OpenSceneGraph/include/osg/BoundingBox

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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::GeoSet'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.*/
BoundingBox() : _min(FLT_MAX,FLT_MAX,FLT_MAX),
_max(-FLT_MAX,-FLT_MAX,-FLT_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);
}
/** return true if the bounding box contains valid values,
false if the bounding box is effectively unset/empty.*/
inline const bool isValid() const
{
return _max.x()>=_min.x();
}
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. */
void expandBy(const Vec3& v);
/** 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 isValid() &&
(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