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create/src/Base/BoundBox.h

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37 KiB
C++

/***************************************************************************
* 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 <array>
#include <limits>
#include "Matrix.h"
#include "Tools2D.h"
#include "ViewProj.h"
namespace Base {
class ViewProjMethod;
/** The 3D bounding box class. */
template <class Precision>
class BoundBox3
{
// helper function
static bool isOnRayW(Precision min, Precision max, Precision val);
static bool isOnRayS(Precision min, Precision max, Precision val);
public:
using num_type = Precision;
using traits_type = float_traits<num_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) = default;
BoundBox3 (BoundBox3<Precision> &&rcBB) noexcept = default;
/** Builds box from an array of points. */
inline BoundBox3 (const Vector3<Precision> *pclVect, std::size_t ulCt);
/** Defines a bounding box around the center \a rcCnt with the
* distances \a fDistance in each coordinate.
*/
BoundBox3 (const Vector3<Precision>& point, Precision distance);
~BoundBox3 ();
/// Assignment operator
inline BoundBox3<Precision>& operator = (const BoundBox3<Precision> &rcBound) = default;
inline BoundBox3<Precision>& operator = (BoundBox3<Precision> &&rcBound) noexcept = default;
/** 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 () 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 };
enum CORNER {
TLB = 0, // top-left-back
TLF = 1, // top-left-front
TRF = 2, // top-right-front
TRB = 3, // top-right-back
BLB = 4, // bottom-left-back
BLF = 5, // bottom-left-front
BRF = 6, // bottom-right-front
BRB = 7, // bottom-right-back
};
enum EDGE {
TLB_TLF = 0,
TLF_TRF = 1,
TRF_TRB = 2,
TRB_TLB = 3,
BLB_BLF = 4,
BLF_BRF = 5,
BRF_BRB = 6,
BRB_BLB = 7,
TLB_BLB = 8,
TLF_BLF = 9,
TRF_BRF = 10,
TRB_BRB = 11
};
/**
* Returns the corner point \a usPoint.
*/
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.
*/
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* proj) 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 () const;
/** Returns the minimum point of the box. */
inline Vector3<Precision> GetMinimum () const;
/** Returns the maximum point of the box. */
inline Vector3<Precision> GetMaximum () 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 () const;
void SetVoid ();
/** Enlarges the box with \a fLen. */
inline void Enlarge (Precision fLen);
/** Shrinks the box with \a fLen. */
inline void Shrink (Precision fLen);
/** Calculates expansion in x-direction. */
inline Precision LengthX () const;
/** Calculates expansion in y-direction. */
inline Precision LengthY () const;
/** Calculates expansion in z-direction. */
inline Precision LengthZ () const;
/** Calculates the volume. If the box is invalid a negative value is returned */
inline Precision Volume () const;
/** Moves in x-direction. */
inline void MoveX (Precision value);
/** Moves in y-direction. */
inline void MoveY (Precision value);
/** Moves in z-direction. */
inline void MoveZ (Precision value);
/** Scales in x-direction. */
inline void ScaleX (Precision value);
/** Scales in y-direction. */
inline void ScaleY (Precision value);
/** Scales in z-direction. */
inline void ScaleZ (Precision value);
/** Prints the values to stream. */
void Print (std::ostream&) const;
};
template <class Precision>
bool BoundBox3<Precision>::isOnRayW(Precision min, Precision max, Precision val)
{
// Checks if point val lies on the ray [min,max]
return ((min <= val) && (val <= max));
}
template <class Precision>
bool BoundBox3<Precision>::isOnRayS(Precision min, Precision max, Precision val)
{
// Checks if point val lies on the ray [min,max[
return ((min <= val) && (val < max));
}
// NOLINTBEGIN(bugprone-easily-swappable-parameters)
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)
{
}
// NOLINTEND(bugprone-easily-swappable-parameters)
template <class Precision>
inline BoundBox3<Precision>::BoundBox3 (const Vector3<Precision> *pclVect, std::size_t 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 = nullptr;
const Vector3<Precision> *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>& point, Precision distance)
: MinX(point.x - distance)
, MinY(point.y - distance)
, MinZ(point.z - distance)
, MaxX(point.x + distance)
, MaxY(point.y + distance)
, MaxZ(point.z + distance)
{
}
template <class Precision>
inline BoundBox3<Precision>::~BoundBox3 () = default;
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 () 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 TLB: return Vector3<Precision>(MinX, MinY, MaxZ);
case TLF: return Vector3<Precision>(MaxX, MinY, MaxZ);
case TRF: return Vector3<Precision>(MaxX, MaxY, MaxZ);
case TRB: return Vector3<Precision>(MinX, MaxY, MaxZ);
case BLB: return Vector3<Precision>(MinX, MinY, MinZ);
case BLF: return Vector3<Precision>(MaxX, MinY, MinZ);
case BRF: return Vector3<Precision>(MaxX, MaxY, MinZ);
case BRB: return Vector3<Precision>(MinX, MaxY, MinZ);
}
return Vector3<Precision>();
}
// NOLINTBEGIN(bugprone-easily-swappable-parameters)
template <class Precision>
inline void BoundBox3<Precision>::CalcPlane (unsigned short usPlane,
Vector3<Precision>& rBase,
Vector3<Precision>& rNormal) const
// NOLINTEND(bugprone-easily-swappable-parameters)
{
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 TLB_TLF:
rcP0 = CalcPoint(TLB);
rcP1 = CalcPoint(TLF);
break;
case TLF_TRF:
rcP0 = CalcPoint(TLF);
rcP1 = CalcPoint(TRF);
break;
case TRF_TRB:
rcP0 = CalcPoint(TRF);
rcP1 = CalcPoint(TRB);
break;
case TRB_TLB:
rcP0 = CalcPoint(TRB);
rcP1 = CalcPoint(TLB);
break;
case BLB_BLF:
rcP0 = CalcPoint(BLB);
rcP1 = CalcPoint(BLF);
break;
case BLF_BRF:
rcP0 = CalcPoint(BLF);
rcP1 = CalcPoint(BRF);
break;
case BRF_BRB:
rcP0 = CalcPoint(BRF);
rcP1 = CalcPoint(BRB);
break;
case BRB_BLB:
rcP0 = CalcPoint(BRB);
rcP1 = CalcPoint(BLB);
break;
case TLB_BLB:
rcP0 = CalcPoint(TLB);
rcP1 = CalcPoint(BLB);
break;
case TLF_BLF:
rcP0 = CalcPoint(TLF);
rcP1 = CalcPoint(BLF);
break;
case TRF_BRF:
rcP0 = CalcPoint(TRF);
rcP1 = CalcPoint(BRF);
break;
case TRB_BRB:
rcP0 = CalcPoint(TRB);
rcP1 = CalcPoint(BRB);
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
{
const unsigned short num = 6;
bool rc=false;
BoundBox3<Precision> cCmpBound(*this);
// enlarge bounding box by epsilon
cCmpBound.Enlarge(epsilon);
// Is point inside?
if (cCmpBound.IsInBox (rcVct)) {
// test sides
for (unsigned short i = 0; (i < num) && (!rc); i++) {
rc = IntersectPlaneWithLine(i, rcVct, rcVctDir, cVctRes);
if (!cCmpBound.IsInBox(cVctRes)) {
rc = false;
}
if (rc) {
// 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
{
const unsigned short num = 6;
Precision fDist;
// at first only a rough and quick test by the
// Distance of the line to the center of the BB is calculated
// and with the maximum diagonal length + fTolerance
// will be compared.
// Distance between center point and line
fDist = (rcDir % (GetCenter() - rcBase)).Length() / rcDir.Length();
if (fDist > (CalcDiagonalLength() + fTolerance)) {
return false;
}
// more detailed test here
Vector3<Precision> clVectRes;
// intersect each face with the line
for (unsigned short i = 0; i < num; i++) {
if (IntersectPlaneWithLine(i, rcBase, rcDir, clVectRes)) {
// Check whether the intersection point is within BB limits + Tolerance
switch (i) {
case LEFT : // left and right plane
case RIGHT :
if ((isOnRayW (MinY - fTolerance, MaxY + fTolerance, clVectRes.y) &&
isOnRayW (MinZ - fTolerance, MaxZ + fTolerance, clVectRes.z))) {
return true;
}
break;
case TOP : // top and bottom plane
case BOTTOM :
if ((isOnRayW (MinX - fTolerance, MaxX + fTolerance, clVectRes.x) &&
isOnRayW (MinZ - fTolerance, MaxZ + fTolerance, clVectRes.z))) {
return true;
}
break;
case FRONT : // front and back plane
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
{
const unsigned short num = 8;
if (fabs(GetCenter().DistanceToPlane(rclBase, rclNormal)) < CalcDiagonalLength()) {
Precision fD = CalcPoint(CORNER::TLB).DistanceToPlane(rclBase, rclNormal);
for (unsigned short i = 1; i < num; i++) {
if ((CalcPoint(i).DistanceToPlane(rclBase, rclNormal) * fD) <= 0.0F) {
return true;
}
}
}
return false;
}
// NOLINTBEGIN(bugprone-easily-swappable-parameters)
template <class Precision>
inline bool BoundBox3<Precision>::IntersectWithLine (const Vector3<Precision> & rcBase,
const Vector3<Precision>& rcDir,
Vector3<Precision>& rcP0,
Vector3<Precision>& rcP1) const
// NOLINTEND(bugprone-easily-swappable-parameters)
{
const unsigned short num = 6;
Vector3<Precision> clVectRes;
std::array<Vector3<Precision>, num> clVect;
unsigned short numIntersect = 0;
auto checkIntersect = [&](Base::Vector3<Precision> p1,
Base::Vector3<Precision> p2) {
if (isOnRayS(p1.x, p1.y, p1.z) && isOnRayS(p2.x, p2.y, p2.z)) {
clVect[numIntersect] = clVectRes;
numIntersect++;
}
};
// cut each face with the line
for (unsigned short i = 0; i < num; i++) {
if (IntersectPlaneWithLine(i, rcBase, rcDir, clVectRes)) {
// check if intersection point is inside
switch (i) {
case LEFT : // left and right plane
case RIGHT :
checkIntersect(Vector3<Precision>{MinY, MaxY, clVectRes.y},
Vector3<Precision>{MinZ, MaxZ, clVectRes.z});
break;
case TOP : // top and bottom plane
case BOTTOM :
checkIntersect(Vector3<Precision>{MinX, MaxX, clVectRes.x},
Vector3<Precision>{MinZ, MaxZ, clVectRes.z});
break;
case FRONT : // front and back plane
case BACK :
checkIntersect(Vector3<Precision>{MinX, MaxX, clVectRes.x},
Vector3<Precision>{MinY, MaxY, clVectRes.y});
break;
}
}
}
if (numIntersect == 2) {
rcP0 = clVect[0];
rcP1 = clVect[1];
return true;
}
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;
}
// NOLINTBEGIN(bugprone-easily-swappable-parameters)
template <class Precision>
inline bool BoundBox3<Precision>::IntersectPlaneWithLine (unsigned short usSide,
const Vector3<Precision>& rcBase,
const Vector3<Precision>& rcDir,
Vector3<Precision>& rcP0) const
// NOLINTEND(bugprone-easily-swappable-parameters)
{
Precision value;
Vector3<Precision> cBase;
Vector3<Precision> cNormal;
Vector3<Precision> cDir(rcDir);
CalcPlane(usSide, cBase, cNormal);
if ((cNormal * cDir) == 0.0F) {
return false; // no point of intersection
}
value = (cNormal * (cBase - rcBase)) / (cNormal * cDir);
cDir.Scale(value, value, value);
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;
Vector3<Precision> cP1;
if (!IntersectWithLine(rclPt, rclDir, cP0, cP1)) {
return INVALID;
}
Vector3<Precision> cOut;
// same orientation
if ((cP1-cP0)*rclDir > 0) {
cOut = cP1;
}
else {
cOut = cP0;
}
rcInt = cOut;
Precision fMax = 1.0e-3F; //NOLINT
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
{
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;
}
template <class Precision>
inline BoundBox2d BoundBox3<Precision>::ProjectBox(const ViewProjMethod* proj) const
{
const int num = 8;
BoundBox2d clBB2D;
clBB2D.SetVoid();
for (int i = 0; i < num; i++) {
Vector3<Precision> clTrsPt = (*proj)(CalcPoint(i));
clBB2D.Add(Vector2d(clTrsPt.x, clTrsPt.y));
}
return clBB2D;
}
template <class Precision>
inline BoundBox3<Precision> BoundBox3<Precision>::Transformed(const Matrix4D& mat) const
{
const int num = 8;
BoundBox3<Precision> bbox;
for (int i = 0; i < num; i++) {
bbox.Add(mat * CalcPoint(i));
}
return bbox;
}
template <class Precision>
inline Vector3<Precision> BoundBox3<Precision>::GetCenter () const
{
return Vector3<Precision>((MaxX + MinX) / 2,
(MaxY + MinY) / 2,
(MaxZ + MinZ) / 2);
}
template <class Precision>
inline Vector3<Precision> BoundBox3<Precision>::GetMinimum () const
{
return Vector3<Precision>(MinX, MinY, MinZ);
}
template <class Precision>
inline Vector3<Precision> BoundBox3<Precision>::GetMaximum () const
{
return Vector3<Precision>(MaxX, MaxY, MaxZ);
}
template <class Precision>
inline Precision BoundBox3<Precision>::CalcDiagonalLength () 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 ()
{
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 () const
{
return MaxX - MinX;
}
template <class Precision>
inline Precision BoundBox3<Precision>::LengthY () const
{
return MaxY - MinY;
}
template <class Precision>
inline Precision BoundBox3<Precision>::LengthZ () const
{
return MaxZ - MinZ;
}
template <class Precision>
inline Precision BoundBox3<Precision>::Volume () const
{
if (!IsValid()) {
return -1.0;
}
return LengthX() * LengthY() * LengthZ();
}
template <class Precision>
inline void BoundBox3<Precision>::MoveX (Precision value)
{
MinX += value;
MaxX += value;
}
template <class Precision>
inline void BoundBox3<Precision>::MoveY (Precision value)
{
MinY += value;
MaxY += value;
}
template <class Precision>
inline void BoundBox3<Precision>::MoveZ (Precision value)
{
MinZ += value;
MaxZ += value;
}
template <class Precision>
inline void BoundBox3<Precision>::ScaleX (Precision value)
{
MinX *= value;
MaxX *= value;
}
template <class Precision>
inline void BoundBox3<Precision>::ScaleY (Precision value)
{
MinY *= value;
MaxY *= value;
}
template <class Precision>
inline void BoundBox3<Precision>::ScaleZ (Precision value)
{
MinZ *= value;
MaxZ *= value;
}
using BoundBox3f = BoundBox3<float>;
using BoundBox3d = BoundBox3<double>;
} // namespace Base
#endif // BASE_BOUNDBOX_H