/*************************************************************************** * 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" // Checks if point K lies on the ray [A,B[ #define IS_ON_RAY(A,B,K) (((A) <= (K)) && ((B) > (K))) namespace Base { class ViewProjMethod; /** The 3D bounding box class. */ template class BoundBox3 { public: typedef _Precision num_type; typedef float_traits 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 = FLOAT_MAX, _Precision fMinY = FLOAT_MAX, _Precision fMinZ = FLOAT_MAX, _Precision fMaxX = -FLOAT_MAX, _Precision fMaxY = -FLOAT_MAX, _Precision fMaxZ = -FLOAT_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 operator && (const BoundBox3<_Precision> &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> operator & (const BoundBox3<_Precision> &rcBB) const; /** Appends the point to the box. The box can grow but not shrink. */ inline BoundBox3<_Precision>& operator &= (const Vector3<_Precision> &rclVect); /** The union of two bounding boxes. */ BoundBox3<_Precision> operator | (const BoundBox3<_Precision> &rcBB) const; /** Appends the point to the box. The box can grow but not shrink. * This method does the same as the &= operator unless that it nothing returns. */ 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. */ inline bool IsInBox (const Vector3<_Precision> &rcVct) const; /** Checks if this 3D box lies inside the box. */ inline bool IsInBox (const BoundBox3<_Precision> &rcBB) const; /** Checks if this 2D box lies inside the box. */ 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 CalcDistance (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. */ 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 nearest point of the bounding box. * \note Point must be inside the bounding box. */ Vector3<_Precision> NearestPoint (const Vector3<_Precision> &rclPt) const; /** Projects the box onto a plane and returns a 2D box. */ BoundBox2D ProjectBox(const ViewProjMethod *rclP) const; BoundBox3<_Precision> Transformed(const Matrix4D& mat) const; /** Returns the center.of the box. */ inline Vector3<_Precision> CalcCenter (void) const; inline _Precision CalcDiagonalLength (void) const; void Flush (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 stdout. */ void Print (void); }; template 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 inline BoundBox3<_Precision>::~BoundBox3 () { } template inline BoundBox3<_Precision> BoundBox3<_Precision>::operator & (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 inline BoundBox3<_Precision> BoundBox3<_Precision>::operator | (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 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 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 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 % (CalcCenter() - 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) == true) { // pruefe, ob Schnittpunkt innerhalb BB-Grenzen + Toleranz switch (i) { case 0 : // linke und rechte Ebene case 1 : if ((IS_ON_RAY (MinY - fTolerance, MaxY + fTolerance, clVectRes.y) && IS_ON_RAY (MinZ - fTolerance, MaxZ + fTolerance, clVectRes.z)) == true) return true; break; case 2 : // obere und untere Ebene case 3 : if ((IS_ON_RAY (MinX - fTolerance, MaxX + fTolerance, clVectRes.x) && IS_ON_RAY (MinZ - fTolerance, MaxZ + fTolerance, clVectRes.z))== true) return true; break; case 4 : // vordere und hintere Ebene case 5 : if ((IS_ON_RAY (MinX - fTolerance, MaxX + fTolerance, clVectRes.x) && IS_ON_RAY (MinY - fTolerance, MaxY + fTolerance, clVectRes.y)) == true) return true; break; } } } } return false; } template inline bool BoundBox3<_Precision>::IsValid (void) const { return ((MinX <= MaxX) && (MinY <= MaxY) && (MinZ <= MaxZ)); } #define HALF(A,B) ((A)+((B-A)/2)) template inline bool BoundBox3<_Precision>::GetOctantFromVector (const Vector3<_Precision> &rclVct, OCTANT &rclOctant) const { if (!IsInBox (rclVct)) return false; unsigned short usNdx = 0; if (IS_ON_RAY (HALF (MinX, MaxX), MaxX, rclVct.x)) // left/RIGHT usNdx |= 1; if (IS_ON_RAY (HALF (MinY, MaxY), MaxY, rclVct.y)) // down/UP usNdx |= 2; if (IS_ON_RAY (HALF (MinZ, MaxZ), MaxZ, rclVct.z)) // back/FRONT usNdx |= 4; rclOctant = (OCTANT) usNdx; return true; } template inline BoundBox3<_Precision> BoundBox3<_Precision>::CalcOctant (typename BoundBox3< _Precision >::OCTANT Octant) const { BoundBox3<_Precision> cOct (*this); switch (Octant) { case OCT_LDB: cOct.MaxX = HALF (cOct.MinX, cOct.MaxX); cOct.MaxY = HALF (cOct.MinY, cOct.MaxY); cOct.MaxZ = HALF (cOct.MinZ, cOct.MaxZ); break; case OCT_RDB: cOct.MinX = HALF (cOct.MinX, cOct.MaxX); cOct.MaxY = HALF (cOct.MinY, cOct.MaxY); cOct.MaxZ = HALF (cOct.MinZ, cOct.MaxZ); break; case OCT_LUB: cOct.MaxX = HALF (cOct.MinX, cOct.MaxX); cOct.MinY = HALF (cOct.MinY, cOct.MaxY); cOct.MaxZ = HALF (cOct.MinZ, cOct.MaxZ); break; case OCT_RUB: cOct.MinX = HALF (cOct.MinX, cOct.MaxX); cOct.MinY = HALF (cOct.MinY, cOct.MaxY); cOct.MaxZ = HALF (cOct.MinZ, cOct.MaxZ); break; case OCT_LDF: cOct.MaxX = HALF (cOct.MinX, cOct.MaxX); cOct.MaxY = HALF (cOct.MinY, cOct.MaxY); cOct.MinZ = HALF (cOct.MinZ, cOct.MaxZ); break; case OCT_RDF: cOct.MinX = HALF (cOct.MinX, cOct.MaxX); cOct.MaxY = HALF (cOct.MinY, cOct.MaxY); cOct.MinZ = HALF (cOct.MinZ, cOct.MaxZ); break; case OCT_LUF: cOct.MaxX = HALF (cOct.MinX, cOct.MaxX); cOct.MinY = HALF (cOct.MinY, cOct.MaxY); cOct.MinZ = HALF (cOct.MinZ, cOct.MaxZ); break; case OCT_RUF: cOct.MinX = HALF (cOct.MinX, cOct.MaxX); cOct.MinY = HALF (cOct.MinY, cOct.MaxY); cOct.MinZ = HALF (cOct.MinZ, cOct.MaxZ); break; } return cOct; } #undef HALF template inline void BoundBox3<_Precision>::CalcPlane (unsigned short usPlane, Vector3<_Precision>& rBase, Vector3<_Precision>& rNormal ) const { switch (usPlane) { //links case 0: rBase.Set(MinX, MinY, MaxZ); rNormal.Set(1.0f, 0.0f, 0.0f); break; // rechts case 1: rBase.Set(MaxX, MinY, MaxZ); rNormal.Set(1.0f, 0.0f, 0.0f); break; // oben case 2: rBase.Set(MinX, MaxY, MaxZ); rNormal.Set(0.0f, 1.0f, 0.0f); break; // unten case 3: rBase.Set(MinX, MinY, MaxZ); rNormal.Set(0.0f, 1.0f, 0.0f); break; // vorne case 4: rBase.Set(MinX, MinY, MaxZ); rNormal.Set(0.0f, 0.0f, 1.0f); break; // hinten default: rBase.Set(MinX, MinY, MinZ); rNormal.Set(0.0f, 0.0f, 1.0f); break; } } template inline bool BoundBox3<_Precision>::CalcDistance (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 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) >= (_Precision)0.0; } } } return rc; } template 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 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 i, j; j = 0; // schneide jede Seitenflaeche mit der Linie for (i = 0; i < 6; i++) { if ( IntersectPlaneWithLine(i, rcBase, rcDir, clVectRes ) ) { // pruefe, ob Schnittpunkt innerhalb BB-Grenzen switch (i) { case 0 : // linke und rechte Ebene case 1 : if ((IS_ON_RAY(MinY, MaxY, clVectRes.y) && IS_ON_RAY(MinZ, MaxZ, clVectRes.z)) == true) { clVect[j] = clVectRes; j++; } break; case 2 : // obere und untere Ebene case 3 : if ((IS_ON_RAY(MinX, MaxX, clVectRes.x) && IS_ON_RAY(MinZ, MaxZ, clVectRes.z))== true) { clVect[j] = clVectRes; j++; } break; case 4 : // vordere und hintere Ebene case 5 : if ((IS_ON_RAY(MinX, MaxX, clVectRes.x) && IS_ON_RAY(MinY, MaxY, clVectRes.y)) == true) { clVect[j] = clVectRes; j++; } break; } } } if (j == 2) { rcP0 = clVect[0]; rcP1 = clVect[1]; return true; } else if (j > 2) // suche 2 unterschiedliche Schnittpunkte { for (i = 1; i < j; i++) { if (clVect[i] != clVect[0]) { rcP0 = clVect[0]; rcP1 = clVect[i]; return true; } } } return false; } template 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 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 > 0.0f ) cOut = cP1; else cOut = cP0; rcInt = cOut; _Precision fMax = 1.0e-3f; SIDE tSide = INVALID; if (fabs(cOut.x - MinX) < fMax) // linke Ebene { fMax = _Precision(fabs(cOut.x - MinX)); tSide = LEFT; } if (fabs(cOut.x - MaxX) < fMax) // rechte Ebene { fMax = _Precision(fabs(cOut.x - MaxX)); tSide = RIGHT; } if (fabs(cOut.y - MinY) < fMax) // untere Ebene { fMax = _Precision(fabs(cOut.y - MinY)); tSide = BOTTOM; } if (fabs(cOut.y - MaxY) < fMax) // obere Ebene { fMax = _Precision(fabs(cOut.y - MaxY)); tSide = TOP; } if (fabs(cOut.z - MinZ) < fMax) // vordere Ebene { fMax = _Precision(fabs(cOut.z - MinZ)); tSide = FRONT; } if (fabs(cOut.z - MaxZ) < fMax) // hintere Ebene { fMax = _Precision(fabs(cOut.z - MaxZ)); tSide = BACK; } return tSide; } template inline void BoundBox3<_Precision>::Flush (void) { MinX = MinY = MinZ = FLOAT_MAX; MaxX = MaxY = MaxZ = -FLOAT_MAX; } template inline void BoundBox3<_Precision>::Print (void) { printf ("X1 : %5.2f Y1 : %5.2f Z1 : %5.2f\n", MinX, MinY, MinZ); printf ("X2 : %5.2f Y2 : %5.2f Z2 : %5.2f\n", MaxX, MaxY, MaxZ); } template 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 &= Vector2D(clTrsPt.x, clTrsPt.y); } return clBB2D; } template 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 inline Vector3<_Precision> BoundBox3<_Precision>::NearestPoint (const Vector3<_Precision> &rclPt) const { // Suche naechsten Punkt auf der BB, !!! Punkt MUSS innerhalb BB liegen !!! _Precision fMinDist = FLOAT_MAX; Vector3<_Precision> cBase, cNormal, clRet; for (int i = 0; i < 6; i++) { Vector3<_Precision> clTemp = rclPt; CalcPlane(i, cBase, cNormal); clTemp.ProjToPlane(cBase, cNormal); _Precision fDist = (clTemp - rclPt).Length(); if (fDist < fMinDist) { fMinDist = fDist; clRet = clTemp; } } return clRet; } template 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 inline BoundBox3<_Precision>::BoundBox3 (const Vector3<_Precision> *pclVect, unsigned long ulCt) : MinX(FLOAT_MAX), MinY(FLOAT_MAX), MinZ(FLOAT_MAX), MaxX(-FLOAT_MAX), MaxY(-FLOAT_MAX), MaxZ(-FLOAT_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 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 inline BoundBox3<_Precision>& BoundBox3<_Precision>::operator &= (const Vector3<_Precision> &rclVect) { MinX = std::min<_Precision>(MinX, rclVect.x); MinY = std::min<_Precision>(MinY, rclVect.y); MinZ = std::min<_Precision>(MinZ, rclVect.z); MaxX = std::max<_Precision>(MaxX, rclVect.x); MaxY = std::max<_Precision>(MaxY, rclVect.y); MaxZ = std::max<_Precision>(MaxZ, rclVect.z); return *this; } template inline bool BoundBox3<_Precision>::operator && (const BoundBox3<_Precision> &rcBB) const { return (IS_ON_RAY (MinX, MaxX, rcBB.MinX) || IS_ON_RAY (MinX, MaxX, rcBB.MaxX) || IS_ON_RAY (rcBB.MinX, rcBB.MaxX, MinX) || IS_ON_RAY (rcBB.MinX, rcBB.MaxX, MaxX)) && (IS_ON_RAY (MinY, MaxY, rcBB.MinY) || IS_ON_RAY (MinY, MaxY, rcBB.MaxY) || IS_ON_RAY (rcBB.MinY, rcBB.MaxY, MinY) || IS_ON_RAY (rcBB.MinY, rcBB.MaxY, MaxY)) && (IS_ON_RAY (MinZ, MaxZ, rcBB.MinZ) || IS_ON_RAY (MinZ, MaxZ, rcBB.MaxZ) || IS_ON_RAY (rcBB.MinZ, rcBB.MaxZ, MinZ) || IS_ON_RAY (rcBB.MinZ, rcBB.MaxZ, MaxZ)); } template inline bool BoundBox3<_Precision>::operator && (const BoundBox2D &rcBB) const { return (IS_ON_RAY (MinX, MaxX, rcBB.fMinX) || IS_ON_RAY (MinX, MaxX, rcBB.fMaxX) || IS_ON_RAY (rcBB.fMinX, rcBB.fMaxX, MinX) || IS_ON_RAY (rcBB.fMinX, rcBB.fMaxX, MaxX)) && (IS_ON_RAY (MinY, MaxY, rcBB.fMinY) || IS_ON_RAY (MinY, MaxY, rcBB.fMaxY) || IS_ON_RAY (rcBB.fMinY, rcBB.fMaxY, MinY) || IS_ON_RAY (rcBB.fMinY, rcBB.fMaxY, MaxY) ); } template 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 inline Vector3<_Precision> BoundBox3<_Precision>::CalcCenter (void) const { return Vector3<_Precision>(MinX + (MaxX - MinX) / 2.0f, MinY + (MaxY - MinY) / 2.0f, MinZ + (MaxZ - MinZ) / 2.0f); } template inline _Precision BoundBox3<_Precision>::CalcDiagonalLength (void) const { return (_Precision)sqrt (((MaxX - MinX) * (MaxX - MinX)) + ((MaxY - MinY) * (MaxY - MinY)) + ((MaxZ - MinZ) * (MaxZ - MinZ))); } template inline bool BoundBox3<_Precision>::IsCutPlane (const Vector3<_Precision> &rclBase, const Vector3<_Precision> &rclNormal) const { if (fabs(CalcCenter().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 inline void BoundBox3<_Precision>::Enlarge (_Precision fLen) { MinX -= fLen; MinY -= fLen; MinZ -= fLen; MaxX += fLen; MaxY += fLen; MaxZ += fLen; } template inline void BoundBox3<_Precision>::Shrink (_Precision fLen) { MinX += fLen; MinY += fLen; MinZ += fLen; MaxX -= fLen; MaxY -= fLen; MaxZ -= fLen; } template inline bool BoundBox3<_Precision>::IsInBox (const Vector3<_Precision> &rcVct) const { return (IS_ON_RAY (MinX, MaxX, rcVct.x) && IS_ON_RAY (MinY, MaxY, rcVct.y) && IS_ON_RAY (MinZ, MaxZ, rcVct.z)); } template inline bool BoundBox3<_Precision>::IsInBox (const BoundBox3<_Precision> &rcBB) const { return (IS_ON_RAY (MinX, MaxX, rcBB.MinX) && IS_ON_RAY (MinX, MaxX, rcBB.MaxX) && IS_ON_RAY (MinY, MaxY, rcBB.MinY) && IS_ON_RAY (MinY, MaxY, rcBB.MaxY) && IS_ON_RAY (MinZ, MaxZ, rcBB.MinZ) && IS_ON_RAY (MinZ, MaxZ, rcBB.MaxZ)); } template inline bool BoundBox3<_Precision>::IsInBox (const BoundBox2D &rcBB) const { return ( IS_ON_RAY (MinX, MaxX, rcBB.fMinX) && IS_ON_RAY (MinX, MaxX, rcBB.fMaxX) && IS_ON_RAY (MinY, MaxY, rcBB.fMinY) && IS_ON_RAY (MinY, MaxY, rcBB.fMaxY) ); } template inline _Precision BoundBox3<_Precision>::LengthX (void) const { return MaxX - MinX; } template inline _Precision BoundBox3<_Precision>::LengthY (void) const { return MaxY - MinY; } template inline _Precision BoundBox3<_Precision>::LengthZ (void) const { return MaxZ - MinZ; } template inline void BoundBox3<_Precision>::MoveX (_Precision f) { MinX += f; MaxX += f; } template inline void BoundBox3<_Precision>::MoveY (_Precision f) { MinY += f; MaxY += f; } template inline void BoundBox3<_Precision>::MoveZ (_Precision f) { MinZ += f; MaxZ += f; } template inline void BoundBox3<_Precision>::ScaleX (_Precision f) { MinX *= f; MaxX *= f; } template inline void BoundBox3<_Precision>::ScaleY (_Precision f) { MinY *= f; MaxY *= f; } template inline void BoundBox3<_Precision>::ScaleZ (_Precision f) { MinZ *= f; MaxZ *= f; } typedef BoundBox3 BoundBox3f; typedef BoundBox3 BoundBox3d; } // namespace Base #endif // BASE_BOUNDBOX_H