// This code is in the public domain -- castanyo@yahoo.es #pragma once #ifndef NV_MATH_BOX_H #define NV_MATH_BOX_H #include "Vector.h" #include // FLT_MAX namespace nv { class Stream; class Sphere; /// Axis Aligned Bounding Box. class Box { public: /// Default ctor. Box() { }; /// Copy ctor. Box(const Box & b) : minCorner(b.minCorner), maxCorner(b.maxCorner) { } /// Init ctor. Box(Vector3::Arg mins, Vector3::Arg maxs) : minCorner(mins), maxCorner(maxs) { } // Cast operators. operator const float * () const { return reinterpret_cast(this); } /// Clear the bounds. void clearBounds() { minCorner.set(FLT_MAX, FLT_MAX, FLT_MAX); maxCorner.set(-FLT_MAX, -FLT_MAX, -FLT_MAX); } /// Build a cube centered on center and with edge = 2*dist void cube(Vector3::Arg center, float dist) { setCenterExtents(center, Vector3(dist, dist, dist)); } /// Build a box, given center and extents. void setCenterExtents(Vector3::Arg center, Vector3::Arg extents) { minCorner = center - extents; maxCorner = center + extents; } /// Get box center. Vector3 center() const { return (minCorner + maxCorner) * 0.5f; } /// Return extents of the box. Vector3 extents() const { return (maxCorner - minCorner) * 0.5f; } /// Return extents of the box. scalar extents(uint axis) const { nvDebugCheck(axis < 3); if (axis == 0) return (maxCorner.x - minCorner.x) * 0.5f; if (axis == 1) return (maxCorner.y - minCorner.y) * 0.5f; if (axis == 2) return (maxCorner.z - minCorner.z) * 0.5f; nvAssume(false); return 0.0f; } /// Add a point to this box. void addPointToBounds(Vector3::Arg p) { minCorner = min(minCorner, p); maxCorner = max(maxCorner, p); } /// Add a box to this box. void addBoxToBounds(const Box & b) { minCorner = min(minCorner, b.minCorner); maxCorner = max(maxCorner, b.maxCorner); } /// Translate box. void translate(Vector3::Arg v) { minCorner += v; maxCorner += v; } /// Scale the box. void scale(float s) { minCorner *= s; maxCorner *= s; } // Expand the box by a fixed amount. void expand(float r) { minCorner -= Vector3(r,r,r); maxCorner += Vector3(r,r,r); } /// Get the area of the box. float area() const { const Vector3 d = extents(); return 8.0f * (d.x*d.y + d.x*d.z + d.y*d.z); } /// Get the volume of the box. float volume() const { Vector3 d = extents(); return 8.0f * (d.x * d.y * d.z); } /// Return true if the box contains the given point. bool contains(Vector3::Arg p) const { return minCorner.x < p.x && minCorner.y < p.y && minCorner.z < p.z && maxCorner.x > p.x && maxCorner.y > p.y && maxCorner.z > p.z; } /// Split the given box in 8 octants and assign the ith one to this box. void setOctant(const Box & box, Vector3::Arg center, int i) { minCorner = box.minCorner; maxCorner = box.maxCorner; if (i & 4) minCorner.x = center.x; else maxCorner.x = center.x; if (i & 2) minCorner.y = center.y; else maxCorner.y = center.y; if (i & 1) minCorner.z = center.z; else maxCorner.z = center.z; } friend Stream & operator<< (Stream & s, Box & box); Vector3 minCorner; Vector3 maxCorner; }; float distanceSquared(const Box &box, const Vector3 &point); bool overlap(const Box &box, const Sphere &sphere); } // nv namespace #endif // NV_MATH_BOX_H