194 lines
6.8 KiB
C++
194 lines
6.8 KiB
C++
/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2003 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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Used to bounding the leaf objects in the scene,
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i.e. osg::Drawable's to assist in view frustum culling etc.
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*/
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class SG_EXPORT BoundingBox
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{
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public:
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/** The corner with the smallest values for each coordinate of the
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bounding box.*/
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Vec3 _min;
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/** The corner with the largest values for each coordinate of the
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bounding box.*/
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Vec3 _max;
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/** construct to invalid values to represent an unset 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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/** construct to with specified min and max values.*/
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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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/** construct to with specified min and max values.*/
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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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/** initialize to invalid values to represent an unset bounding box.*/
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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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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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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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/** construct to with specified min and max values.*/
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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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/** Calculate and return the center of the bounding box.*/
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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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/** Calculate and return the radius of the bounding box.*/
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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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/** Calculate and return the radius squared of the bounding box.
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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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/** return the corner of the bounding box.
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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
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bit toggles between y min and y max, third bit toggles
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between z min and z max.*/
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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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/** 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. */
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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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/** 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. */
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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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/** If incoming box is out-with the box expand to encompass incoming box.
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If this box is empty then move set this box to incoming box. */
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void expandBy(const BoundingBox& bb);
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/** 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. */
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void expandBy(const BoundingSphere& sh);
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/** Compute the intesection of this bounding box with 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 with 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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/** return true is vertex v is within the box.*/
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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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