + fDistance;
}
template <class _Precision>
inline BoundBox3<_Precision>::~BoundBox3 ()
{
}
template <class _Precision>
inline BoundBox3<_Precision>& BoundBox3<_Precision>::operator = (const BoundBox3<_Precision> &rcBound)
{
MinX = rcBound.MinX;
MinY = rcBound.MinY;
MinZ = rcBound.MinZ;
MaxX = rcBound.MaxX;
MaxY = rcBound.MaxY;
MaxZ = rcBound.MaxZ;
return *this;
}
template <class _Precision>
inline bool BoundBox3<_Precision>::Intersect (const BoundBox3<_Precision> &rcBB) const
{
if (rcBB.MaxX < this->MinX || rcBB.MinX > this->MaxX)
return false;
if (rcBB.MaxY < this->MinY || rcBB.MinY > this->MaxY)
return false;
if (rcBB.MaxZ < this->MinZ || rcBB.MinZ > this->MaxZ)
return false;
return true;
}
template <class _Precision>
bool BoundBox3<_Precision>::operator && (const BoundBox3<_Precision> &rcBB) const
{
return Intersect(rcBB);
}
template <class _Precision>
inline bool BoundBox3<_Precision>::Intersect (const BoundBox2d &rcBB) const
{
if (rcBB.MaxX < this->MinX || rcBB.MinX > this->MaxX)
return false;
if (rcBB.MaxY < this->MinY || rcBB.MinY > this->MaxY)
return false;
return true;
}
template <class _Precision>
inline bool BoundBox3<_Precision>::operator && (const BoundBox2d &rcBB) const
{
return Intersect(rcBB);
}
template <class _Precision>
inline BoundBox3<_Precision> BoundBox3<_Precision>::Intersected(const BoundBox3<_Precision> &rcBB) const
{
BoundBox3<_Precision> cBBRes;
cBBRes.MinX = std::max<_Precision> (MinX, rcBB.MinX);
cBBRes.MaxX = std::min<_Precision> (MaxX, rcBB.MaxX);
cBBRes.MinY = std::max<_Precision> (MinY, rcBB.MinY);
cBBRes.MaxY = std::min<_Precision> (MaxY, rcBB.MaxY);
cBBRes.MinZ = std::max<_Precision> (MinZ, rcBB.MinZ);
cBBRes.MaxZ = std::min<_Precision> (MaxZ, rcBB.MaxZ);
return cBBRes;
}
template <class _Precision>
inline BoundBox3<_Precision> BoundBox3<_Precision>::United(const BoundBox3<_Precision> &rcBB) const
{
BoundBox3<_Precision> cBBRes;
cBBRes.MinX = std::min<_Precision> (MinX, rcBB.MinX);
cBBRes.MaxX = std::max<_Precision> (MaxX, rcBB.MaxX);
cBBRes.MinY = std::min<_Precision> (MinY, rcBB.MinY);
cBBRes.MaxY = std::max<_Precision> (MaxY, rcBB.MaxY);
cBBRes.MinZ = std::min<_Precision> (MinZ, rcBB.MinZ);
cBBRes.MaxZ = std::max<_Precision> (MaxZ, rcBB.MaxZ);
return cBBRes;
}
template <class _Precision>
inline void BoundBox3<_Precision>::Add (const Vector3<_Precision> &rclVect)
{
this->MinX = std::min<_Precision>(this->MinX, rclVect.x);
this->MinY = std::min<_Precision>(this->MinY, rclVect.y);
this->MinZ = std::min<_Precision>(this->MinZ, rclVect.z);
this->MaxX = std::max<_Precision>(this->MaxX, rclVect.x);
this->MaxY = std::max<_Precision>(this->MaxY, rclVect.y);
this->MaxZ = std::max<_Precision>(this->MaxZ, rclVect.z);
}
template <class _Precision>
inline void BoundBox3<_Precision>::Add (const BoundBox3<_Precision> &rcBB)
{
this->MinX = std::min<_Precision> (this->MinX, rcBB.MinX);
this->MaxX = std::max<_Precision> (this->MaxX, rcBB.MaxX);
this->MinY = std::min<_Precision> (this->MinY, rcBB.MinY);
this->MaxY = std::max<_Precision> (this->MaxY, rcBB.MaxY);
this->MinZ = std::min<_Precision> (this->MinZ, rcBB.MinZ);
this->MaxZ = std::max<_Precision> (this->MaxZ, rcBB.MaxZ);
}
template <class _Precision>
inline bool BoundBox3<_Precision>::IsInBox (const Vector3<_Precision> &rcVct) const
{
if (rcVct.x < this->MinX || rcVct.x > this->MaxX)
return false;
if (rcVct.y < this->MinY || rcVct.y > this->MaxY)
return false;
if (rcVct.z < this->MinZ || rcVct.z > this->MaxZ)
return false;
return true;
}
template <class _Precision>
inline bool BoundBox3<_Precision>::IsInBox (const BoundBox3<_Precision> &rcBB) const
{
if (rcBB.MinX < this->MinX || rcBB.MaxX > this->MaxX)
return false;
if (rcBB.MinY < this->MinY || rcBB.MaxY > this->MaxY)
return false;
if (rcBB.MinZ < this->MinZ || rcBB.MaxZ > this->MaxZ)
return false;
return true;
}
template <class _Precision>
inline bool BoundBox3<_Precision>::IsInBox (const BoundBox2d &rcBB) const
{
if (rcBB.MinX < this->MinX || rcBB.MaxX > this->MaxX)
return false;
if (rcBB.MinY < this->MinY || rcBB.MaxY > this->MaxY)
return false;
return true;
}
template <class _Precision>
inline bool BoundBox3<_Precision>::IsValid (void) const
{
return ((MinX <= MaxX) && (MinY <= MaxY) && (MinZ <= MaxZ));
}
template <class _Precision>
inline bool BoundBox3<_Precision>::GetOctantFromVector (const Vector3<_Precision> &rclVct, OCTANT &rclOctant) const
{
if (!IsInBox (rclVct))
return false;
unsigned short usNdx = 0;
if (isOnRayS ((MinX + MaxX)/2, MaxX, rclVct.x)) // left/RIGHT
usNdx |= 1;
if (isOnRayS ((MinY + MaxY)/2, MaxY, rclVct.y)) // down/UP
usNdx |= 2;
if (isOnRayS ((MinZ + MaxZ)/2, MaxZ, rclVct.z)) // back/FRONT
usNdx |= 4;
rclOctant = static_cast<OCTANT>(usNdx);
return true;
}
template <class _Precision>
inline BoundBox3<_Precision> BoundBox3<_Precision>::CalcOctant (typename BoundBox3< _Precision >::OCTANT Octant) const
{
BoundBox3<_Precision> cOct (*this);
switch (Octant) {
case OCT_LDB:
cOct.MaxX = (cOct.MinX + cOct.MaxX)/2;
cOct.MaxY = (cOct.MinY + cOct.MaxY)/2;
cOct.MaxZ = (cOct.MinZ + cOct.MaxZ)/2;
break;
case OCT_RDB:
cOct.MinX = (cOct.MinX + cOct.MaxX)/2;
cOct.MaxY = (cOct.MinY + cOct.MaxY)/2;
cOct.MaxZ = (cOct.MinZ + cOct.MaxZ)/2;
break;
case OCT_LUB:
cOct.MaxX = (cOct.MinX + cOct.MaxX)/2;
cOct.MinY = (cOct.MinY + cOct.MaxY)/2;
cOct.MaxZ = (cOct.MinZ + cOct.MaxZ)/2;
break;
case OCT_RUB:
cOct.MinX = (cOct.MinX + cOct.MaxX)/2;
cOct.MinY = (cOct.MinY + cOct.MaxY)/2;
cOct.MaxZ = (cOct.MinZ + cOct.MaxZ)/2;
break;
case OCT_LDF:
cOct.MaxX = (cOct.MinX + cOct.MaxX)/2;
cOct.MaxY = (cOct.MinY + cOct.MaxY)/2;
cOct.MinZ = (cOct.MinZ + cOct.MaxZ)/2;
break;
case OCT_RDF:
cOct.MinX = (cOct.MinX + cOct.MaxX)/2;
cOct.MaxY = (cOct.MinY + cOct.MaxY)/2;
cOct.MinZ = (cOct.MinZ + cOct.MaxZ)/2;
break;
case OCT_LUF:
cOct.MaxX = (cOct.MinX + cOct.MaxX)/2;
cOct.MinY = (cOct.MinY + cOct.MaxY)/2;
cOct.MinZ = (cOct.MinZ + cOct.MaxZ)/2;
break;
case OCT_RUF:
cOct.MinX = (cOct.MinX + cOct.MaxX)/2;
cOct.MinY = (cOct.MinY + cOct.MaxY)/2;
cOct.MinZ = (cOct.MinZ + cOct.MaxZ)/2;
break;
}
return cOct;
}
template <class _Precision>
inline Vector3<_Precision> BoundBox3<_Precision>::CalcPoint (unsigned short usPoint) const
{
switch (usPoint) {
case 0: return Vector3<_Precision>(MinX, MinY, MaxZ);
case 1: return Vector3<_Precision>(MaxX, MinY, MaxZ);
case 2: return Vector3<_Precision>(MaxX, MaxY, MaxZ);
case 3: return Vector3<_Precision>(MinX, MaxY, MaxZ);
case 4: return Vector3<_Precision>(MinX, MinY, MinZ);
case 5: return Vector3<_Precision>(MaxX, MinY, MinZ);
case 6: return Vector3<_Precision>(MaxX, MaxY, MinZ);
case 7: return Vector3<_Precision>(MinX, MaxY, MinZ);
}
return Vector3<_Precision>();
}
template <class _Precision>
inline void BoundBox3<_Precision>::CalcPlane (unsigned short usPlane, Vector3<_Precision>& rBase, Vector3<_Precision>& rNormal) const
{
switch (usPlane) {
case LEFT:
rBase.Set(MinX, MinY, MaxZ);
rNormal.Set(1.0f, 0.0f, 0.0f);
break;
case RIGHT:
rBase.Set(MaxX, MinY, MaxZ);
rNormal.Set(1.0f, 0.0f, 0.0f);
break;
case TOP:
rBase.Set(MinX, MaxY, MaxZ);
rNormal.Set(0.0f, 1.0f, 0.0f);
break;
case BOTTOM:
rBase.Set(MinX, MinY, MaxZ);
rNormal.Set(0.0f, 1.0f, 0.0f);
break;
case FRONT:
rBase.Set(MinX, MinY, MaxZ);
rNormal.Set(0.0f, 0.0f, 1.0f);
break;
case BACK:
rBase.Set(MinX, MinY, MinZ);
rNormal.Set(0.0f, 0.0f, 1.0f);
break;
default:
break;
}
}
template <class _Precision>
inline bool BoundBox3<_Precision>::CalcEdge (unsigned short usEdge, Vector3<_Precision>& rcP0, Vector3<_Precision>& rcP1) const
{
switch (usEdge) {
case 0:
rcP0 = CalcPoint(0);
rcP1 = CalcPoint(1);
break;
case 1:
rcP0 = CalcPoint(1);
rcP1 = CalcPoint(2);
break;
case 2:
rcP0 = CalcPoint(2);
rcP1 = CalcPoint(3);
break;
case 3:
rcP0 = CalcPoint(3);
rcP1 = CalcPoint(0);
break;
case 4:
rcP0 = CalcPoint(4);
rcP1 = CalcPoint(5);
break;
case 5:
rcP0 = CalcPoint(5);
rcP1 = CalcPoint(6);
break;
case 6:
rcP0 = CalcPoint(6);
rcP1 = CalcPoint(7);
break;
case 7:
rcP0 = CalcPoint(7);
rcP1 = CalcPoint(4);
break;
case 8:
rcP0 = CalcPoint(0);
rcP1 = CalcPoint(4);
break;
case 9:
rcP0 = CalcPoint(1);
rcP1 = CalcPoint(5);
break;
case 10:
rcP0 = CalcPoint(2);
rcP1 = CalcPoint(6);
break;
case 11:
rcP0 = CalcPoint(3);
rcP1 = CalcPoint(7);
break;
default:
return false; // undefined
}
return true;
}
template <class _Precision>
inline bool BoundBox3<_Precision>::IntersectionPoint (const Vector3<_Precision> &rcVct, const Vector3<_Precision> &rcVctDir, Vector3<_Precision>& cVctRes, _Precision epsilon) const
{
bool rc=false;
BoundBox3<_Precision> cCmpBound(*this);
unsigned short i;
// enlarge bounding box by epsilon
cCmpBound.Enlarge(epsilon);
// Is point inside?
if (cCmpBound.IsInBox (rcVct)) {
// test sides
for (i = 0; (i < 6) && (!rc); i++) {
rc = IntersectPlaneWithLine(i, rcVct, rcVctDir, cVctRes);
if (!cCmpBound.IsInBox(cVctRes))
rc = false;
if (rc == true) {
// does intersection point lie in desired direction
// or was found the opposing side?
// -> scalar product of both direction vectors > 0 (angle < 90)
rc = ((cVctRes - rcVct) * rcVctDir) >= 0.0;
}
}
}
return rc;
}
template <class _Precision>
inline bool BoundBox3<_Precision>::IsCutLine (const Vector3<_Precision>& rcBase, const Vector3<_Precision>& rcDir, _Precision fTolerance) const
{
_Precision fDist;
// zuerst nur grobe und schnelle Pruefung, indem der
// Abstand der Linie zum Mittelpunkt der BB berechnet wird
// und mit der maximalen Diagonalenlaenge + fTolerance
// verglichen wird.
// Distanz zwischen Mittelpunkt und Linie
fDist = (rcDir % (GetCenter() - rcBase)).Length() / rcDir.Length();
if (fDist > (CalcDiagonalLength() + fTolerance)) {
return false;
}
else { // hier genauerer Test
unsigned char i;
Vector3<_Precision> clVectRes;
// schneide jede Seitenflaeche mit der Linie
for (i = 0; i < 6; i++) {
if (IntersectPlaneWithLine(i, rcBase, rcDir, clVectRes)) {
// pruefe, ob Schnittpunkt innerhalb BB-Grenzen + Toleranz
switch (i) {
case LEFT : // linke und rechte Ebene
case RIGHT :
if ((isOnRayW (MinY - fTolerance, MaxY + fTolerance, clVectRes.y) &&
isOnRayW (MinZ - fTolerance, MaxZ + fTolerance, clVectRes.z)))
return true;
break;
case TOP : // obere und untere Ebene
case BOTTOM :
if ((isOnRayW (MinX - fTolerance, MaxX + fTolerance, clVectRes.x) &&
isOnRayW (MinZ - fTolerance, MaxZ + fTolerance, clVectRes.z)))
return true;
break;
case FRONT : // vordere und hintere Ebene
case BACK :
if ((isOnRayW (MinX - fTolerance, MaxX + fTolerance, clVectRes.x) &&
isOnRayW (MinY - fTolerance, MaxY + fTolerance, clVectRes.y)))
return true;
break;
}
}
}
}
return false;
}
template <class _Precision>
inline bool BoundBox3<_Precision>::IsCutPlane (const Vector3<_Precision> &rclBase, const Vector3<_Precision> &rclNormal) const
{
if (fabs(GetCenter().DistanceToPlane(rclBase, rclNormal)) < CalcDiagonalLength()) {
_Precision fD = CalcPoint(0).DistanceToPlane(rclBase, rclNormal);
for (unsigned short i = 1; i < 8; i++) {
if ((CalcPoint(i).DistanceToPlane(rclBase, rclNormal) * fD) <= 0.0f)
return true;
}
}
return false;
}
template <class _Precision>
inline bool BoundBox3<_Precision>::IntersectWithLine (const Vector3<_Precision> & rcBase, const Vector3<_Precision>& rcDir,
Vector3<_Precision>& rcP0, Vector3<_Precision>& rcP1) const
{
Vector3<_Precision> clVectRes, clVect[6];
unsigned short numIntersect = 0;
// cut each face with the line
for (unsigned short i = 0; i < 6; i++) {
if (IntersectPlaneWithLine(i, rcBase, rcDir, clVectRes)) {
// check if intersection point is inside
switch (i) {
case LEFT : // left and right plane
case RIGHT :
if ((isOnRayS(MinY, MaxY, clVectRes.y) &&
isOnRayS(MinZ, MaxZ, clVectRes.z))) {
clVect[numIntersect] = clVectRes;
numIntersect++;
} break;
case TOP : // top and bottom plane
case BOTTOM :
if ((isOnRayS(MinX, MaxX, clVectRes.x) &&
isOnRayS(MinZ, MaxZ, clVectRes.z))) {
clVect[numIntersect] = clVectRes;
numIntersect++;
} break;
case FRONT : // front and back plane
case BACK :
if ((isOnRayS(MinX, MaxX, clVectRes.x) &&
isOnRayS(MinY, MaxY, clVectRes.y))) {
clVect[numIntersect] = clVectRes;
numIntersect++;
} break;
}
}
}
if (numIntersect == 2) {
rcP0 = clVect[0];
rcP1 = clVect[1];
return true;
}
else if (numIntersect > 2) { // search two different intersection points
for (unsigned short i = 1; i < numIntersect; i++) {
if (clVect[i] != clVect[0]) {
rcP0 = clVect[0];
rcP1 = clVect[i];
return true;
}
}
}
return false;
}
template <class _Precision>
inline bool BoundBox3<_Precision>::IntersectPlaneWithLine (unsigned short usSide, const Vector3<_Precision>& rcBase,
const Vector3<_Precision>& rcDir, Vector3<_Precision>& rcP0) const
{
_Precision k;
Vector3<_Precision> cBase, cNormal;
Vector3<_Precision> cDir(rcDir);
CalcPlane(usSide, cBase, cNormal);
if ((cNormal * cDir) == 0.0f) {
return false; // no point of intersection
}
else {
k = (cNormal * (cBase - rcBase)) / (cNormal * cDir);
cDir.Scale(k, k, k);
rcP0 = rcBase + cDir;
return true;
}
}
template <class _Precision>
inline typename BoundBox3<_Precision>::SIDE BoundBox3<_Precision>::GetSideFromRay (const Vector3<_Precision> &rclPt, const Vector3<_Precision> &rclDir) const
{
Vector3<_Precision> cIntersection;
return GetSideFromRay( rclPt, rclDir, cIntersection);
}
template <class _Precision>
inline typename BoundBox3<_Precision>::SIDE BoundBox3<_Precision>::GetSideFromRay (const Vector3<_Precision> &rclPt, const Vector3<_Precision> &rclDir,
Vector3<_Precision>& rcInt) const
{
Vector3<_Precision> cP0, cP1;
if (IntersectWithLine(rclPt, rclDir, cP0, cP1) == false)
return INVALID;
Vector3<_Precision> cOut;
// same orientation
if ((cP1-cP0)*rclDir > 0)
cOut = cP1;
else
cOut = cP0;
rcInt = cOut;
_Precision fMax = 1.0e-3f;
SIDE tSide = INVALID;
if (fabs(cOut.x - MinX) < fMax) { // left plane
fMax = _Precision(fabs(cOut.x - MinX));
tSide = LEFT;
}
if (fabs(cOut.x - MaxX) < fMax) { // right plane
fMax = _Precision(fabs(cOut.x - MaxX));
tSide = RIGHT;
}
if (fabs(cOut.y - MinY) < fMax) { // bottom plane
fMax = _Precision(fabs(cOut.y - MinY));
tSide = BOTTOM;
}
if (fabs(cOut.y - MaxY) < fMax) { // top plane
fMax = _Precision(fabs(cOut.y - MaxY));
tSide = TOP;
}
if (fabs(cOut.z - MinZ) < fMax) { // front plane
fMax = _Precision(fabs(cOut.z - MinZ));
tSide = FRONT;
}
if (fabs(cOut.z - MaxZ) < fMax) { // back plane
fMax = _Precision(fabs(cOut.z - MaxZ));
tSide = BACK;
}
return tSide;
}
template <class _Precision>
inline Vector3<_Precision> BoundBox3<_Precision>::ClosestPoint (const Vector3<_Precision> &rclPt) const
{
#if 0
// Get the nearest point of the bb, point MUST be inside the bb!
_Precision fMinDist = std::numeric_limits<_Precision>::max();
Vector3<_Precision> cBase, cNormal, clRet;
for (int i = 0; i < 6; i++) {
Vector3<_Precision> clTemp = rclPt;
CalcPlane(i, cBase, cNormal);
clTemp.ProjectToPlane(cBase, cNormal);
_Precision fDist = (clTemp - rclPt).Length();
if (fDist < fMinDist) {
fMinDist = fDist;
clRet = clTemp;
}
}
return clRet;
#else
Vector3<_Precision> closest = rclPt;
Vector3<_Precision> center = GetCenter();
_Precision devx = closest.x - center.x;
_Precision devy = closest.y - center.y;
_Precision devz = closest.z - center.z;
_Precision halfwidth = (MaxX - MinX) / 2;
_Precision halfheight = (MaxY - MinY) / 2;
_Precision halfdepth = (MaxZ - MinZ) / 2;
// Move point to be on the nearest plane of the box.
if ((fabs(devx) > fabs(devy)) && (fabs(devx) > fabs(devz)))
closest.x = center.x + halfwidth * ((devx < 0.0) ? -1.0 : 1.0);
else if (fabs(devy) > fabs(devz))
closest.y = center.y + halfheight * ((devy < 0.0) ? -1.0 : 1.0);
else
closest.z = center.z + halfdepth * ((devz < 0.0) ? -1.0 : 1.0);
// Clamp to be inside box.
closest.x = std::min<_Precision>(std::max<_Precision>(closest.x, MinX), MaxX);
closest.y = std::min<_Precision>(std::max<_Precision>(closest.y, MinY), MaxY);
closest.z = std::min<_Precision>(std::max<_Precision>(closest.z, MinZ), MaxZ);
return closest;
#endif
}
template <class _Precision>
inline BoundBox2d BoundBox3<_Precision>::ProjectBox(const ViewProjMethod *pclP) const
{
BoundBox2d clBB2D;
clBB2D.SetVoid();
for (int i = 0; i < 8; i++) {
Vector3<_Precision> clTrsPt = (*pclP)(CalcPoint(i));
clBB2D.Add(Vector2d(clTrsPt.x, clTrsPt.y));
}
return clBB2D;
}
template <class _Precision>
inline BoundBox3<_Precision> BoundBox3<_Precision>::Transformed(const Matrix4D& mat) const
{
BoundBox3<_Precision> bbox;
for (int i=0; i<8; i++)
bbox.Add(mat * CalcPoint(i));
return bbox;
}
template <class _Precision>
inline Vector3<_Precision> BoundBox3<_Precision>::GetCenter (void) const
{
return Vector3<_Precision>((MaxX + MinX) / 2,
(MaxY + MinY) / 2,
(MaxZ + MinZ) / 2);
}
template <class _Precision>
inline _Precision BoundBox3<_Precision>::CalcDiagonalLength (void) const
{
return static_cast<_Precision>(sqrt (((MaxX - MinX) * (MaxX - MinX)) +
((MaxY - MinY) * (MaxY - MinY)) +
((MaxZ - MinZ) * (MaxZ - MinZ))));
}
template <class _Precision>
inline void BoundBox3<_Precision>::SetVoid (void)
{
MinX = MinY = MinZ = std::numeric_limits<_Precision>::max();
MaxX = MaxY = MaxZ = -std::numeric_limits<_Precision>::max();
}
template <class _Precision>
inline void BoundBox3<_Precision>::Enlarge (_Precision fLen)
{
MinX -= fLen; MinY -= fLen; MinZ -= fLen;
MaxX += fLen; MaxY += fLen; MaxZ += fLen;
}
template <class _Precision>
inline void BoundBox3<_Precision>::Shrink (_Precision fLen)
{
MinX += fLen; MinY += fLen; MinZ += fLen;
MaxX -= fLen; MaxY -= fLen; MaxZ -= fLen;
}
template <class _Precision>
inline _Precision BoundBox3<_Precision>::LengthX (void) const
{
return MaxX - MinX;
}
template <class _Precision>
inline _Precision BoundBox3<_Precision>::LengthY (void) const
{
return MaxY - MinY;
}
template <class _Precision>
inline _Precision BoundBox3<_Precision>::LengthZ (void) const
{
return MaxZ - MinZ;
}
template <class _Precision>
inline void BoundBox3<_Precision>::MoveX (_Precision f)
{
MinX += f; MaxX += f;
}
template <class _Precision>
inline void BoundBox3<_Precision>::MoveY (_Precision f)
{
MinY += f; MaxY += f;
}
template <class _Precision>
inline void BoundBox3<_Precision>::MoveZ (_Precision f)
{
MinZ += f; MaxZ += f;
}
template <class _Precision>
inline void BoundBox3<_Precision>::ScaleX (_Precision f)
{
MinX *= f; MaxX *= f;
}
template <class _Precision>
inline void BoundBox3<_Precision>::ScaleY (_Precision f)
{
MinY *= f; MaxY *= f;
}
template <class _Precision>
inline void BoundBox3<_Precision>::ScaleZ (_Precision f)
{
MinZ *= f; MaxZ *= f;
}
typedef BoundBox3<float> BoundBox3f;
typedef BoundBox3<double> BoundBox3d;
} // namespace Base
#endif // BASE_BOUNDBOX_H