1 // Copyright (C) 2002-2012 Nikolaus Gebhardt 2 // This file is part of the "Irrlicht Engine". 3 // For conditions of distribution and use, see copyright notice in irrlicht.h 4 5 #ifndef __IRR_AABBOX_3D_H_INCLUDED__ 6 #define __IRR_AABBOX_3D_H_INCLUDED__ 7 8 #include "irrMath.h" 9 #include "plane3d.h" 10 #include "line3d.h" 11 12 namespace irr 13 { 14 namespace core 15 { 16 17 //! Axis aligned bounding box in 3d dimensional space. 18 /** Has some useful methods used with occlusion culling or clipping. 19 */ 20 template <class T> 21 class aabbox3d 22 { 23 public: 24 25 //! Default Constructor. aabbox3d()26 aabbox3d(): MinEdge(-1,-1,-1), MaxEdge(1,1,1) {} 27 //! Constructor with min edge and max edge. aabbox3d(const vector3d<T> & min,const vector3d<T> & max)28 aabbox3d(const vector3d<T>& min, const vector3d<T>& max): MinEdge(min), MaxEdge(max) {} 29 //! Constructor with only one point. aabbox3d(const vector3d<T> & init)30 aabbox3d(const vector3d<T>& init): MinEdge(init), MaxEdge(init) {} 31 //! Constructor with min edge and max edge as single values, not vectors. aabbox3d(T minx,T miny,T minz,T maxx,T maxy,T maxz)32 aabbox3d(T minx, T miny, T minz, T maxx, T maxy, T maxz): MinEdge(minx, miny, minz), MaxEdge(maxx, maxy, maxz) {} 33 34 // operators 35 //! Equality operator 36 /** \param other box to compare with. 37 \return True if both boxes are equal, else false. */ 38 inline bool operator==(const aabbox3d<T>& other) const { return (MinEdge == other.MinEdge && other.MaxEdge == MaxEdge);} 39 //! Inequality operator 40 /** \param other box to compare with. 41 \return True if both boxes are different, else false. */ 42 inline bool operator!=(const aabbox3d<T>& other) const { return !(MinEdge == other.MinEdge && other.MaxEdge == MaxEdge);} 43 44 // functions 45 46 //! Resets the bounding box to a one-point box. 47 /** \param x X coord of the point. 48 \param y Y coord of the point. 49 \param z Z coord of the point. */ reset(T x,T y,T z)50 void reset(T x, T y, T z) 51 { 52 MaxEdge.set(x,y,z); 53 MinEdge = MaxEdge; 54 } 55 56 //! Resets the bounding box. 57 /** \param initValue New box to set this one to. */ reset(const aabbox3d<T> & initValue)58 void reset(const aabbox3d<T>& initValue) 59 { 60 *this = initValue; 61 } 62 63 //! Resets the bounding box to a one-point box. 64 /** \param initValue New point. */ reset(const vector3d<T> & initValue)65 void reset(const vector3d<T>& initValue) 66 { 67 MaxEdge = initValue; 68 MinEdge = initValue; 69 } 70 71 //! Adds a point to the bounding box 72 /** The box grows bigger, if point was outside of the box. 73 \param p: Point to add into the box. */ addInternalPoint(const vector3d<T> & p)74 void addInternalPoint(const vector3d<T>& p) 75 { 76 addInternalPoint(p.X, p.Y, p.Z); 77 } 78 79 //! Adds another bounding box 80 /** The box grows bigger, if the new box was outside of the box. 81 \param b: Other bounding box to add into this box. */ addInternalBox(const aabbox3d<T> & b)82 void addInternalBox(const aabbox3d<T>& b) 83 { 84 addInternalPoint(b.MaxEdge); 85 addInternalPoint(b.MinEdge); 86 } 87 88 //! Adds a point to the bounding box 89 /** The box grows bigger, if point is outside of the box. 90 \param x X coordinate of the point to add to this box. 91 \param y Y coordinate of the point to add to this box. 92 \param z Z coordinate of the point to add to this box. */ addInternalPoint(T x,T y,T z)93 void addInternalPoint(T x, T y, T z) 94 { 95 if (x>MaxEdge.X) MaxEdge.X = x; 96 if (y>MaxEdge.Y) MaxEdge.Y = y; 97 if (z>MaxEdge.Z) MaxEdge.Z = z; 98 99 if (x<MinEdge.X) MinEdge.X = x; 100 if (y<MinEdge.Y) MinEdge.Y = y; 101 if (z<MinEdge.Z) MinEdge.Z = z; 102 } 103 104 //! Get center of the bounding box 105 /** \return Center of the bounding box. */ getCenter()106 vector3d<T> getCenter() const 107 { 108 return (MinEdge + MaxEdge) / 2; 109 } 110 111 //! Get extent of the box (maximal distance of two points in the box) 112 /** \return Extent of the bounding box. */ getExtent()113 vector3d<T> getExtent() const 114 { 115 return MaxEdge - MinEdge; 116 } 117 118 //! Check if the box is empty. 119 /** This means that there is no space between the min and max edge. 120 \return True if box is empty, else false. */ isEmpty()121 bool isEmpty() const 122 { 123 return MinEdge.equals ( MaxEdge ); 124 } 125 126 //! Get the volume enclosed by the box in cubed units getVolume()127 T getVolume() const 128 { 129 const vector3d<T> e = getExtent(); 130 return e.X * e.Y * e.Z; 131 } 132 133 //! Get the surface area of the box in squared units getArea()134 T getArea() const 135 { 136 const vector3d<T> e = getExtent(); 137 return 2*(e.X*e.Y + e.X*e.Z + e.Y*e.Z); 138 } 139 140 //! Stores all 8 edges of the box into an array 141 /** \param edges: Pointer to array of 8 edges. */ getEdges(vector3d<T> * edges)142 void getEdges(vector3d<T> *edges) const 143 { 144 const core::vector3d<T> middle = getCenter(); 145 const core::vector3d<T> diag = middle - MaxEdge; 146 147 /* 148 Edges are stored in this way: 149 Hey, am I an ascii artist, or what? :) niko. 150 /3--------/7 151 / | / | 152 / | / | 153 1---------5 | 154 | /2- - -|- -6 155 | / | / 156 |/ | / 157 0---------4/ 158 */ 159 160 edges[0].set(middle.X + diag.X, middle.Y + diag.Y, middle.Z + diag.Z); 161 edges[1].set(middle.X + diag.X, middle.Y - diag.Y, middle.Z + diag.Z); 162 edges[2].set(middle.X + diag.X, middle.Y + diag.Y, middle.Z - diag.Z); 163 edges[3].set(middle.X + diag.X, middle.Y - diag.Y, middle.Z - diag.Z); 164 edges[4].set(middle.X - diag.X, middle.Y + diag.Y, middle.Z + diag.Z); 165 edges[5].set(middle.X - diag.X, middle.Y - diag.Y, middle.Z + diag.Z); 166 edges[6].set(middle.X - diag.X, middle.Y + diag.Y, middle.Z - diag.Z); 167 edges[7].set(middle.X - diag.X, middle.Y - diag.Y, middle.Z - diag.Z); 168 } 169 170 //! Repairs the box. 171 /** Necessary if for example MinEdge and MaxEdge are swapped. */ repair()172 void repair() 173 { 174 T t; 175 176 if (MinEdge.X > MaxEdge.X) 177 { t=MinEdge.X; MinEdge.X = MaxEdge.X; MaxEdge.X=t; } 178 if (MinEdge.Y > MaxEdge.Y) 179 { t=MinEdge.Y; MinEdge.Y = MaxEdge.Y; MaxEdge.Y=t; } 180 if (MinEdge.Z > MaxEdge.Z) 181 { t=MinEdge.Z; MinEdge.Z = MaxEdge.Z; MaxEdge.Z=t; } 182 } 183 184 //! Calculates a new interpolated bounding box. 185 /** d=0 returns other, d=1 returns this, all other values blend between 186 the two boxes. 187 \param other Other box to interpolate between 188 \param d Value between 0.0f and 1.0f. 189 \return Interpolated box. */ getInterpolated(const aabbox3d<T> & other,f32 d)190 aabbox3d<T> getInterpolated(const aabbox3d<T>& other, f32 d) const 191 { 192 f32 inv = 1.0f - d; 193 return aabbox3d<T>((other.MinEdge*inv) + (MinEdge*d), 194 (other.MaxEdge*inv) + (MaxEdge*d)); 195 } 196 197 //! Determines if a point is within this box. 198 /** Border is included (IS part of the box)! 199 \param p: Point to check. 200 \return True if the point is within the box and false if not */ isPointInside(const vector3d<T> & p)201 bool isPointInside(const vector3d<T>& p) const 202 { 203 return (p.X >= MinEdge.X && p.X <= MaxEdge.X && 204 p.Y >= MinEdge.Y && p.Y <= MaxEdge.Y && 205 p.Z >= MinEdge.Z && p.Z <= MaxEdge.Z); 206 } 207 208 //! Determines if a point is within this box and not its borders. 209 /** Border is excluded (NOT part of the box)! 210 \param p: Point to check. 211 \return True if the point is within the box and false if not. */ isPointTotalInside(const vector3d<T> & p)212 bool isPointTotalInside(const vector3d<T>& p) const 213 { 214 return (p.X > MinEdge.X && p.X < MaxEdge.X && 215 p.Y > MinEdge.Y && p.Y < MaxEdge.Y && 216 p.Z > MinEdge.Z && p.Z < MaxEdge.Z); 217 } 218 219 //! Check if this box is completely inside the 'other' box. 220 /** \param other: Other box to check against. 221 \return True if this box is completly inside the other box, 222 otherwise false. */ isFullInside(const aabbox3d<T> & other)223 bool isFullInside(const aabbox3d<T>& other) const 224 { 225 return (MinEdge.X >= other.MinEdge.X && MinEdge.Y >= other.MinEdge.Y && MinEdge.Z >= other.MinEdge.Z && 226 MaxEdge.X <= other.MaxEdge.X && MaxEdge.Y <= other.MaxEdge.Y && MaxEdge.Z <= other.MaxEdge.Z); 227 } 228 229 //! Determines if the axis-aligned box intersects with another axis-aligned box. 230 /** \param other: Other box to check a intersection with. 231 \return True if there is an intersection with the other box, 232 otherwise false. */ intersectsWithBox(const aabbox3d<T> & other)233 bool intersectsWithBox(const aabbox3d<T>& other) const 234 { 235 return (MinEdge.X <= other.MaxEdge.X && MinEdge.Y <= other.MaxEdge.Y && MinEdge.Z <= other.MaxEdge.Z && 236 MaxEdge.X >= other.MinEdge.X && MaxEdge.Y >= other.MinEdge.Y && MaxEdge.Z >= other.MinEdge.Z); 237 } 238 239 //! Tests if the box intersects with a line 240 /** \param line: Line to test intersection with. 241 \return True if there is an intersection , else false. */ intersectsWithLine(const line3d<T> & line)242 bool intersectsWithLine(const line3d<T>& line) const 243 { 244 return intersectsWithLine(line.getMiddle(), line.getVector().normalize(), 245 (T)(line.getLength() * 0.5)); 246 } 247 248 //! Returns the intersection of this box with another, if possible. intersect(const aabbox3d<T> & other)249 aabbox3d<T> intersect(const aabbox3d<T>& other) const 250 { 251 aabbox3d<T> out; 252 253 if (!intersectsWithBox(other)) 254 return out; 255 256 out.MaxEdge.X = min_(MaxEdge.X, other.MaxEdge.X); 257 out.MaxEdge.Y = min_(MaxEdge.Y, other.MaxEdge.Y); 258 out.MaxEdge.Z = min_(MaxEdge.Z, other.MaxEdge.Z); 259 260 out.MinEdge.X = max_(MinEdge.X, other.MinEdge.X); 261 out.MinEdge.Y = max_(MinEdge.Y, other.MinEdge.Y); 262 out.MinEdge.Z = max_(MinEdge.Z, other.MinEdge.Z); 263 264 return out; 265 } 266 267 //! Tests if the box intersects with a line 268 /** \param linemiddle Center of the line. 269 \param linevect Vector of the line. 270 \param halflength Half length of the line. 271 \return True if there is an intersection, else false. */ intersectsWithLine(const vector3d<T> & linemiddle,const vector3d<T> & linevect,T halflength)272 bool intersectsWithLine(const vector3d<T>& linemiddle, 273 const vector3d<T>& linevect, T halflength) const 274 { 275 const vector3d<T> e = getExtent() * (T)0.5; 276 const vector3d<T> t = getCenter() - linemiddle; 277 278 if ((fabs(t.X) > e.X + halflength * fabs(linevect.X)) || 279 (fabs(t.Y) > e.Y + halflength * fabs(linevect.Y)) || 280 (fabs(t.Z) > e.Z + halflength * fabs(linevect.Z)) ) 281 return false; 282 283 T r = e.Y * (T)fabs(linevect.Z) + e.Z * (T)fabs(linevect.Y); 284 if (fabs(t.Y*linevect.Z - t.Z*linevect.Y) > r ) 285 return false; 286 287 r = e.X * (T)fabs(linevect.Z) + e.Z * (T)fabs(linevect.X); 288 if (fabs(t.Z*linevect.X - t.X*linevect.Z) > r ) 289 return false; 290 291 r = e.X * (T)fabs(linevect.Y) + e.Y * (T)fabs(linevect.X); 292 if (fabs(t.X*linevect.Y - t.Y*linevect.X) > r) 293 return false; 294 295 return true; 296 } 297 298 //! Classifies a relation with a plane. 299 /** \param plane Plane to classify relation to. 300 \return Returns ISREL3D_FRONT if the box is in front of the plane, 301 ISREL3D_BACK if the box is behind the plane, and 302 ISREL3D_CLIPPED if it is on both sides of the plane. */ classifyPlaneRelation(const plane3d<T> & plane)303 EIntersectionRelation3D classifyPlaneRelation(const plane3d<T>& plane) const 304 { 305 vector3d<T> nearPoint(MaxEdge); 306 vector3d<T> farPoint(MinEdge); 307 308 if (plane.Normal.X > (T)0) 309 { 310 nearPoint.X = MinEdge.X; 311 farPoint.X = MaxEdge.X; 312 } 313 314 if (plane.Normal.Y > (T)0) 315 { 316 nearPoint.Y = MinEdge.Y; 317 farPoint.Y = MaxEdge.Y; 318 } 319 320 if (plane.Normal.Z > (T)0) 321 { 322 nearPoint.Z = MinEdge.Z; 323 farPoint.Z = MaxEdge.Z; 324 } 325 326 if (plane.Normal.dotProduct(nearPoint) + plane.D > (T)0) 327 return ISREL3D_FRONT; 328 329 if (plane.Normal.dotProduct(farPoint) + plane.D > (T)0) 330 return ISREL3D_CLIPPED; 331 332 return ISREL3D_BACK; 333 } 334 335 //! The near edge 336 vector3d<T> MinEdge; 337 338 //! The far edge 339 vector3d<T> MaxEdge; 340 }; 341 342 //! Typedef for a f32 3d bounding box. 343 typedef aabbox3d<f32> aabbox3df; 344 //! Typedef for an integer 3d bounding box. 345 typedef aabbox3d<s32> aabbox3di; 346 347 } // end namespace core 348 } // end namespace irr 349 350 #endif 351 352