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nvidia-texture-tools/src/nvmath/Box.inl

155 lines
4.1 KiB
C++

// This code is in the public domain -- castanyo@yahoo.es
#pragma once
#ifndef NV_MATH_BOX_INL
#define NV_MATH_BOX_INL
#include "Box.h"
#include "Vector.inl"
#include <float.h> // FLT_MAX
namespace nv
{
// Default ctor.
//inline Box::Box() { };
// Copy ctor.
//inline Box::Box(const Box & b) : minCorner(b.minCorner), maxCorner(b.maxCorner) { }
// Init ctor.
//inline Box::Box(const Vector3 & mins, const Vector3 & maxs) : minCorner(mins), maxCorner(maxs) { }
// Assignment operator.
inline Box & Box::operator=(const Box & b) { minCorner = b.minCorner; maxCorner = b.maxCorner; return *this; }
// Clear the bounds.
inline void Box::clearBounds()
{
minCorner.set(FLT_MAX, FLT_MAX, FLT_MAX);
maxCorner.set(-FLT_MAX, -FLT_MAX, -FLT_MAX);
}
// min < max
inline bool Box::isValid() const
{
return minCorner.x <= maxCorner.x && minCorner.y <= maxCorner.y && minCorner.z <= maxCorner.z;
}
// Build a cube centered on center and with edge = 2*dist
inline void Box::cube(const Vector3 & center, float dist)
{
setCenterExtents(center, Vector3(dist));
}
// Build a box, given center and extents.
inline void Box::setCenterExtents(const Vector3 & center, const Vector3 & extents)
{
minCorner = center - extents;
maxCorner = center + extents;
}
// Get box center.
inline Vector3 Box::center() const
{
return (minCorner + maxCorner) * 0.5f;
}
// Return extents of the box.
inline Vector3 Box::extents() const
{
return (maxCorner - minCorner) * 0.5f;
}
// Return extents of the box.
inline float Box::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;
nvUnreachable();
return 0.0f;
}
// Add a point to this box.
inline void Box::addPointToBounds(const Vector3 & p)
{
minCorner = min(minCorner, p);
maxCorner = max(maxCorner, p);
}
// Add a box to this box.
inline void Box::addBoxToBounds(const Box & b)
{
minCorner = min(minCorner, b.minCorner);
maxCorner = max(maxCorner, b.maxCorner);
}
// Add sphere to this box.
inline void Box::addSphereToBounds(const Vector3 & p, float r) {
minCorner = min(minCorner, p - Vector3(r));
maxCorner = min(maxCorner, p + Vector3(r));
}
// Translate box.
inline void Box::translate(const Vector3 & v)
{
minCorner += v;
maxCorner += v;
}
// Scale the box.
inline void Box::scale(float s)
{
minCorner *= s;
maxCorner *= s;
}
// Expand the box by a fixed amount.
inline void Box::expand(float r) {
minCorner -= Vector3(r,r,r);
maxCorner += Vector3(r,r,r);
}
// Get the area of the box.
inline float Box::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.
inline float Box::volume() const
{
Vector3 d = extents();
return 8.0f * (d.x * d.y * d.z);
}
// Return true if the box contains the given point.
inline bool Box::contains(const Vector3 & 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.
inline void Box::setOctant(const Box & box, const Vector3 & 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;
}
} // nv namespace
#endif // NV_MATH_BOX_INL