117 lines
3.9 KiB
Plaintext
117 lines
3.9 KiB
Plaintext
#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::GeoSet'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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BoundingBox() : _min(FLT_MAX,FLT_MAX,FLT_MAX),
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_max(-FLT_MAX,-FLT_MAX,-FLT_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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/** return true if the bounding box contains valid values,
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false if the bounding box is effectively unset/empty.*/
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inline const bool isValid() const
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{
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return _max.x()>=_min.x();
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}
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inline float& xMin() { return _min.x(); }
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inline const float xMin() const { return _min.x(); }
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inline float& yMin() { return _min.y(); }
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inline const float yMin() const { return _min.y(); }
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inline float& zMin() { return _min.z(); }
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inline const float zMin() const { return _min.z(); }
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inline float& xMax() { return _max.x(); }
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inline const float xMax() const { return _max.x(); }
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inline float& yMax() { return _max.y(); }
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inline const float yMax() const { return _max.y(); }
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inline float& zMax() { return _max.z(); }
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inline const 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 const 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 const 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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void expandBy(const Vec3& v);
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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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/** return true is vertex v is within the box.*/
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inline const bool contains(const Vec3& v) const
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{
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return isValid() &&
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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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