/* =========================================================================== 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_BOUNDS_H__ #define __BV_BOUNDS_H__ /* =============================================================================== Axis Aligned Bounding Box =============================================================================== */ class idBounds { public: idBounds(); explicit idBounds( const idVec3& mins, const idVec3& maxs ); explicit idBounds( const idVec3& point ); const idVec3& operator[]( const int index ) const; idVec3& operator[]( const int index ); idBounds operator+( const idVec3& t ) const; // returns translated bounds idBounds& operator+=( const idVec3& t ); // translate the bounds idBounds operator*( const idMat3& r ) const; // returns rotated bounds idBounds& operator*=( const idMat3& r ); // rotate the bounds idBounds operator+( const idBounds& a ) const; idBounds& operator+=( const idBounds& a ); idBounds operator-( const idBounds& a ) const; idBounds& operator-=( const idBounds& a ); bool Compare( const idBounds& a ) const; // exact compare, no epsilon bool Compare( const idBounds& a, const float epsilon ) const; // compare with epsilon bool operator==( const idBounds& a ) const; // exact compare, no epsilon bool operator!=( const idBounds& a ) const; // exact compare, no epsilon void Clear(); // inside out bounds void Zero(); // single point at origin idVec3 GetCenter() const; // returns center of bounds float GetRadius() const; // returns the radius relative to the bounds origin float GetRadius( const idVec3& center ) const; // returns the radius relative to the given center float GetVolume() const; // returns the volume of the bounds bool IsCleared() const; // returns true if bounds are inside out bool AddPoint( const idVec3& v ); // add the point, returns true if the bounds expanded bool AddBounds( const idBounds& a ); // add the bounds, returns true if the bounds expanded idBounds Intersect( const idBounds& a ) const; // return intersection of this bounds with the given bounds idBounds& IntersectSelf( const idBounds& a ); // intersect this bounds with the given bounds idBounds Expand( const float d ) const; // return bounds expanded in all directions with the given value idBounds& ExpandSelf( const float d ); // expand bounds in all directions with the given value idBounds Translate( const idVec3& translation ) const; // return translated bounds idBounds& TranslateSelf( const idVec3& translation ); // translate this bounds idBounds Rotate( const idMat3& rotation ) const; // return rotated bounds idBounds& RotateSelf( const idMat3& rotation ); // rotate this bounds 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 IntersectsBounds( const idBounds& a ) const; // includes touching bool LineIntersection( const idVec3& start, const idVec3& end ) const; // intersection point is start + dir * scale bool RayIntersection( const idVec3& start, const idVec3& dir, float& scale ) const; // most tight bounds for the given transformed bounds void FromTransformedBounds( const idBounds& bounds, const idVec3& origin, const idMat3& axis ); // most tight bounds for a point set void FromPoints( const idVec3* points, const int numPoints ); // most tight bounds for a translation void FromPointTranslation( const idVec3& point, const idVec3& translation ); void FromBoundsTranslation( const idBounds& bounds, const idVec3& origin, const idMat3& axis, const idVec3& translation ); // most tight bounds for a rotation void FromPointRotation( const idVec3& point, const idRotation& rotation ); void FromBoundsRotation( const idBounds& bounds, const idVec3& origin, const idMat3& axis, const idRotation& rotation ); void ToPoints( idVec3 points[8] ) const; idSphere ToSphere() const; void AxisProjection( const idVec3& dir, float& min, float& max ) const; void AxisProjection( const idVec3& origin, const idMat3& axis, const idVec3& dir, float& min, float& max ) const; int GetDimension() const; const float* ToFloatPtr() const; float* ToFloatPtr(); private: idVec3 b[2]; }; extern idBounds bounds_zero; extern idBounds bounds_zeroOneCube; extern idBounds bounds_unitCube; ID_INLINE idBounds::idBounds() { } ID_INLINE idBounds::idBounds( const idVec3& mins, const idVec3& maxs ) { b[0] = mins; b[1] = maxs; } ID_INLINE idBounds::idBounds( const idVec3& point ) { b[0] = point; b[1] = point; } ID_INLINE const idVec3& idBounds::operator[]( const int index ) const { return b[index]; } ID_INLINE idVec3& idBounds::operator[]( const int index ) { return b[index]; } ID_INLINE idBounds idBounds::operator+( const idVec3& t ) const { return idBounds( b[0] + t, b[1] + t ); } ID_INLINE idBounds& idBounds::operator+=( const idVec3& t ) { b[0] += t; b[1] += t; return *this; } ID_INLINE idBounds idBounds::operator*( const idMat3& r ) const { idBounds bounds; bounds.FromTransformedBounds( *this, vec3_origin, r ); return bounds; } ID_INLINE idBounds& idBounds::operator*=( const idMat3& r ) { this->FromTransformedBounds( *this, vec3_origin, r ); return *this; } ID_INLINE idBounds idBounds::operator+( const idBounds& a ) const { idBounds newBounds; newBounds = *this; newBounds.AddBounds( a ); return newBounds; } ID_INLINE idBounds& idBounds::operator+=( const idBounds& a ) { idBounds::AddBounds( a ); return *this; } ID_INLINE idBounds idBounds::operator-( const idBounds& a ) const { assert( b[1][0] - b[0][0] > a.b[1][0] - a.b[0][0] && b[1][1] - b[0][1] > a.b[1][1] - a.b[0][1] && b[1][2] - b[0][2] > a.b[1][2] - a.b[0][2] ); return idBounds( idVec3( b[0][0] + a.b[1][0], b[0][1] + a.b[1][1], b[0][2] + a.b[1][2] ), idVec3( b[1][0] + a.b[0][0], b[1][1] + a.b[0][1], b[1][2] + a.b[0][2] ) ); } ID_INLINE idBounds& idBounds::operator-=( const idBounds& a ) { assert( b[1][0] - b[0][0] > a.b[1][0] - a.b[0][0] && b[1][1] - b[0][1] > a.b[1][1] - a.b[0][1] && b[1][2] - b[0][2] > a.b[1][2] - a.b[0][2] ); b[0] += a.b[1]; b[1] += a.b[0]; return *this; } ID_INLINE bool idBounds::Compare( const idBounds& a ) const { return ( b[0].Compare( a.b[0] ) && b[1].Compare( a.b[1] ) ); } ID_INLINE bool idBounds::Compare( const idBounds& a, const float epsilon ) const { return ( b[0].Compare( a.b[0], epsilon ) && b[1].Compare( a.b[1], epsilon ) ); } ID_INLINE bool idBounds::operator==( const idBounds& a ) const { return Compare( a ); } ID_INLINE bool idBounds::operator!=( const idBounds& a ) const { return !Compare( a ); } ID_INLINE void idBounds::Clear() { b[0][0] = b[0][1] = b[0][2] = idMath::INFINITY; b[1][0] = b[1][1] = b[1][2] = -idMath::INFINITY; } ID_INLINE void idBounds::Zero() { b[0][0] = b[0][1] = b[0][2] = b[1][0] = b[1][1] = b[1][2] = 0; } ID_INLINE idVec3 idBounds::GetCenter() const { return idVec3( ( b[1][0] + b[0][0] ) * 0.5f, ( b[1][1] + b[0][1] ) * 0.5f, ( b[1][2] + b[0][2] ) * 0.5f ); } ID_INLINE float idBounds::GetVolume() const { if( b[0][0] >= b[1][0] || b[0][1] >= b[1][1] || b[0][2] >= b[1][2] ) { return 0.0f; } return ( ( b[1][0] - b[0][0] ) * ( b[1][1] - b[0][1] ) * ( b[1][2] - b[0][2] ) ); } ID_INLINE bool idBounds::IsCleared() const { return b[0][0] > b[1][0]; } ID_INLINE bool idBounds::AddPoint( const idVec3& v ) { bool expanded = false; if( v[0] < b[0][0] ) { b[0][0] = v[0]; expanded = true; } if( v[0] > b[1][0] ) { b[1][0] = v[0]; expanded = true; } if( v[1] < b[0][1] ) { b[0][1] = v[1]; expanded = true; } if( v[1] > b[1][1] ) { b[1][1] = v[1]; expanded = true; } if( v[2] < b[0][2] ) { b[0][2] = v[2]; expanded = true; } if( v[2] > b[1][2] ) { b[1][2] = v[2]; expanded = true; } return expanded; } ID_INLINE bool idBounds::AddBounds( const idBounds& a ) { bool expanded = false; if( a.b[0][0] < b[0][0] ) { b[0][0] = a.b[0][0]; expanded = true; } if( a.b[0][1] < b[0][1] ) { b[0][1] = a.b[0][1]; expanded = true; } if( a.b[0][2] < b[0][2] ) { b[0][2] = a.b[0][2]; expanded = true; } if( a.b[1][0] > b[1][0] ) { b[1][0] = a.b[1][0]; expanded = true; } if( a.b[1][1] > b[1][1] ) { b[1][1] = a.b[1][1]; expanded = true; } if( a.b[1][2] > b[1][2] ) { b[1][2] = a.b[1][2]; expanded = true; } return expanded; } ID_INLINE idBounds idBounds::Intersect( const idBounds& a ) const { idBounds n; n.b[0][0] = ( a.b[0][0] > b[0][0] ) ? a.b[0][0] : b[0][0]; n.b[0][1] = ( a.b[0][1] > b[0][1] ) ? a.b[0][1] : b[0][1]; n.b[0][2] = ( a.b[0][2] > b[0][2] ) ? a.b[0][2] : b[0][2]; n.b[1][0] = ( a.b[1][0] < b[1][0] ) ? a.b[1][0] : b[1][0]; n.b[1][1] = ( a.b[1][1] < b[1][1] ) ? a.b[1][1] : b[1][1]; n.b[1][2] = ( a.b[1][2] < b[1][2] ) ? a.b[1][2] : b[1][2]; return n; } ID_INLINE idBounds& idBounds::IntersectSelf( const idBounds& a ) { if( a.b[0][0] > b[0][0] ) { b[0][0] = a.b[0][0]; } if( a.b[0][1] > b[0][1] ) { b[0][1] = a.b[0][1]; } if( a.b[0][2] > b[0][2] ) { b[0][2] = a.b[0][2]; } if( a.b[1][0] < b[1][0] ) { b[1][0] = a.b[1][0]; } if( a.b[1][1] < b[1][1] ) { b[1][1] = a.b[1][1]; } if( a.b[1][2] < b[1][2] ) { b[1][2] = a.b[1][2]; } return *this; } ID_INLINE idBounds idBounds::Expand( const float d ) const { return idBounds( idVec3( b[0][0] - d, b[0][1] - d, b[0][2] - d ), idVec3( b[1][0] + d, b[1][1] + d, b[1][2] + d ) ); } ID_INLINE idBounds& idBounds::ExpandSelf( const float d ) { b[0][0] -= d; b[0][1] -= d; b[0][2] -= d; b[1][0] += d; b[1][1] += d; b[1][2] += d; return *this; } ID_INLINE idBounds idBounds::Translate( const idVec3& translation ) const { return idBounds( b[0] + translation, b[1] + translation ); } ID_INLINE idBounds& idBounds::TranslateSelf( const idVec3& translation ) { b[0] += translation; b[1] += translation; return *this; } ID_INLINE idBounds idBounds::Rotate( const idMat3& rotation ) const { idBounds bounds; bounds.FromTransformedBounds( *this, vec3_origin, rotation ); return bounds; } ID_INLINE idBounds& idBounds::RotateSelf( const idMat3& rotation ) { FromTransformedBounds( *this, vec3_origin, rotation ); return *this; } ID_INLINE bool idBounds::ContainsPoint( const idVec3& p ) const { if( p[0] < b[0][0] || p[1] < b[0][1] || p[2] < b[0][2] || p[0] > b[1][0] || p[1] > b[1][1] || p[2] > b[1][2] ) { return false; } return true; } ID_INLINE bool idBounds::IntersectsBounds( const idBounds& a ) const { if( a.b[1][0] < b[0][0] || a.b[1][1] < b[0][1] || a.b[1][2] < b[0][2] || a.b[0][0] > b[1][0] || a.b[0][1] > b[1][1] || a.b[0][2] > b[1][2] ) { return false; } return true; } ID_INLINE idSphere idBounds::ToSphere() const { idSphere sphere; sphere.SetOrigin( ( b[0] + b[1] ) * 0.5f ); sphere.SetRadius( ( b[1] - sphere.GetOrigin() ).Length() ); return sphere; } ID_INLINE void idBounds::AxisProjection( const idVec3& dir, float& min, float& max ) const { float d1, d2; idVec3 center, extents; center = ( b[0] + b[1] ) * 0.5f; extents = b[1] - center; d1 = dir * center; d2 = idMath::Fabs( extents[0] * dir[0] ) + idMath::Fabs( extents[1] * dir[1] ) + idMath::Fabs( extents[2] * dir[2] ); min = d1 - d2; max = d1 + d2; } ID_INLINE void idBounds::AxisProjection( const idVec3& origin, const idMat3& axis, const idVec3& dir, float& min, float& max ) const { float d1, d2; idVec3 center, extents; center = ( b[0] + b[1] ) * 0.5f; extents = b[1] - center; center = origin + center * axis; d1 = dir * center; 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 int idBounds::GetDimension() const { return 6; } ID_INLINE const float* idBounds::ToFloatPtr() const { return &b[0].x; } ID_INLINE float* idBounds::ToFloatPtr() { return &b[0].x; } #endif /* !__BV_BOUNDS_H__ */