+ add new method BoundBox.isInside() git-svn-id: https://free-cad.svn.sourceforge.net/svnroot/free-cad/trunk@5004 e8eeb9e2-ec13-0410-a4a9-efa5cf37419d
986 lines
32 KiB
C++
986 lines
32 KiB
C++
/***************************************************************************
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* Copyright (c) 2005 Imetric 3D GmbH *
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* *
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* This file is part of the FreeCAD CAx development system. *
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* *
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* This library is free software; you can redistribute it and/or *
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* modify it under the terms of the GNU Library General Public *
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* License as published by the Free Software Foundation; either *
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* version 2 of the License, or (at your option) any later version. *
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* *
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* This library is distributed in the hope that it will be useful, *
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* but WITHOUT ANY WARRANTY; without even the implied warranty of *
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
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* GNU Library General Public License for more details. *
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* *
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* You should have received a copy of the GNU Library General Public *
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* License along with this library; see the file COPYING.LIB. If not, *
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* write to the Free Software Foundation, Inc., 59 Temple Place, *
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* Suite 330, Boston, MA 02111-1307, USA *
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* *
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***************************************************************************/
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#ifndef BASE_BOUNDBOX_H
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#define BASE_BOUNDBOX_H
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#include "Vector3D.h"
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#include "Matrix.h"
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#include "ViewProj.h"
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#include "Tools2D.h"
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// Checks if point K lies on the ray [A,B[
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#define IS_ON_RAY(A,B,K) (((A) <= (K)) && ((B) > (K)))
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namespace Base {
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class ViewProjMethod;
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/** The 3D bounding box class. */
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template <class _Precision>
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class BoundBox3
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{
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public:
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typedef _Precision num_type;
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typedef float_traits<num_type> traits_type;
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/** Public attributes */
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//@{
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_Precision MinX;
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_Precision MinY;
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_Precision MinZ;
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_Precision MaxX;
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_Precision MaxY;
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_Precision MaxZ;
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//@}
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/** Builds box from pairs of x,y,z values. */
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inline explicit BoundBox3 ( _Precision fMinX = FLOAT_MAX, _Precision fMinY = FLOAT_MAX,
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_Precision fMinZ = FLOAT_MAX, _Precision fMaxX = -FLOAT_MAX,
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_Precision fMaxY = -FLOAT_MAX, _Precision fMaxZ = -FLOAT_MAX );
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BoundBox3 (const BoundBox3<_Precision> &rcBB) { *this = rcBB; }
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/** Builds box from an array of points. */
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inline BoundBox3 (const Vector3<_Precision> *pclVect, unsigned long ulCt);
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/** Defines a bounding box around the center \a rcCnt with the
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* distances \a fDistance in each coordinate.
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*/
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BoundBox3 (const Vector3<_Precision> &rcCnt, _Precision fDistance);
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~BoundBox3 ();
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/// Assignment operator
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inline BoundBox3<_Precision>& operator = (const BoundBox3<_Precision> &rcBound);
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/** Methods for intersection, cuttíng and union of bounding boxes */
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//@{
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/** Checks for intersection. */
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inline bool operator && (const BoundBox3<_Precision> &rcBB) const;
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/** Checks for intersection. */
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inline bool operator && (const BoundBox2D &rcBB) const;
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/** Computes the intersection between two bounding boxes.
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* The result is also a bounding box.
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*/
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BoundBox3<_Precision> operator & (const BoundBox3<_Precision> &rcBB) const;
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/** Appends the point to the box. The box can grow but not shrink. */
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inline BoundBox3<_Precision>& operator &= (const Vector3<_Precision> &rclVect);
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/** The union of two bounding boxes. */
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BoundBox3<_Precision> operator | (const BoundBox3<_Precision> &rcBB) const;
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/** Appends the point to the box. The box can grow but not shrink.
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* This method does the same as the &= operator unless that it nothing returns.
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*/
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inline void Add (const Vector3<_Precision> &rclVect);
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/** Appends the bounding box to this box. The box can grow but not shrink. */
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inline void Add (const BoundBox3<_Precision> &rcBB);
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//@}
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/** Test methods */
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//@{
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/** Checks if this point lies inside the box. */
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inline bool IsInBox (const Vector3<_Precision> &rcVct) const;
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/** Checks if this 3D box lies inside the box. */
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inline bool IsInBox (const BoundBox3<_Precision> &rcBB) const;
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/** Checks if this 2D box lies inside the box. */
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inline bool IsInBox (const BoundBox2D &rcbb) const;
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/** Checks whether the bounding box is valid. */
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bool IsValid (void) const;
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//@}
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enum OCTANT {OCT_LDB = 0, OCT_RDB, OCT_LUB, OCT_RUB,
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OCT_LDF, OCT_RDF, OCT_LUF, OCT_RUF};
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bool GetOctantFromVector (const Vector3<_Precision> &rclVct, OCTANT &rclOctant) const;
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BoundBox3<_Precision> CalcOctant (typename BoundBox3<_Precision>::OCTANT Octant) const;
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enum SIDE { LEFT =0, RIGHT=1, TOP=2, BOTTOM=3, FRONT=4, BACK=5, INVALID=255 };
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/**
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* Returns the corner point \a usPoint.
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* 0: front,bottom,left 1: front,bottom,right
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* 2: front,top,right 3: front,top,left
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* 4: back,bottom,left 5: back,bottom,right
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* 6: back,top,right 7: back,top,left
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*/
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inline Vector3<_Precision> CalcPoint (unsigned short usPoint) const;
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/** Returns the plane of the given side. */
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void CalcPlane (unsigned short usPlane, Vector3<_Precision>& rBase, Vector3<_Precision>& rNormal ) const;
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/** Calculates the two points of an edge.
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* 0. edge P0-P1 1. edge P1-P2 2. edge P2-P3
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* 3. edge P3-P0 4. edge P4-P5 5. edge P5-P6
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* 6. edge P6-P7 7. edge P7-P4 8. edge P0-P4
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* 9. edge P1-P5 10. edge P2-P6 11. edge P3-P7
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*/
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bool CalcDistance (unsigned short usEdge, Vector3<_Precision>& rcP0, Vector3<_Precision>& rcP1) const;
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/** Intersection point of an inner search ray with the bounding box, built of
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* the base \a rcVct and the direction \a rcVctDir. \a rcVct must lie inside the
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* bounding box.
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*/
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bool IntersectionPoint (const Vector3<_Precision> &rcVct, const Vector3<_Precision> &rcVctDir, Vector3<_Precision>& cVctRes, _Precision epsilon) const;
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/** Checks for intersection with line incl. search tolerance. */
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bool IsCutLine ( const Vector3<_Precision>& rcBase, const Vector3<_Precision>& rcDir, _Precision fTolerance = 0.0f) const;
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/** Checks if this plane specified by (point,normal) cuts this box. */
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inline bool IsCutPlane (const Vector3<_Precision> &rclBase, const Vector3<_Precision> &rclNormal) const;
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/** Computes the intersection points of line and bounding box. */
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bool IntersectWithLine (const Vector3<_Precision>& rcBase, const Vector3<_Precision>& rcDir, Vector3<_Precision>& rcP0, Vector3<_Precision>& rcP1) const;
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/** Computes the intersection point of line and a plane of the bounding box. */
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bool IntersectPlaneWithLine (unsigned short usSide, const Vector3<_Precision>& rcBase, const Vector3<_Precision>& rcDir,
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Vector3<_Precision>& rcP0) const;
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/** Returns the side of the bounding box the ray exits. */
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typename BoundBox3<_Precision>::SIDE GetSideFromRay (const Vector3<_Precision> &rclPt, const Vector3<_Precision> &rclDir) const;
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/** Returns the side of the bounding box the ray exits. */
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typename BoundBox3<_Precision>::SIDE GetSideFromRay (const Vector3<_Precision> &rclPt, const Vector3<_Precision> &rclDir, Vector3<_Precision>& rcInt) const;
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/**
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* Searches for the nearest point of the bounding box.
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* \note Point must be inside the bounding box.
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*/
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Vector3<_Precision> NearestPoint (const Vector3<_Precision> &rclPt) const;
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/** Projects the box onto a plane and returns a 2D box. */
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BoundBox2D ProjectBox(const ViewProjMethod *rclP) const;
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BoundBox3<_Precision> Transformed(const Matrix4D& mat) const;
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/** Returns the center.of the box. */
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inline Vector3<_Precision> CalcCenter (void) const;
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inline _Precision CalcDiagonalLength (void) const;
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void Flush (void);
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/** Enlarges the box with factor \a fLen. */
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inline void Enlarge (_Precision fLen);
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/** Shrinks the box with factor \a fLen. */
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inline void Shrink (_Precision fLen);
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/** Calculates expansion in x-direction. */
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inline _Precision LengthX (void) const;
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/** Calculates expansion in y-direction. */
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inline _Precision LengthY (void) const;
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/** Calculates expansion in z-direction. */
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inline _Precision LengthZ (void) const;
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/** Moves in x-direction. */
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inline void MoveX (_Precision f);
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/** Moves in y-direction. */
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inline void MoveY (_Precision f);
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/** Moves in z-direction. */
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inline void MoveZ (_Precision f);
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/** Scales in x-direction. */
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inline void ScaleX (_Precision f);
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/** Scales in y-direction. */
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inline void ScaleY (_Precision f);
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/** Scales in z-direction. */
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inline void ScaleZ (_Precision f);
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/** Prints the values to stdout. */
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void Print (void);
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};
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template <class _Precision>
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inline BoundBox3<_Precision>::BoundBox3 (const Vector3<_Precision> &rcVector, _Precision fDistance)
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{
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MinX = rcVector.x - fDistance;
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MaxX = rcVector.x + fDistance;
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MinY = rcVector.y - fDistance;
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MaxY = rcVector.y + fDistance;
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MinZ = rcVector.z - fDistance;
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MaxZ = rcVector.z + fDistance;
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}
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template <class _Precision>
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inline BoundBox3<_Precision>::~BoundBox3 ()
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{
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}
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template <class _Precision>
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inline BoundBox3<_Precision> BoundBox3<_Precision>::operator & (const BoundBox3<_Precision> &rcBB) const
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{
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BoundBox3<_Precision> cBBRes;
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cBBRes.MinX = std::max<_Precision> (MinX, rcBB.MinX);
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cBBRes.MaxX = std::min<_Precision> (MaxX, rcBB.MaxX);
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cBBRes.MinY = std::max<_Precision> (MinY, rcBB.MinY);
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cBBRes.MaxY = std::min<_Precision> (MaxY, rcBB.MaxY);
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cBBRes.MinZ = std::max<_Precision> (MinZ, rcBB.MinZ);
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cBBRes.MaxZ = std::min<_Precision> (MaxZ, rcBB.MaxZ);
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return cBBRes;
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}
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template <class _Precision>
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inline BoundBox3<_Precision> BoundBox3<_Precision>::operator | (const BoundBox3<_Precision> &rcBB) const
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{
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BoundBox3<_Precision> cBBRes;
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cBBRes.MinX = std::min<_Precision> (MinX, rcBB.MinX);
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cBBRes.MaxX = std::max<_Precision> (MaxX, rcBB.MaxX);
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cBBRes.MinY = std::min<_Precision> (MinY, rcBB.MinY);
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cBBRes.MaxY = std::max<_Precision> (MaxY, rcBB.MaxY);
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cBBRes.MinZ = std::min<_Precision> (MinZ, rcBB.MinZ);
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cBBRes.MaxZ = std::max<_Precision> (MaxZ, rcBB.MaxZ);
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return cBBRes;
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}
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template <class _Precision>
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inline void BoundBox3<_Precision>::Add (const Vector3<_Precision> &rclVect)
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{
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this->MinX = std::min<_Precision>(this->MinX, rclVect.x);
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this->MinY = std::min<_Precision>(this->MinY, rclVect.y);
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this->MinZ = std::min<_Precision>(this->MinZ, rclVect.z);
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this->MaxX = std::max<_Precision>(this->MaxX, rclVect.x);
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this->MaxY = std::max<_Precision>(this->MaxY, rclVect.y);
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this->MaxZ = std::max<_Precision>(this->MaxZ, rclVect.z);
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}
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template <class _Precision>
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inline void BoundBox3<_Precision>::Add (const BoundBox3<_Precision> &rcBB)
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{
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this->MinX = std::min<_Precision> (this->MinX, rcBB.MinX);
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this->MaxX = std::max<_Precision> (this->MaxX, rcBB.MaxX);
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this->MinY = std::min<_Precision> (this->MinY, rcBB.MinY);
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this->MaxY = std::max<_Precision> (this->MaxY, rcBB.MaxY);
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this->MinZ = std::min<_Precision> (this->MinZ, rcBB.MinZ);
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this->MaxZ = std::max<_Precision> (this->MaxZ, rcBB.MaxZ);
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}
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template <class _Precision>
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inline bool BoundBox3<_Precision>::IsCutLine ( const Vector3<_Precision>& rcBase, const Vector3<_Precision>& rcDir, _Precision fTolerance) const
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{
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_Precision fDist;
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// zuerst nur grobe und schnelle Pruefung, indem der
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// Abstand der Linie zum Mittelpunkt der BB berechnet wird
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// und mit der maximalen Diagonalenlaenge + fTolerance
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// verglichen wird.
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// Distanz zwischen Mittelpunkt und Linie
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fDist = (rcDir % (CalcCenter() - rcBase)).Length() / rcDir.Length();
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if (fDist > (CalcDiagonalLength() + fTolerance))
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return false;
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else // hier genauerer Test
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{
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unsigned char i;
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Vector3<_Precision> clVectRes;
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// schneide jede Seitenflaeche mit der Linie
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for (i = 0; i < 6; i++)
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{
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if (IntersectPlaneWithLine(i, rcBase, rcDir, clVectRes) == true)
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{
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// pruefe, ob Schnittpunkt innerhalb BB-Grenzen + Toleranz
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switch (i)
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{
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case 0 : // linke und rechte Ebene
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case 1 :
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if ((IS_ON_RAY (MinY - fTolerance, MaxY + fTolerance, clVectRes.y) &&
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IS_ON_RAY (MinZ - fTolerance, MaxZ + fTolerance, clVectRes.z)) == true)
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return true;
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break;
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case 2 : // obere und untere Ebene
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case 3 :
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if ((IS_ON_RAY (MinX - fTolerance, MaxX + fTolerance, clVectRes.x) &&
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IS_ON_RAY (MinZ - fTolerance, MaxZ + fTolerance, clVectRes.z))== true)
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return true;
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break;
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case 4 : // vordere und hintere Ebene
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case 5 :
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if ((IS_ON_RAY (MinX - fTolerance, MaxX + fTolerance, clVectRes.x) &&
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IS_ON_RAY (MinY - fTolerance, MaxY + fTolerance, clVectRes.y)) == true)
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return true;
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break;
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}
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}
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}
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}
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return false;
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}
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template <class _Precision>
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inline bool BoundBox3<_Precision>::IsValid (void) const
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{
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return ((MinX <= MaxX) && (MinY <= MaxY) && (MinZ <= MaxZ));
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}
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#define HALF(A,B) ((A)+((B-A)/2))
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template <class _Precision>
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inline bool BoundBox3<_Precision>::GetOctantFromVector (const Vector3<_Precision> &rclVct, OCTANT &rclOctant) const
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{
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if (!IsInBox (rclVct))
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return false;
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unsigned short usNdx = 0;
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if (IS_ON_RAY (HALF (MinX, MaxX), MaxX, rclVct.x)) // left/RIGHT
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usNdx |= 1;
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if (IS_ON_RAY (HALF (MinY, MaxY), MaxY, rclVct.y)) // down/UP
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usNdx |= 2;
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if (IS_ON_RAY (HALF (MinZ, MaxZ), MaxZ, rclVct.z)) // back/FRONT
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usNdx |= 4;
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rclOctant = (OCTANT) usNdx;
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return true;
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}
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template <class _Precision>
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inline BoundBox3<_Precision> BoundBox3<_Precision>::CalcOctant (typename BoundBox3< _Precision >::OCTANT Octant) const
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{
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BoundBox3<_Precision> cOct (*this);
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switch (Octant)
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{
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case OCT_LDB:
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cOct.MaxX = HALF (cOct.MinX, cOct.MaxX);
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cOct.MaxY = HALF (cOct.MinY, cOct.MaxY);
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cOct.MaxZ = HALF (cOct.MinZ, cOct.MaxZ);
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break;
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case OCT_RDB:
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cOct.MinX = HALF (cOct.MinX, cOct.MaxX);
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cOct.MaxY = HALF (cOct.MinY, cOct.MaxY);
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cOct.MaxZ = HALF (cOct.MinZ, cOct.MaxZ);
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break;
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case OCT_LUB:
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cOct.MaxX = HALF (cOct.MinX, cOct.MaxX);
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cOct.MinY = HALF (cOct.MinY, cOct.MaxY);
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cOct.MaxZ = HALF (cOct.MinZ, cOct.MaxZ);
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break;
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case OCT_RUB:
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cOct.MinX = HALF (cOct.MinX, cOct.MaxX);
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cOct.MinY = HALF (cOct.MinY, cOct.MaxY);
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cOct.MaxZ = HALF (cOct.MinZ, cOct.MaxZ);
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break;
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case OCT_LDF:
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cOct.MaxX = HALF (cOct.MinX, cOct.MaxX);
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cOct.MaxY = HALF (cOct.MinY, cOct.MaxY);
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cOct.MinZ = HALF (cOct.MinZ, cOct.MaxZ);
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break;
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case OCT_RDF:
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cOct.MinX = HALF (cOct.MinX, cOct.MaxX);
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cOct.MaxY = HALF (cOct.MinY, cOct.MaxY);
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cOct.MinZ = HALF (cOct.MinZ, cOct.MaxZ);
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break;
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case OCT_LUF:
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cOct.MaxX = HALF (cOct.MinX, cOct.MaxX);
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cOct.MinY = HALF (cOct.MinY, cOct.MaxY);
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cOct.MinZ = HALF (cOct.MinZ, cOct.MaxZ);
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break;
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case OCT_RUF:
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cOct.MinX = HALF (cOct.MinX, cOct.MaxX);
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cOct.MinY = HALF (cOct.MinY, cOct.MaxY);
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cOct.MinZ = HALF (cOct.MinZ, cOct.MaxZ);
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break;
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}
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return cOct;
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}
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#undef HALF
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template <class _Precision>
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inline void BoundBox3<_Precision>::CalcPlane (unsigned short usPlane, Vector3<_Precision>& rBase, Vector3<_Precision>& rNormal ) const
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{
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switch (usPlane)
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{
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//links
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case 0:
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rBase.Set(MinX, MinY, MaxZ);
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rNormal.Set(1.0f, 0.0f, 0.0f);
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break;
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// rechts
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case 1:
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rBase.Set(MaxX, MinY, MaxZ);
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rNormal.Set(1.0f, 0.0f, 0.0f);
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break;
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// oben
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case 2:
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rBase.Set(MinX, MaxY, MaxZ);
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rNormal.Set(0.0f, 1.0f, 0.0f);
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break;
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// unten
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case 3:
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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 <class _Precision>
|
|
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 <class _Precision>
|
|
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 <class _Precision>
|
|
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 <class _Precision>
|
|
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 <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, 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 <class _Precision>
|
|
inline void BoundBox3<_Precision>::Flush (void)
|
|
{
|
|
MinX = MinY = MinZ = FLOAT_MAX;
|
|
MaxX = MaxY = MaxZ = -FLOAT_MAX;
|
|
}
|
|
|
|
template <class _Precision>
|
|
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 <class _Precision>
|
|
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 <class _Precision>
|
|
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 <class _Precision>
|
|
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 <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)
|
|
{
|
|
}
|
|
|
|
template <class _Precision>
|
|
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 <class _Precision>
|
|
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 <class _Precision>
|
|
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 <class _Precision>
|
|
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 <class _Precision>
|
|
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 <class _Precision>
|
|
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 <class _Precision>
|
|
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 <class _Precision>
|
|
inline _Precision BoundBox3<_Precision>::CalcDiagonalLength (void) const
|
|
{
|
|
return (_Precision)sqrt (((MaxX - MinX) * (MaxX - MinX)) +
|
|
((MaxY - MinY) * (MaxY - MinY)) +
|
|
((MaxZ - MinZ) * (MaxZ - MinZ)));
|
|
}
|
|
|
|
template <class _Precision>
|
|
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 <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 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 <class _Precision>
|
|
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) &&
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IS_ON_RAY (MinY, MaxY, rcBB.MaxY) &&
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IS_ON_RAY (MinZ, MaxZ, rcBB.MinZ) &&
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IS_ON_RAY (MinZ, MaxZ, rcBB.MaxZ));
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}
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template <class _Precision>
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inline bool BoundBox3<_Precision>::IsInBox (const BoundBox2D &rcBB) const
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{
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return ( IS_ON_RAY (MinX, MaxX, rcBB.fMinX) &&
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IS_ON_RAY (MinX, MaxX, rcBB.fMaxX) &&
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IS_ON_RAY (MinY, MaxY, rcBB.fMinY) &&
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IS_ON_RAY (MinY, MaxY, rcBB.fMaxY) );
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}
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template <class _Precision>
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inline _Precision BoundBox3<_Precision>::LengthX (void) const
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{
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return MaxX - MinX;
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}
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template <class _Precision>
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inline _Precision BoundBox3<_Precision>::LengthY (void) const
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{
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return MaxY - MinY;
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}
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|
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template <class _Precision>
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inline _Precision BoundBox3<_Precision>::LengthZ (void) const
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|
{
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return MaxZ - MinZ;
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}
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|
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template <class _Precision>
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|
inline void BoundBox3<_Precision>::MoveX (_Precision f)
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|
{
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|
MinX += f; MaxX += f;
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|
}
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|
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template <class _Precision>
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|
inline void BoundBox3<_Precision>::MoveY (_Precision f)
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|
{
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|
MinY += f; MaxY += f;
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|
}
|
|
|
|
template <class _Precision>
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|
inline void BoundBox3<_Precision>::MoveZ (_Precision f)
|
|
{
|
|
MinZ += f; MaxZ += f;
|
|
}
|
|
|
|
template <class _Precision>
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|
inline void BoundBox3<_Precision>::ScaleX (_Precision f)
|
|
{
|
|
MinX *= f; MaxX *= f;
|
|
}
|
|
|
|
template <class _Precision>
|
|
inline void BoundBox3<_Precision>::ScaleY (_Precision f)
|
|
{
|
|
MinY *= f; MaxY *= f;
|
|
}
|
|
|
|
template <class _Precision>
|
|
inline void BoundBox3<_Precision>::ScaleZ (_Precision f)
|
|
{
|
|
MinZ *= f; MaxZ *= f;
|
|
}
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|
|
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typedef BoundBox3<float> BoundBox3f;
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typedef BoundBox3<double> BoundBox3d;
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|
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} // namespace Base
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|
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#endif // BASE_BOUNDBOX_H
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