doom3-bfg/neo/idlib/bv/Bounds.h

490 lines
13 KiB
C++

/*
===========================================================================
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 <http://www.gnu.org/licenses/>.
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__ */