/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield * * This library is open source and may be redistributed and/or modified under * the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or * (at your option) any later version. The full license is in LICENSE file * included with this distribution, and on the openscenegraph.org website. * * 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 * OpenSceneGraph Public License for more details. */ #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. * Bounds leaf objects in a scene such as osg::Drawable objects. Used for frustum * culling etc. */ class OSG_EXPORT BoundingBox { public: /** Minimum extent. (Smallest X, Y, and Z values of all coordinates.) */ Vec3 _min; /** Maximum extent. (Greatest X, Y, and Z values of all coordinates.) */ Vec3 _max; /** Creates an uninitialized bounding box. */ inline BoundingBox() : _min(FLT_MAX,FLT_MAX,FLT_MAX), _max(-FLT_MAX,-FLT_MAX,-FLT_MAX) {} /** Creates a bounding box initialized to the given extents. */ inline BoundingBox(float xmin,float ymin,float zmin, float xmax,float ymax,float zmax) : _min(xmin,ymin,zmin), _max(xmax,ymax,zmax) {} /** Creates a bounding box initialized to the given extents. */ inline BoundingBox(const Vec3& min,const Vec3& max) : _min(min), _max(max) {} /** Clear the bounding box. Erases existing minimum and maximum extents. */ inline void init() { _min.set(FLT_MAX,FLT_MAX,FLT_MAX); _max.set(-FLT_MAX,-FLT_MAX,-FLT_MAX); } /** Returns true if the bounding box extents are valid, false otherwise. */ inline bool valid() const { return _max.x()>=_min.x() && _max.y()>=_min.y() && _max.z()>=_min.z(); } /** Sets the bounding box extents. */ 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); } /** Sets the bounding box extents. */ 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(); } inline float& yMin() { return _min.y(); } inline float yMin() const { return _min.y(); } inline float& zMin() { return _min.z(); } inline float zMin() const { return _min.z(); } inline float& xMax() { return _max.x(); } inline float xMax() const { return _max.x(); } inline float& yMax() { return _max.y(); } inline float yMax() const { return _max.y(); } inline float& zMax() { return _max.z(); } inline float zMax() const { return _max.z(); } /** Calculates and returns the bounding box center. */ inline const Vec3 center() const { return (_min+_max)*0.5f; } /** Calculates and returns the bounding box radius. */ inline float radius() const { return sqrtf(radius2()); } /** Calculates and returns the squared length of the bounding box radius. * Note, radius2() is faster to calculate than radius(). */ inline float radius2() const { return 0.25f*((_max-_min).length2()); } /** Returns a specific corner of the bounding box. * pos specifies the corner as a number between 0 and 7. * Each bit selects an axis, X, Y, or Z from least- to * most-significant. Unset bits select the minimum value * for that axis, and set bits select the maximum. */ 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()); } /** Expands the bounding box to include the given coordinate. * If the box is uninitialized, set its min and max extents to v. */ 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(); } /** Expands the bounding box to include the given coordinate. * If the box is uninitialized, set its min and max extents to * Vec3(x,y,z). */ 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; } /** Expands this bounding box to include the given bounding box. * If this box is uninitialized, set it equal to bb. */ void expandBy(const BoundingBox& bb); /** Expands this bounding box to include the given sphere. * If this box is uninitialized, set it to include sh. */ void expandBy(const BoundingSphere& sh); /** Returns the intersection of this bounding box and the specified bounding box. */ BoundingBox intersect(const BoundingBox& bb) const { return osg::BoundingBox(osg::maximum(xMin(),bb.xMin()),osg::maximum(yMin(),bb.yMin()),osg::maximum(zMin(),bb.zMin()), osg::minimum(xMax(),bb.xMax()),osg::minimum(yMax(),bb.yMax()),osg::minimum(zMax(),bb.zMax())); } /** Return true if this bounding box intersects the specified bounding box. */ bool intersects(const BoundingBox& bb) const { return osg::maximum(xMin(),bb.xMin()) <= osg::minimum(xMax(),bb.xMax()) && osg::maximum(yMin(),bb.yMin()) <= osg::minimum(yMax(),bb.yMax()) && osg::maximum(zMin(),bb.zMin()) <= osg::minimum(zMax(),bb.zMax()); } /** Returns true if this bounding box contains the specified coordinate. */ inline 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