/* =========================================================================== Doom 3 BFG Edition GPL Source Code Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code"). Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with Doom 3 BFG Edition Source Code. If not, see . In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below. If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA. =========================================================================== */ #ifndef __BV_BOX_H__ #define __BV_BOX_H__ /* =============================================================================== Oriented Bounding Box =============================================================================== */ class idBox { public: idBox(); explicit idBox( const idVec3& center, const idVec3& extents, const idMat3& axis ); explicit idBox( const idVec3& point ); explicit idBox( const idBounds& bounds ); explicit idBox( const idBounds& bounds, const idVec3& origin, const idMat3& axis ); idBox operator+( const idVec3& t ) const; // returns translated box idBox& operator+=( const idVec3& t ); // translate the box idBox operator*( const idMat3& r ) const; // returns rotated box idBox& operator*=( const idMat3& r ); // rotate the box idBox operator+( const idBox& a ) const; idBox& operator+=( const idBox& a ); idBox operator-( const idBox& a ) const; idBox& operator-=( const idBox& a ); bool Compare( const idBox& a ) const; // exact compare, no epsilon bool Compare( const idBox& a, const float epsilon ) const; // compare with epsilon bool operator==( const idBox& a ) const; // exact compare, no epsilon bool operator!=( const idBox& a ) const; // exact compare, no epsilon void Clear(); // inside out box void Zero(); // single point at origin const idVec3& GetCenter() const; // returns center of the box const idVec3& GetExtents() const; // returns extents of the box const idMat3& GetAxis() const; // returns the axis of the box float GetVolume() const; // returns the volume of the box bool IsCleared() const; // returns true if box are inside out bool AddPoint( const idVec3& v ); // add the point, returns true if the box expanded bool AddBox( const idBox& a ); // add the box, returns true if the box expanded idBox Expand( const float d ) const; // return box expanded in all directions with the given value idBox& ExpandSelf( const float d ); // expand box in all directions with the given value idBox Translate( const idVec3& translation ) const; // return translated box idBox& TranslateSelf( const idVec3& translation ); // translate this box idBox Rotate( const idMat3& rotation ) const; // return rotated box idBox& RotateSelf( const idMat3& rotation ); // rotate this box float PlaneDistance( const idPlane& plane ) const; int PlaneSide( const idPlane& plane, const float epsilon = ON_EPSILON ) const; bool ContainsPoint( const idVec3& p ) const; // includes touching bool IntersectsBox( const idBox& a ) const; // includes touching bool LineIntersection( const idVec3& start, const idVec3& end ) const; // intersection points are (start + dir * scale1) and (start + dir * scale2) bool RayIntersection( const idVec3& start, const idVec3& dir, float& scale1, float& scale2 ) const; // tight box for a collection of points void FromPoints( const idVec3* points, const int numPoints ); // most tight box for a translation void FromPointTranslation( const idVec3& point, const idVec3& translation ); void FromBoxTranslation( const idBox& box, const idVec3& translation ); // most tight box for a rotation void FromPointRotation( const idVec3& point, const idRotation& rotation ); void FromBoxRotation( const idBox& box, const idRotation& rotation ); void ToPoints( idVec3 points[8] ) const; idSphere ToSphere() const; // calculates the projection of this box onto the given axis void AxisProjection( const idVec3& dir, float& min, float& max ) const; void AxisProjection( const idMat3& ax, idBounds& bounds ) const; // calculates the silhouette of the box int GetProjectionSilhouetteVerts( const idVec3& projectionOrigin, idVec3 silVerts[6] ) const; int GetParallelProjectionSilhouetteVerts( const idVec3& projectionDir, idVec3 silVerts[6] ) const; private: idVec3 center; idVec3 extents; idMat3 axis; }; extern idBox box_zero; ID_INLINE idBox::idBox() { } ID_INLINE idBox::idBox( const idVec3& center, const idVec3& extents, const idMat3& axis ) { this->center = center; this->extents = extents; this->axis = axis; } ID_INLINE idBox::idBox( const idVec3& point ) { this->center = point; this->extents.Zero(); this->axis.Identity(); } ID_INLINE idBox::idBox( const idBounds& bounds ) { this->center = ( bounds[0] + bounds[1] ) * 0.5f; this->extents = bounds[1] - this->center; this->axis.Identity(); } ID_INLINE idBox::idBox( const idBounds& bounds, const idVec3& origin, const idMat3& axis ) { this->center = ( bounds[0] + bounds[1] ) * 0.5f; this->extents = bounds[1] - this->center; this->center = origin + this->center * axis; this->axis = axis; } ID_INLINE idBox idBox::operator+( const idVec3& t ) const { return idBox( center + t, extents, axis ); } ID_INLINE idBox& idBox::operator+=( const idVec3& t ) { center += t; return *this; } ID_INLINE idBox idBox::operator*( const idMat3& r ) const { return idBox( center * r, extents, axis * r ); } ID_INLINE idBox& idBox::operator*=( const idMat3& r ) { center *= r; axis *= r; return *this; } ID_INLINE idBox idBox::operator+( const idBox& a ) const { idBox newBox; newBox = *this; newBox.AddBox( a ); return newBox; } ID_INLINE idBox& idBox::operator+=( const idBox& a ) { idBox::AddBox( a ); return *this; } ID_INLINE idBox idBox::operator-( const idBox& a ) const { return idBox( center, extents - a.extents, axis ); } ID_INLINE idBox& idBox::operator-=( const idBox& a ) { extents -= a.extents; return *this; } ID_INLINE bool idBox::Compare( const idBox& a ) const { return ( center.Compare( a.center ) && extents.Compare( a.extents ) && axis.Compare( a.axis ) ); } ID_INLINE bool idBox::Compare( const idBox& a, const float epsilon ) const { return ( center.Compare( a.center, epsilon ) && extents.Compare( a.extents, epsilon ) && axis.Compare( a.axis, epsilon ) ); } ID_INLINE bool idBox::operator==( const idBox& a ) const { return Compare( a ); } ID_INLINE bool idBox::operator!=( const idBox& a ) const { return !Compare( a ); } ID_INLINE void idBox::Clear() { center.Zero(); extents[0] = extents[1] = extents[2] = -idMath::INFINITY; axis.Identity(); } ID_INLINE void idBox::Zero() { center.Zero(); extents.Zero(); axis.Identity(); } ID_INLINE const idVec3& idBox::GetCenter() const { return center; } ID_INLINE const idVec3& idBox::GetExtents() const { return extents; } ID_INLINE const idMat3& idBox::GetAxis() const { return axis; } ID_INLINE float idBox::GetVolume() const { return ( extents * 2.0f ).LengthSqr(); } ID_INLINE bool idBox::IsCleared() const { return extents[0] < 0.0f; } ID_INLINE idBox idBox::Expand( const float d ) const { return idBox( center, extents + idVec3( d, d, d ), axis ); } ID_INLINE idBox& idBox::ExpandSelf( const float d ) { extents[0] += d; extents[1] += d; extents[2] += d; return *this; } ID_INLINE idBox idBox::Translate( const idVec3& translation ) const { return idBox( center + translation, extents, axis ); } ID_INLINE idBox& idBox::TranslateSelf( const idVec3& translation ) { center += translation; return *this; } ID_INLINE idBox idBox::Rotate( const idMat3& rotation ) const { return idBox( center * rotation, extents, axis * rotation ); } ID_INLINE idBox& idBox::RotateSelf( const idMat3& rotation ) { center *= rotation; axis *= rotation; return *this; } ID_INLINE bool idBox::ContainsPoint( const idVec3& p ) const { idVec3 lp = p - center; if( idMath::Fabs( lp * axis[0] ) > extents[0] || idMath::Fabs( lp * axis[1] ) > extents[1] || idMath::Fabs( lp * axis[2] ) > extents[2] ) { return false; } return true; } ID_INLINE idSphere idBox::ToSphere() const { return idSphere( center, extents.Length() ); } ID_INLINE void idBox::AxisProjection( const idVec3& dir, float& min, float& max ) const { float d1 = dir * center; float d2 = idMath::Fabs( extents[0] * ( dir * axis[0] ) ) + idMath::Fabs( extents[1] * ( dir * axis[1] ) ) + idMath::Fabs( extents[2] * ( dir * axis[2] ) ); min = d1 - d2; max = d1 + d2; } ID_INLINE void idBox::AxisProjection( const idMat3& ax, idBounds& bounds ) const { for( int i = 0; i < 3; i++ ) { float d1 = ax[i] * center; float d2 = idMath::Fabs( extents[0] * ( ax[i] * axis[0] ) ) + idMath::Fabs( extents[1] * ( ax[i] * axis[1] ) ) + idMath::Fabs( extents[2] * ( ax[i] * axis[2] ) ); bounds[0][i] = d1 - d2; bounds[1][i] = d1 + d2; } } #endif /* !__BV_BOX_H__ */