104 lines
2.7 KiB
C++
104 lines
2.7 KiB
C++
// This code is in the public domain -- castanyo@yahoo.es
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#pragma once
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#ifndef NV_MATH_BOX_H
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#define NV_MATH_BOX_H
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#include "Vector.h"
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#include <float.h> // FLT_MAX
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namespace nv
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{
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class Vector;
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class Stream;
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class Sphere;
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// Axis Aligned Bounding Box.
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class Box
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{
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public:
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inline Box() {}
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inline Box(const Box & b) : minCorner(b.minCorner), maxCorner(b.maxCorner) {}
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inline Box(const Vector3 & mins, const Vector3 & maxs) : minCorner(mins), maxCorner(maxs) {}
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Box & operator=(const Box & b);
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operator const float * () const { return reinterpret_cast<const float *>(this); }
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// Clear the bounds.
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void clearBounds();
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// min < max
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bool isValid() const;
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// Build a cube centered on center and with edge = 2*dist
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void cube(const Vector3 & center, float dist);
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// Build a box, given center and extents.
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void setCenterExtents(const Vector3 & center, const Vector3 & extents);
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// Get box center.
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Vector3 center() const;
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// Return extents of the box.
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Vector3 extents() const;
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// Return extents of the box.
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float extents(uint axis) const;
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// Add a point to this box.
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void addPointToBounds(const Vector3 & p);
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// Add a box to this box.
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void addBoxToBounds(const Box & b);
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// Add sphere to this box.
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void addSphereToBounds(const Vector3 & p, float r);
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// Translate box.
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void translate(const Vector3 & v);
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// Scale the box.
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void scale(float s);
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// Expand the box by a fixed amount.
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void expand(float r);
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// Get the area of the box.
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float area() const;
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// Get the volume of the box.
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float volume() const;
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// Return true if the box contains the given point.
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bool contains(const Vector3 & p) const;
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// Split the given box in 8 octants and assign the ith one to this box.
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void setOctant(const Box & box, const Vector3 & center, int i);
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// Clip the given segment against this box.
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bool clipSegment(const Vector3 & origin, const Vector3 & dir, float * t_near, float * t_far) const;
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friend Stream & operator<< (Stream & s, Box & box);
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const Vector3 & corner(int i) const { return (&minCorner)[i]; }
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Vector3 minCorner;
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Vector3 maxCorner;
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};
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float distanceSquared(const Box &box, const Vector3 &point);
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bool overlap(const Box &box, const Sphere &sphere);
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// p is ray origin, id is inverse ray direction.
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bool intersect(const Box & box, const Vector3 & p, const Vector3 & id, float * t);
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} // nv namespace
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#endif // NV_MATH_BOX_H
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