//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. #ifndef OSG_BOUNDINGBOX #define OSG_BOUNDINGBOX 1 #include #include #include 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. */ 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), _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) {} /** initialize to invalid values to represent an unset bounding box.*/ inline void init() { _min.set(FLT_MAX,FLT_MAX,FLT_MAX); _max.set(-FLT_MAX,-FLT_MAX,-FLT_MAX); } #ifdef USE_DEPRECATED_API /** deprecated, use valid() instead.*/ inline const bool isValid() const { return _max.x()>=_min.x(); } #endif inline const 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 const float xMin() const { return _min.x(); } inline float& yMin() { return _min.y(); } inline const float yMin() const { return _min.y(); } inline float& zMin() { return _min.z(); } inline const float zMin() const { return _min.z(); } inline float& xMax() { return _max.x(); } inline const float xMax() const { return _max.x(); } inline float& yMax() { return _max.y(); } inline const float yMax() const { return _max.y(); } inline float& zMax() { return _max.z(); } inline const float zMax() const { return _max.z(); } /** Calculate and return the center of the bounding box.*/ inline const Vec3 center() const { return (_min+_max)*0.5f; } /** Calculate and return the radius of the bounding box.*/ inline const float radius() const { return sqrtf(radius2()); } /** Calculate and return the radius squared of the bounding box. Note, radius2() is faster to calculate than radius().*/ inline const float radius2() const { return 0.25f*((_max-_min).length2()); } /** return the corner of the bounding box. Position (pos) is specified by a number between 0 and 7, 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 { 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. 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; } /** 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. */ void expandBy(const BoundingBox& bb); /** If incoming sphere is out-with the box expand to encompass incoming sphere. 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 const bool contains(const Vec3& v) const { return valid() && (v.x()>=_min.x() && v.x()<=_max.x()) && (v.y()>=_min.y() && v.y()<=_max.y()) && (v.z()>=_min.z() && v.z()<=_max.z()); } }; } #endif