1 | /* -*- mode: c++; c-basic-offset: 4; indent-tabs-mode: nil -*- */ |
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2 | /* |
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3 | * Copyright (c) 2004-2013 HUBzero Foundation, LLC |
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4 | * |
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5 | * Author: Insoo Woo <iwoo@purdue.edu> |
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6 | */ |
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7 | |
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8 | #include <float.h> |
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9 | |
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10 | #include <vrmath/BBox.h> |
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11 | #include <vrmath/Matrix4x4d.h> |
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12 | #include <vrmath/Vector3f.h> |
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13 | #include <vrmath/Vector4f.h> |
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14 | |
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15 | using namespace vrmath; |
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16 | |
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17 | BBox::BBox() |
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18 | { |
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19 | makeEmpty(); |
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20 | } |
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21 | |
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22 | BBox::BBox(const BBox& other) : |
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23 | min(other.min), |
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24 | max(other.max) |
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25 | { |
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26 | } |
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27 | |
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28 | BBox::BBox(const Vector3f& minv, const Vector3f& maxv) : |
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29 | min(minv), |
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30 | max(maxv) |
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31 | { |
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32 | } |
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33 | |
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34 | void BBox::makeEmpty() |
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35 | { |
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36 | min.set(FLT_MAX, FLT_MAX, FLT_MAX); |
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37 | max.set(-FLT_MAX, -FLT_MAX, -FLT_MAX); |
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38 | } |
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39 | |
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40 | bool BBox::isEmpty() |
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41 | { |
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42 | return (isEmptyX() && isEmptyY() && isEmptyZ()); |
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43 | } |
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44 | |
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45 | bool BBox::isEmptyX() |
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46 | { |
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47 | return (min.x > max.x); |
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48 | } |
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49 | |
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50 | bool BBox::isEmptyY() |
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51 | { |
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52 | return (min.y > max.y); |
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53 | } |
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54 | |
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55 | bool BBox::isEmptyZ() |
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56 | { |
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57 | return (min.z > max.z); |
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58 | } |
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59 | |
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60 | void BBox::make(const Vector3f& center, const Vector3f& size) |
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61 | { |
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62 | float halfX = size.x * 0.5f, halfY = size.y * 0.5f, halfZ = size.z * 0.5f; |
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63 | |
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64 | min.x = center.x - halfX; |
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65 | max.x = center.x + halfX; |
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66 | |
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67 | min.y = center.y - halfY; |
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68 | max.y = center.y + halfY; |
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69 | |
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70 | min.z = center.z - halfZ; |
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71 | max.z = center.z + halfZ; |
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72 | } |
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73 | |
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74 | void BBox::extend(const Vector3f& point) |
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75 | { |
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76 | if (min.x > point.x) { |
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77 | min.x = point.x; |
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78 | } else if (max.x < point.x) { |
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79 | max.x = point.x; |
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80 | } |
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81 | |
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82 | if (min.y > point.y) { |
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83 | min.y = point.y; |
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84 | } else if (max.y < point.y) { |
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85 | max.y = point.y; |
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86 | } |
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87 | |
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88 | if (min.z > point.z) { |
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89 | min.z = point.z; |
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90 | } else if (max.z < point.z) { |
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91 | max.z = point.z; |
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92 | } |
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93 | } |
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94 | |
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95 | void BBox::extend(const BBox& box) |
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96 | { |
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97 | if (min.x > box.min.x) min.x = box.min.x; |
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98 | if (min.y > box.min.y) min.y = box.min.y; |
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99 | if (min.z > box.min.z) min.z = box.min.z; |
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100 | |
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101 | if (max.x < box.max.x) max.x = box.max.x; |
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102 | if (max.y < box.max.y) max.y = box.max.y; |
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103 | if (max.z < box.max.z) max.z = box.max.z; |
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104 | } |
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105 | |
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106 | void BBox::transform(const BBox& box, const Matrix4x4d& mat) |
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107 | { |
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108 | float x0 = box.min.x; |
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109 | float y0 = box.min.y; |
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110 | float z0 = box.min.z; |
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111 | float x1 = box.max.x; |
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112 | float y1 = box.max.y; |
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113 | float z1 = box.max.z; |
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114 | |
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115 | Vector4f points[8]; |
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116 | |
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117 | points[0].set(x0, y0, z0, 1); |
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118 | points[1].set(x1, y0, z0, 1); |
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119 | points[2].set(x0, y1, z0, 1); |
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120 | points[3].set(x0, y0, z1, 1); |
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121 | points[4].set(x1, y1, z0, 1); |
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122 | points[5].set(x1, y0, z1, 1); |
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123 | points[6].set(x0, y1, z1, 1); |
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124 | points[7].set(x1, y1, z1, 1); |
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125 | |
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126 | float minX = FLT_MAX, minY = FLT_MAX, minZ = FLT_MAX; |
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127 | float maxX = -FLT_MAX, maxY = -FLT_MAX, maxZ = -FLT_MAX; |
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128 | |
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129 | for (int i = 0; i < 8; i++) { |
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130 | points[i] = mat.transform(points[i]); |
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131 | |
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132 | if (points[i].x > maxX) maxX = points[i].x; |
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133 | if (points[i].x < minX) minX = points[i].x; |
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134 | if (points[i].y > maxY) maxY = points[i].y; |
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135 | if (points[i].y < minY) minY = points[i].y; |
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136 | if (points[i].z > maxZ) maxZ = points[i].z; |
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137 | if (points[i].z < minZ) minZ = points[i].z; |
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138 | } |
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139 | |
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140 | min.set(minX, minY, minZ); |
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141 | max.set(maxX, maxY, maxZ); |
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142 | } |
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143 | |
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144 | bool BBox::intersect(const BBox& box) |
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145 | { |
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146 | if (min.x > box.max.x || max.x < box.min.x) return false; |
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147 | if (min.y > box.max.y || max.y < box.min.y) return false; |
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148 | if (min.z > box.max.z || max.z < box.min.z) return false; |
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149 | |
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150 | return true; |
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151 | } |
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152 | |
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153 | bool BBox::contains(const Vector3f& point) |
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154 | { |
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155 | if ((point.x < min.x) || (point.x > max.x)) return false; |
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156 | if ((point.y < min.y) || (point.y > max.y)) return false; |
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157 | if ((point.z < min.z) || (point.z > max.z)) return false; |
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158 | |
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159 | return true; |
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160 | } |
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