195 lines
6.9 KiB
C++
195 lines
6.9 KiB
C++
/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2005 Robert Osfield
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*
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* This library is open source and may be redistributed and/or modified under
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* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
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* (at your option) any later version. The full license is in LICENSE file
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* included with this distribution, and on the openscenegraph.org website.
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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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* OpenSceneGraph Public License for more details.
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*/
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#ifndef OSG_BOUNDINGBOX
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#define OSG_BOUNDINGBOX 1
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#include <osg/Export>
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#include <osg/Vec3>
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#include <float.h>
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namespace osg {
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class BoundingSphere;
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/** General purpose axis-aligned bounding box class for enclosing objects/vertices.
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* Bounds leaf objects in a scene such as osg::Drawable objects. Used for frustum
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* culling etc.
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*/
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class OSG_EXPORT BoundingBox
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{
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public:
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/** Minimum extent. (Smallest X, Y, and Z values of all coordinates.) */
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Vec3 _min;
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/** Maximum extent. (Greatest X, Y, and Z values of all coordinates.) */
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Vec3 _max;
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/** Creates an uninitialized bounding box. */
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inline BoundingBox() : _min(FLT_MAX,FLT_MAX,FLT_MAX),
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_max(-FLT_MAX,-FLT_MAX,-FLT_MAX) {}
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/** Creates a bounding box initialized to the given extents. */
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inline BoundingBox(float xmin,float ymin,float zmin,
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float xmax,float ymax,float zmax) :
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_min(xmin,ymin,zmin),
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_max(xmax,ymax,zmax) {}
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/** Creates a bounding box initialized to the given extents. */
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inline BoundingBox(const Vec3& min,const Vec3& max) :
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_min(min),
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_max(max) {}
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/** Clear the bounding box. Erases existing minimum and maximum extents. */
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inline void init()
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{
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_min.set(FLT_MAX,FLT_MAX,FLT_MAX);
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_max.set(-FLT_MAX,-FLT_MAX,-FLT_MAX);
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}
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/** Returns true if the bounding box extents are valid, false otherwise. */
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inline bool valid() const
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{
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return _max.x()>=_min.x() && _max.y()>=_min.y() && _max.z()>=_min.z();
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}
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/** Sets the bounding box extents. */
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inline void set (float xmin,float ymin,float zmin,
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float xmax,float ymax,float zmax)
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{
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_min.set(xmin,ymin,zmin);
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_max.set(xmax,ymax,zmax);
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}
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/** Sets the bounding box extents. */
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inline void set(const Vec3& min,const Vec3& max)
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{
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_min = min;
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_max = max;
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}
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inline float& xMin() { return _min.x(); }
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inline float xMin() const { return _min.x(); }
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inline float& yMin() { return _min.y(); }
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inline float yMin() const { return _min.y(); }
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inline float& zMin() { return _min.z(); }
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inline float zMin() const { return _min.z(); }
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inline float& xMax() { return _max.x(); }
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inline float xMax() const { return _max.x(); }
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inline float& yMax() { return _max.y(); }
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inline float yMax() const { return _max.y(); }
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inline float& zMax() { return _max.z(); }
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inline float zMax() const { return _max.z(); }
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/** Calculates and returns the bounding box center. */
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inline const Vec3 center() const
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{
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return (_min+_max)*0.5f;
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}
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/** Calculates and returns the bounding box radius. */
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inline float radius() const
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{
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return sqrtf(radius2());
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}
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/** Calculates and returns the squared length of the bounding box radius.
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* Note, radius2() is faster to calculate than radius(). */
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inline float radius2() const
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{
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return 0.25f*((_max-_min).length2());
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}
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/** Returns a specific corner of the bounding box.
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* pos specifies the corner as a number between 0 and 7.
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* Each bit selects an axis, X, Y, or Z from least- to
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* most-significant. Unset bits select the minimum value
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* for that axis, and set bits select the maximum. */
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inline const Vec3 corner(unsigned int pos) const
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{
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return Vec3(pos&1?_max.x():_min.x(),pos&2?_max.y():_min.y(),pos&4?_max.z():_min.z());
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}
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/** Expands the bounding box to include the given coordinate.
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* If the box is uninitialized, set its min and max extents to v. */
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inline void expandBy(const Vec3& v)
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{
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if(v.x()<_min.x()) _min.x() = v.x();
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if(v.x()>_max.x()) _max.x() = v.x();
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if(v.y()<_min.y()) _min.y() = v.y();
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if(v.y()>_max.y()) _max.y() = v.y();
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if(v.z()<_min.z()) _min.z() = v.z();
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if(v.z()>_max.z()) _max.z() = v.z();
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}
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/** Expands the bounding box to include the given coordinate.
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* If the box is uninitialized, set its min and max extents to
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* Vec3(x,y,z). */
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inline void expandBy(float x,float y,float z)
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{
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if(x<_min.x()) _min.x() = x;
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if(x>_max.x()) _max.x() = x;
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if(y<_min.y()) _min.y() = y;
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if(y>_max.y()) _max.y() = y;
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if(z<_min.z()) _min.z() = z;
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if(z>_max.z()) _max.z() = z;
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}
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/** Expands this bounding box to include the given bounding box.
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* If this box is uninitialized, set it equal to bb. */
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void expandBy(const BoundingBox& bb);
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/** Expands this bounding box to include the given sphere.
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* If this box is uninitialized, set it to include sh. */
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void expandBy(const BoundingSphere& sh);
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/** Returns the intesection of this bounding box and the specified bounding box. */
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BoundingBox intersect(const BoundingBox& bb) const
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{ return osg::BoundingBox(osg::maximum(xMin(),bb.xMin()),osg::maximum(yMin(),bb.yMin()),osg::maximum(zMin(),bb.zMin()),
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osg::minimum(xMax(),bb.xMax()),osg::minimum(yMax(),bb.yMax()),osg::minimum(zMax(),bb.zMax()));
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}
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/** Return true if this bounding box intersects the specified bounding box. */
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bool intersects(const BoundingBox& bb) const
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{ return osg::maximum(xMin(),bb.xMin()) <= osg::minimum(xMax(),bb.xMax()) &&
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osg::maximum(yMin(),bb.yMin()) <= osg::minimum(yMax(),bb.yMax()) &&
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osg::maximum(zMin(),bb.zMin()) <= osg::minimum(zMax(),bb.zMax());
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}
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/** Returns true if this bounding box contains the specified coordinate. */
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inline bool contains(const Vec3& v) const
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{
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return valid() &&
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(v.x()>=_min.x() && v.x()<=_max.x()) &&
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(v.y()>=_min.y() && v.y()<=_max.y()) &&
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(v.z()>=_min.z() && v.z()<=_max.z());
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}
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};
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}
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#endif
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