Irrlicht 3D Engine
aabbox3d.h
Go to the documentation of this file.
00001 // Copyright (C) 2002-2012 Nikolaus Gebhardt
00002 // This file is part of the "Irrlicht Engine".
00003 // For conditions of distribution and use, see copyright notice in irrlicht.h
00004 
00005 #ifndef __IRR_AABBOX_3D_H_INCLUDED__
00006 #define __IRR_AABBOX_3D_H_INCLUDED__
00007 
00008 #include "irrMath.h"
00009 #include "plane3d.h"
00010 #include "line3d.h"
00011 
00012 namespace irr
00013 {
00014 namespace core
00015 {
00016 
00018 
00020 template <class T>
00021 class aabbox3d
00022 {
00023     public:
00024 
00026         aabbox3d(): MinEdge(-1,-1,-1), MaxEdge(1,1,1) {}
00028         aabbox3d(const vector3d<T>& min, const vector3d<T>& max): MinEdge(min), MaxEdge(max) {}
00030         aabbox3d(const vector3d<T>& init): MinEdge(init), MaxEdge(init) {}
00032         aabbox3d(T minx, T miny, T minz, T maxx, T maxy, T maxz): MinEdge(minx, miny, minz), MaxEdge(maxx, maxy, maxz) {}
00033 
00034         // operators
00036 
00038         inline bool operator==(const aabbox3d<T>& other) const { return (MinEdge == other.MinEdge && other.MaxEdge == MaxEdge);}
00040 
00042         inline bool operator!=(const aabbox3d<T>& other) const { return !(MinEdge == other.MinEdge && other.MaxEdge == MaxEdge);}
00043 
00044         // functions
00045 
00047 
00050         void reset(T x, T y, T z)
00051         {
00052             MaxEdge.set(x,y,z);
00053             MinEdge = MaxEdge;
00054         }
00055 
00057 
00058         void reset(const aabbox3d<T>& initValue)
00059         {
00060             *this = initValue;
00061         }
00062 
00064 
00065         void reset(const vector3d<T>& initValue)
00066         {
00067             MaxEdge = initValue;
00068             MinEdge = initValue;
00069         }
00070 
00072 
00074         void addInternalPoint(const vector3d<T>& p)
00075         {
00076             addInternalPoint(p.X, p.Y, p.Z);
00077         }
00078 
00080 
00082         void addInternalBox(const aabbox3d<T>& b)
00083         {
00084             addInternalPoint(b.MaxEdge);
00085             addInternalPoint(b.MinEdge);
00086         }
00087 
00089 
00093         void addInternalPoint(T x, T y, T z)
00094         {
00095             if (x>MaxEdge.X) MaxEdge.X = x;
00096             if (y>MaxEdge.Y) MaxEdge.Y = y;
00097             if (z>MaxEdge.Z) MaxEdge.Z = z;
00098 
00099             if (x<MinEdge.X) MinEdge.X = x;
00100             if (y<MinEdge.Y) MinEdge.Y = y;
00101             if (z<MinEdge.Z) MinEdge.Z = z;
00102         }
00103 
00105 
00106         vector3d<T> getCenter() const
00107         {
00108             return (MinEdge + MaxEdge) / 2;
00109         }
00110 
00112 
00113         vector3d<T> getExtent() const
00114         {
00115             return MaxEdge - MinEdge;
00116         }
00117 
00119 
00121         bool isEmpty() const
00122         {
00123             return MinEdge.equals ( MaxEdge );
00124         }
00125 
00127         T getVolume() const
00128         {
00129             const vector3d<T> e = getExtent();
00130             return e.X * e.Y * e.Z;
00131         }
00132 
00134         T getArea() const
00135         {
00136             const vector3d<T> e = getExtent();
00137             return 2*(e.X*e.Y + e.X*e.Z + e.Y*e.Z);
00138         }
00139 
00141 
00142         void getEdges(vector3d<T> *edges) const
00143         {
00144             const core::vector3d<T> middle = getCenter();
00145             const core::vector3d<T> diag = middle - MaxEdge;
00146 
00147             /*
00148             Edges are stored in this way:
00149             Hey, am I an ascii artist, or what? :) niko.
00150                    /3--------/7
00151                   / |       / |
00152                  /  |      /  |
00153                 1---------5   |
00154                 |  /2- - -|- -6
00155                 | /       |  /
00156                 |/        | /
00157                 0---------4/
00158             */
00159 
00160             edges[0].set(middle.X + diag.X, middle.Y + diag.Y, middle.Z + diag.Z);
00161             edges[1].set(middle.X + diag.X, middle.Y - diag.Y, middle.Z + diag.Z);
00162             edges[2].set(middle.X + diag.X, middle.Y + diag.Y, middle.Z - diag.Z);
00163             edges[3].set(middle.X + diag.X, middle.Y - diag.Y, middle.Z - diag.Z);
00164             edges[4].set(middle.X - diag.X, middle.Y + diag.Y, middle.Z + diag.Z);
00165             edges[5].set(middle.X - diag.X, middle.Y - diag.Y, middle.Z + diag.Z);
00166             edges[6].set(middle.X - diag.X, middle.Y + diag.Y, middle.Z - diag.Z);
00167             edges[7].set(middle.X - diag.X, middle.Y - diag.Y, middle.Z - diag.Z);
00168         }
00169 
00171 
00172         void repair()
00173         {
00174             T t;
00175 
00176             if (MinEdge.X > MaxEdge.X)
00177                 { t=MinEdge.X; MinEdge.X = MaxEdge.X; MaxEdge.X=t; }
00178             if (MinEdge.Y > MaxEdge.Y)
00179                 { t=MinEdge.Y; MinEdge.Y = MaxEdge.Y; MaxEdge.Y=t; }
00180             if (MinEdge.Z > MaxEdge.Z)
00181                 { t=MinEdge.Z; MinEdge.Z = MaxEdge.Z; MaxEdge.Z=t; }
00182         }
00183 
00185 
00190         aabbox3d<T> getInterpolated(const aabbox3d<T>& other, f32 d) const
00191         {
00192             f32 inv = 1.0f - d;
00193             return aabbox3d<T>((other.MinEdge*inv) + (MinEdge*d),
00194                 (other.MaxEdge*inv) + (MaxEdge*d));
00195         }
00196 
00198 
00201         bool isPointInside(const vector3d<T>& p) const
00202         {
00203             return (p.X >= MinEdge.X && p.X <= MaxEdge.X &&
00204                 p.Y >= MinEdge.Y && p.Y <= MaxEdge.Y &&
00205                 p.Z >= MinEdge.Z && p.Z <= MaxEdge.Z);
00206         }
00207 
00209 
00212         bool isPointTotalInside(const vector3d<T>& p) const
00213         {
00214             return (p.X > MinEdge.X && p.X < MaxEdge.X &&
00215                 p.Y > MinEdge.Y && p.Y < MaxEdge.Y &&
00216                 p.Z > MinEdge.Z && p.Z < MaxEdge.Z);
00217         }
00218 
00220 
00223         bool isFullInside(const aabbox3d<T>& other) const
00224         {
00225             return (MinEdge.X >= other.MinEdge.X && MinEdge.Y >= other.MinEdge.Y && MinEdge.Z >= other.MinEdge.Z &&
00226                 MaxEdge.X <= other.MaxEdge.X && MaxEdge.Y <= other.MaxEdge.Y && MaxEdge.Z <= other.MaxEdge.Z);
00227         }
00228 
00230 
00233         bool intersectsWithBox(const aabbox3d<T>& other) const
00234         {
00235             return (MinEdge.X <= other.MaxEdge.X && MinEdge.Y <= other.MaxEdge.Y && MinEdge.Z <= other.MaxEdge.Z &&
00236                 MaxEdge.X >= other.MinEdge.X && MaxEdge.Y >= other.MinEdge.Y && MaxEdge.Z >= other.MinEdge.Z);
00237         }
00238 
00240 
00242         bool intersectsWithLine(const line3d<T>& line) const
00243         {
00244             return intersectsWithLine(line.getMiddle(), line.getVector().normalize(),
00245                     (T)(line.getLength() * 0.5));
00246         }
00247 
00249 
00253         bool intersectsWithLine(const vector3d<T>& linemiddle,
00254                     const vector3d<T>& linevect, T halflength) const
00255         {
00256             const vector3d<T> e = getExtent() * (T)0.5;
00257             const vector3d<T> t = getCenter() - linemiddle;
00258 
00259             if ((fabs(t.X) > e.X + halflength * fabs(linevect.X)) ||
00260                 (fabs(t.Y) > e.Y + halflength * fabs(linevect.Y)) ||
00261                 (fabs(t.Z) > e.Z + halflength * fabs(linevect.Z)) )
00262                 return false;
00263 
00264             T r = e.Y * (T)fabs(linevect.Z) + e.Z * (T)fabs(linevect.Y);
00265             if (fabs(t.Y*linevect.Z - t.Z*linevect.Y) > r )
00266                 return false;
00267 
00268             r = e.X * (T)fabs(linevect.Z) + e.Z * (T)fabs(linevect.X);
00269             if (fabs(t.Z*linevect.X - t.X*linevect.Z) > r )
00270                 return false;
00271 
00272             r = e.X * (T)fabs(linevect.Y) + e.Y * (T)fabs(linevect.X);
00273             if (fabs(t.X*linevect.Y - t.Y*linevect.X) > r)
00274                 return false;
00275 
00276             return true;
00277         }
00278 
00280 
00284         EIntersectionRelation3D classifyPlaneRelation(const plane3d<T>& plane) const
00285         {
00286             vector3d<T> nearPoint(MaxEdge);
00287             vector3d<T> farPoint(MinEdge);
00288 
00289             if (plane.Normal.X > (T)0)
00290             {
00291                 nearPoint.X = MinEdge.X;
00292                 farPoint.X = MaxEdge.X;
00293             }
00294 
00295             if (plane.Normal.Y > (T)0)
00296             {
00297                 nearPoint.Y = MinEdge.Y;
00298                 farPoint.Y = MaxEdge.Y;
00299             }
00300 
00301             if (plane.Normal.Z > (T)0)
00302             {
00303                 nearPoint.Z = MinEdge.Z;
00304                 farPoint.Z = MaxEdge.Z;
00305             }
00306 
00307             if (plane.Normal.dotProduct(nearPoint) + plane.D > (T)0)
00308                 return ISREL3D_FRONT;
00309 
00310             if (plane.Normal.dotProduct(farPoint) + plane.D > (T)0)
00311                 return ISREL3D_CLIPPED;
00312 
00313             return ISREL3D_BACK;
00314         }
00315 
00317         vector3d<T> MinEdge;
00318 
00320         vector3d<T> MaxEdge;
00321 };
00322 
00324     typedef aabbox3d<f32> aabbox3df;
00326     typedef aabbox3d<s32> aabbox3di;
00327 
00328 } // end namespace core
00329 } // end namespace irr
00330 
00331 #endif
00332