OpenSceneGraph/include/osg/BoundingBox

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//C++ header - Open Scene Graph - Copyright (C) 1998-2002 Robert Osfield
//Distributed under the terms of the GNU Library General Public License (LGPL)
//as published by the Free Software Foundation.
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#ifndef OSG_BOUNDINGBOX
#define OSG_BOUNDINGBOX 1
#include <osg/Export>
#include <osg/Vec3>
#include <float.h>
namespace osg {
class BoundingSphere;
/** General purpose axis-aligned bounding box class for enclosing objects/vertices.
Used to bounding the leaf objects in the scene,
i.e. osg::Drawable's to assist in view frustum culling etc.
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*/
class SG_EXPORT BoundingBox
{
public:
/** The corner with the smallest values for each coordinate of the
bounding box.*/
Vec3 _min;
/** The corner with the largest values for each coordinate of the
bounding box.*/
Vec3 _max;
/** construct to invalid values to represent an unset bounding box.*/
inline BoundingBox() : _min(FLT_MAX,FLT_MAX,FLT_MAX),
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_max(-FLT_MAX,-FLT_MAX,-FLT_MAX) {}
/** construct to with specified min and max values.*/
inline BoundingBox(float xmin,float ymin,float zmin,
float xmax,float ymax,float zmax) :
_min(xmin,ymin,zmin),
_max(xmax,ymax,zmax) {}
/** construct to with specified min and max values.*/
inline BoundingBox(const Vec3& min,const Vec3& max) :
_min(min),
_max(max) {}
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/** initialize to invalid values to represent an unset bounding box.*/
inline void init()
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{
_min.set(FLT_MAX,FLT_MAX,FLT_MAX);
_max.set(-FLT_MAX,-FLT_MAX,-FLT_MAX);
}
inline bool valid() const
{
return _max.x()>=_min.x();
}
inline void set (float xmin,float ymin,float zmin,
float xmax,float ymax,float zmax)
{
_min.set(xmin,ymin,zmin);
_max.set(xmax,ymax,zmax);
}
/** construct to with specified min and max values.*/
inline void set(const Vec3& min,const Vec3& max)
{
_min = min;
_max = max;
}
inline float& xMin() { return _min.x(); }
inline float xMin() const { return _min.x(); }
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inline float& yMin() { return _min.y(); }
inline float yMin() const { return _min.y(); }
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inline float& zMin() { return _min.z(); }
inline float zMin() const { return _min.z(); }
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inline float& xMax() { return _max.x(); }
inline float xMax() const { return _max.x(); }
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inline float& yMax() { return _max.y(); }
inline float yMax() const { return _max.y(); }
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inline float& zMax() { return _max.z(); }
inline float zMax() const { return _max.z(); }
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/** Calculate and return the center of the bounding box.*/
inline const Vec3 center() const
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{
return (_min+_max)*0.5f;
}
/** Calculate and return the radius of the bounding box.*/
inline float radius() const
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{
return sqrtf(radius2());
}
/** Calculate and return the radius squared of the bounding box.
Note, radius2() is faster to calculate than radius().*/
inline float radius2() const
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{
return 0.25f*((_max-_min).length2());
}
/** return the corner of the bounding box.
Position (pos) is specified by a number between 0 and 7,
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the first bit toggles between x min and x max, second
bit toggles between y min and y max, third bit toggles
between z min and z max.*/
inline const Vec3 corner(unsigned int pos) const
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{
return Vec3(pos&1?_max.x():_min.x(),pos&2?_max.y():_min.y(),pos&4?_max.z():_min.z());
}
/** If the vertex is out-with the box expand to encompass vertex.
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If this box is empty then move set this box's min max to vertex. */
inline void expandBy(const Vec3& v)
{
if(v.x()<_min.x()) _min.x() = v.x();
if(v.x()>_max.x()) _max.x() = v.x();
if(v.y()<_min.y()) _min.y() = v.y();
if(v.y()>_max.y()) _max.y() = v.y();
if(v.z()<_min.z()) _min.z() = v.z();
if(v.z()>_max.z()) _max.z() = v.z();
}
/** If the vertex is out-with the box expand to encompass vertex.
If this box is empty then move set this box's min max to vertex. */
inline void expandBy(float x,float y,float z)
{
if(x<_min.x()) _min.x() = x;
if(x>_max.x()) _max.x() = x;
if(y<_min.y()) _min.y() = y;
if(y>_max.y()) _max.y() = y;
if(z<_min.z()) _min.z() = z;
if(z>_max.z()) _max.z() = z;
}
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/** If incoming box is out-with the box expand to encompass incoming box.
If this box is empty then move set this box to incoming box. */
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void expandBy(const BoundingBox& bb);
/** If incoming sphere is out-with the box expand to encompass incoming sphere.
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If this box is empty then move set this box to encompass the sphere. */
void expandBy(const BoundingSphere& sh);
/** return true is vertex v is within the box.*/
inline bool contains(const Vec3& v) const
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{
return valid() &&
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(v.x()>=_min.x() && v.x()<=_max.x()) &&
(v.y()>=_min.y() && v.y()<=_max.y()) &&
(v.z()>=_min.z() && v.z()<=_max.z());
}
};
}
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#endif