Visualization Library v1.0.3A lightweight C++ OpenGL middleware for 2D/3D graphics |
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00001 /**************************************************************************************/ 00002 /* */ 00003 /* Visualization Library */ 00004 /* http://visualizationlibrary.org */ 00005 /* */ 00006 /* Copyright (c) 2005-2010, Michele Bosi */ 00007 /* All rights reserved. */ 00008 /* */ 00009 /* Redistribution and use in source and binary forms, with or without modification, */ 00010 /* are permitted provided that the following conditions are met: */ 00011 /* */ 00012 /* - Redistributions of source code must retain the above copyright notice, this */ 00013 /* list of conditions and the following disclaimer. */ 00014 /* */ 00015 /* - Redistributions in binary form must reproduce the above copyright notice, this */ 00016 /* list of conditions and the following disclaimer in the documentation and/or */ 00017 /* other materials provided with the distribution. */ 00018 /* */ 00019 /* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND */ 00020 /* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED */ 00021 /* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE */ 00022 /* DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR */ 00023 /* ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES */ 00024 /* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; */ 00025 /* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON */ 00026 /* ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT */ 00027 /* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS */ 00028 /* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ 00029 /* */ 00030 /**************************************************************************************/ 00031 00032 #ifndef AABB_INCLUDE_ONCE 00033 #define AABB_INCLUDE_ONCE 00034 00035 #include <vlCore/Vector3.hpp> 00036 #include <vlCore/Matrix4.hpp> 00037 00038 namespace vl 00039 { 00040 //----------------------------------------------------------------------------- 00041 // AABB 00042 //----------------------------------------------------------------------------- 00044 class VLCORE_EXPORT AABB 00045 { 00046 public: 00048 AABB(); 00049 00051 AABB( const vec3& center, real radius ); 00052 00054 AABB( const vec3& pt1, const vec3& pt2, real displace=0); 00055 00057 void setNull() { mMin = 1; mMax = -1; } 00058 00060 bool isNull() const { return mMin.x() > mMax.x() || mMin.y() > mMax.y() || mMin.z() > mMax.z(); } 00061 00063 bool isPoint() const { return mMin == mMax; } 00064 00067 void enlarge(real displace); 00068 00070 bool intersects(const AABB & bb) const; 00071 00073 vec3 clip(const vec3& p, bool clipx=true, bool clipy=true, bool clipz=true) const; 00074 00077 bool isInside(const vec3& p, bool clipx, bool clipy, bool clipz) const; 00078 00080 bool isInside(const vec3& p) const; 00081 00083 real width() const; 00084 00086 real height() const; 00087 00089 real depth() const; 00090 00092 bool operator==(const AABB& aabb) const 00093 { 00094 return mMin == aabb.mMin && mMax == aabb.mMax; 00095 } 00096 00098 bool operator!=(const AABB& aabb) const 00099 { 00100 return !operator==(aabb); 00101 } 00102 00104 AABB operator+(const AABB& aabb) const; 00105 00107 AABB& operator+=(const AABB& other) 00108 { 00109 *this = *this + other; 00110 return *this; 00111 } 00112 00114 AABB operator+(const vec3& p) 00115 { 00116 AABB aabb = *this; 00117 aabb += p; 00118 return aabb; 00119 } 00120 00122 const AABB& operator+=(const vec3& p) 00123 { 00124 addPoint(p); 00125 return *this; 00126 } 00127 00129 vec3 center() const; 00130 00132 real longestSideLength() const 00133 { 00134 real side = width(); 00135 if (height() > side) 00136 side = height(); 00137 if (depth() > side) 00138 side = depth(); 00139 return side; 00140 } 00141 00144 void addPoint(const vec3& p, real radius); 00145 00147 void addPoint(const vec3& p) 00148 { 00149 if (isNull()) 00150 { 00151 mMax = p; 00152 mMin = p; 00153 return; 00154 } 00155 00156 if ( mMax.x() < p.x() ) mMax.x() = p.x(); 00157 if ( mMax.y() < p.y() ) mMax.y() = p.y(); 00158 if ( mMax.z() < p.z() ) mMax.z() = p.z(); 00159 if ( mMin.x() > p.x() ) mMin.x() = p.x(); 00160 if ( mMin.y() > p.y() ) mMin.y() = p.y(); 00161 if ( mMin.z() > p.z() ) mMin.z() = p.z(); 00162 } 00163 00165 void transformed(AABB& out, const mat4& mat) const 00166 { 00167 out.setNull(); 00168 if ( !isNull() ) 00169 { 00170 out.addPoint( mat * vec3(minCorner().x(), minCorner().y(), minCorner().z()) ); 00171 out.addPoint( mat * vec3(minCorner().x(), maxCorner().y(), minCorner().z()) ); 00172 out.addPoint( mat * vec3(maxCorner().x(), maxCorner().y(), minCorner().z()) ); 00173 out.addPoint( mat * vec3(maxCorner().x(), minCorner().y(), minCorner().z()) ); 00174 out.addPoint( mat * vec3(minCorner().x(), minCorner().y(), maxCorner().z()) ); 00175 out.addPoint( mat * vec3(minCorner().x(), maxCorner().y(), maxCorner().z()) ); 00176 out.addPoint( mat * vec3(maxCorner().x(), maxCorner().y(), maxCorner().z()) ); 00177 out.addPoint( mat * vec3(maxCorner().x(), minCorner().y(), maxCorner().z()) ); 00178 } 00179 } 00180 00182 AABB transformed(const mat4& mat) const 00183 { 00184 AABB aabb; 00185 transformed(aabb, mat); 00186 return aabb; 00187 } 00188 00190 const vec3& minCorner() const { return mMin; } 00191 00193 const vec3& maxCorner() const { return mMax; } 00194 00196 void setMinCorner(real x, real y, real z) { mMin.x() = x; mMin.y() = y; mMin.z() = z; } 00197 00199 void setMinCorner(const vec3& v) { mMin = v; } 00200 00202 void setMaxCorner(real x, real y, real z) { mMax.x() = x; mMax.y() = y; mMax.z() = z; } 00203 00205 void setMaxCorner(const vec3& v) { mMax = v; } 00206 00208 real volume() const { return width() * height() * depth(); } 00209 00210 protected: 00211 vec3 mMin; 00212 vec3 mMax; 00213 }; 00214 } 00215 00216 #endif