// Copyright (C) 2002-2012 Nikolaus Gebhardt // This file is part of the "Irrlicht Engine". // For conditions of distribution and use, see copyright notice in irrlicht.h #pragma once #include "irrMath.h" #include "plane3d.h" #include "line3d.h" namespace irr { namespace core { //! Axis aligned bounding box in 3d dimensional space. /** Has some useful methods used with occlusion culling or clipping. */ template class aabbox3d { public: //! Default Constructor. constexpr aabbox3d() : MinEdge(-1, -1, -1), MaxEdge(1, 1, 1) {} //! Constructor with min edge and max edge. constexpr aabbox3d(const vector3d &min, const vector3d &max) : MinEdge(min), MaxEdge(max) {} //! Constructor with only one point. constexpr aabbox3d(const vector3d &init) : MinEdge(init), MaxEdge(init) {} //! Constructor with min edge and max edge as single values, not vectors. constexpr aabbox3d(T minx, T miny, T minz, T maxx, T maxy, T maxz) : MinEdge(minx, miny, minz), MaxEdge(maxx, maxy, maxz) {} // operators //! Equality operator /** \param other box to compare with. \return True if both boxes are equal, else false. */ constexpr inline bool operator==(const aabbox3d &other) const { return (MinEdge == other.MinEdge && other.MaxEdge == MaxEdge); } //! Inequality operator /** \param other box to compare with. \return True if both boxes are different, else false. */ constexpr inline bool operator!=(const aabbox3d &other) const { return !(MinEdge == other.MinEdge && other.MaxEdge == MaxEdge); } // functions //! Resets the bounding box to a one-point box. /** \param x X coord of the point. \param y Y coord of the point. \param z Z coord of the point. */ void reset(T x, T y, T z) { MaxEdge.set(x, y, z); MinEdge = MaxEdge; } //! Resets the bounding box. /** \param initValue New box to set this one to. */ void reset(const aabbox3d &initValue) { *this = initValue; } //! Resets the bounding box to a one-point box. /** \param initValue New point. */ void reset(const vector3d &initValue) { MaxEdge = initValue; MinEdge = initValue; } //! Adds a point to the bounding box /** The box grows bigger, if point was outside of the box. \param p: Point to add into the box. */ void addInternalPoint(const vector3d &p) { addInternalPoint(p.X, p.Y, p.Z); } //! Adds another bounding box /** The box grows bigger, if the new box was outside of the box. \param b: Other bounding box to add into this box. */ void addInternalBox(const aabbox3d &b) { addInternalPoint(b.MaxEdge); addInternalPoint(b.MinEdge); } //! Adds a point to the bounding box /** The box grows bigger, if point is outside of the box. \param x X coordinate of the point to add to this box. \param y Y coordinate of the point to add to this box. \param z Z coordinate of the point to add to this box. */ void addInternalPoint(T x, T y, T z) { if (x > MaxEdge.X) MaxEdge.X = x; if (y > MaxEdge.Y) MaxEdge.Y = y; if (z > MaxEdge.Z) MaxEdge.Z = z; if (x < MinEdge.X) MinEdge.X = x; if (y < MinEdge.Y) MinEdge.Y = y; if (z < MinEdge.Z) MinEdge.Z = z; } //! Get center of the bounding box /** \return Center of the bounding box. */ vector3d getCenter() const { return (MinEdge + MaxEdge) / 2; } //! Get extent of the box (maximal distance of two points in the box) /** \return Extent of the bounding box. */ vector3d getExtent() const { return MaxEdge - MinEdge; } //! Get radius of the bounding sphere /** \return Radius of the bounding sphere. */ T getRadius() const { const T radius = getExtent().getLength() / 2; return radius; } //! Check if the box is empty. /** This means that there is no space between the min and max edge. \return True if box is empty, else false. */ bool isEmpty() const { return MinEdge.equals(MaxEdge); } //! Get the volume enclosed by the box in cubed units T getVolume() const { const vector3d e = getExtent(); return e.X * e.Y * e.Z; } //! Get the surface area of the box in squared units T getArea() const { const vector3d e = getExtent(); return 2 * (e.X * e.Y + e.X * e.Z + e.Y * e.Z); } //! Stores all 8 edges of the box into an array /** \param edges: Pointer to array of 8 edges. */ void getEdges(vector3d *edges) const { const core::vector3d middle = getCenter(); const core::vector3d diag = middle - MaxEdge; /* Edges are stored in this way: Hey, am I an ascii artist, or what? :) niko. /3--------/7 / | / | / | / | 1---------5 | | /2- - -|- -6 | / | / |/ | / 0---------4/ */ edges[0].set(middle.X + diag.X, middle.Y + diag.Y, middle.Z + diag.Z); edges[1].set(middle.X + diag.X, middle.Y - diag.Y, middle.Z + diag.Z); edges[2].set(middle.X + diag.X, middle.Y + diag.Y, middle.Z - diag.Z); edges[3].set(middle.X + diag.X, middle.Y - diag.Y, middle.Z - diag.Z); edges[4].set(middle.X - diag.X, middle.Y + diag.Y, middle.Z + diag.Z); edges[5].set(middle.X - diag.X, middle.Y - diag.Y, middle.Z + diag.Z); edges[6].set(middle.X - diag.X, middle.Y + diag.Y, middle.Z - diag.Z); edges[7].set(middle.X - diag.X, middle.Y - diag.Y, middle.Z - diag.Z); } //! Repairs the box. /** Necessary if for example MinEdge and MaxEdge are swapped. */ void repair() { T t; if (MinEdge.X > MaxEdge.X) { t = MinEdge.X; MinEdge.X = MaxEdge.X; MaxEdge.X = t; } if (MinEdge.Y > MaxEdge.Y) { t = MinEdge.Y; MinEdge.Y = MaxEdge.Y; MaxEdge.Y = t; } if (MinEdge.Z > MaxEdge.Z) { t = MinEdge.Z; MinEdge.Z = MaxEdge.Z; MaxEdge.Z = t; } } // Check if MaxEdge > MinEdge bool isValid() const { if (MinEdge.X > MaxEdge.X) return false; if (MinEdge.Y > MaxEdge.Y) return false; if (MinEdge.Z > MaxEdge.Z) return false; return true; } //! Calculates a new interpolated bounding box. /** d=0 returns other, d=1 returns this, all other values blend between the two boxes. \param other Other box to interpolate between \param d Value between 0.0f and 1.0f. \return Interpolated box. */ aabbox3d getInterpolated(const aabbox3d &other, f32 d) const { f32 inv = 1.0f - d; return aabbox3d((other.MinEdge * inv) + (MinEdge * d), (other.MaxEdge * inv) + (MaxEdge * d)); } //! Determines if a point is within this box. /** Border is included (IS part of the box)! \param p: Point to check. \return True if the point is within the box and false if not */ bool isPointInside(const vector3d &p) const { return (p.X >= MinEdge.X && p.X <= MaxEdge.X && p.Y >= MinEdge.Y && p.Y <= MaxEdge.Y && p.Z >= MinEdge.Z && p.Z <= MaxEdge.Z); } //! Determines if a point is within this box and not its borders. /** Border is excluded (NOT part of the box)! \param p: Point to check. \return True if the point is within the box and false if not. */ bool isPointTotalInside(const vector3d &p) const { return (p.X > MinEdge.X && p.X < MaxEdge.X && p.Y > MinEdge.Y && p.Y < MaxEdge.Y && p.Z > MinEdge.Z && p.Z < MaxEdge.Z); } //! Check if this box is completely inside the 'other' box. /** \param other: Other box to check against. \return True if this box is completely inside the other box, otherwise false. */ bool isFullInside(const aabbox3d &other) const { return (MinEdge.X >= other.MinEdge.X && MinEdge.Y >= other.MinEdge.Y && MinEdge.Z >= other.MinEdge.Z && MaxEdge.X <= other.MaxEdge.X && MaxEdge.Y <= other.MaxEdge.Y && MaxEdge.Z <= other.MaxEdge.Z); } //! Returns the intersection of this box with another, if possible. aabbox3d intersect(const aabbox3d &other) const { aabbox3d out; if (!intersectsWithBox(other)) return out; out.MaxEdge.X = min_(MaxEdge.X, other.MaxEdge.X); out.MaxEdge.Y = min_(MaxEdge.Y, other.MaxEdge.Y); out.MaxEdge.Z = min_(MaxEdge.Z, other.MaxEdge.Z); out.MinEdge.X = max_(MinEdge.X, other.MinEdge.X); out.MinEdge.Y = max_(MinEdge.Y, other.MinEdge.Y); out.MinEdge.Z = max_(MinEdge.Z, other.MinEdge.Z); return out; } //! Determines if the axis-aligned box intersects with another axis-aligned box. /** \param other: Other box to check a intersection with. \return True if there is an intersection with the other box, otherwise false. */ bool intersectsWithBox(const aabbox3d &other) const { return (MinEdge.X <= other.MaxEdge.X && MinEdge.Y <= other.MaxEdge.Y && MinEdge.Z <= other.MaxEdge.Z && MaxEdge.X >= other.MinEdge.X && MaxEdge.Y >= other.MinEdge.Y && MaxEdge.Z >= other.MinEdge.Z); } //! Tests if the box intersects with a line /** \param line: Line to test intersection with. \return True if there is an intersection , else false. */ bool intersectsWithLine(const line3d &line) const { return intersectsWithLine(line.getMiddle(), line.getVector().normalize(), (T)(line.getLength() * 0.5)); } //! Tests if the box intersects with a line /** \param linemiddle Center of the line. \param linevect Vector of the line. \param halflength Half length of the line. \return True if there is an intersection, else false. */ bool intersectsWithLine(const vector3d &linemiddle, const vector3d &linevect, T halflength) const { const vector3d e = getExtent() * (T)0.5; const vector3d t = getCenter() - linemiddle; if ((fabs(t.X) > e.X + halflength * fabs(linevect.X)) || (fabs(t.Y) > e.Y + halflength * fabs(linevect.Y)) || (fabs(t.Z) > e.Z + halflength * fabs(linevect.Z))) return false; T r = e.Y * (T)fabs(linevect.Z) + e.Z * (T)fabs(linevect.Y); if (fabs(t.Y * linevect.Z - t.Z * linevect.Y) > r) return false; r = e.X * (T)fabs(linevect.Z) + e.Z * (T)fabs(linevect.X); if (fabs(t.Z * linevect.X - t.X * linevect.Z) > r) return false; r = e.X * (T)fabs(linevect.Y) + e.Y * (T)fabs(linevect.X); if (fabs(t.X * linevect.Y - t.Y * linevect.X) > r) return false; return true; } //! Classifies a relation with a plane. /** \param plane Plane to classify relation to. \return Returns ISREL3D_FRONT if the box is in front of the plane, ISREL3D_BACK if the box is behind the plane, and ISREL3D_CLIPPED if it is on both sides of the plane. */ EIntersectionRelation3D classifyPlaneRelation(const plane3d &plane) const { vector3d nearPoint(MaxEdge); vector3d farPoint(MinEdge); if (plane.Normal.X > (T)0) { nearPoint.X = MinEdge.X; farPoint.X = MaxEdge.X; } if (plane.Normal.Y > (T)0) { nearPoint.Y = MinEdge.Y; farPoint.Y = MaxEdge.Y; } if (plane.Normal.Z > (T)0) { nearPoint.Z = MinEdge.Z; farPoint.Z = MaxEdge.Z; } if (plane.Normal.dotProduct(nearPoint) + plane.D > (T)0) return ISREL3D_FRONT; if (plane.Normal.dotProduct(farPoint) + plane.D > (T)0) return ISREL3D_CLIPPED; return ISREL3D_BACK; } //! The near edge vector3d MinEdge; //! The far edge vector3d MaxEdge; }; //! Typedef for a f32 3d bounding box. typedef aabbox3d aabbox3df; //! Typedef for an integer 3d bounding box. typedef aabbox3d aabbox3di; } // end namespace core } // end namespace irr