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/* Copyright (C) 2011 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. 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 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. 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 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
/*
* Axis-aligned bounding box
*/
#ifndef INCLUDED_BOUND
#define INCLUDED_BOUND
// necessary includes
#include "Vector3D.h"
#include "graphics/ShaderProgramPtr.h"
class CFrustum;
class CMatrix3D;
class CBoundingBoxOriented;
///////////////////////////////////////////////////////////////////////////////
// basic axis aligned bounding box (AABB) class
class CBoundingBoxAligned
{
public:
CBoundingBoxAligned() { SetEmpty(); }
CBoundingBoxAligned(const CVector3D& min, const CVector3D& max) {
m_Data[0] = min;
m_Data[1] = max;
}
/**
* Transforms these bounds according to the specified transformation matrix @p m, and writes the axis-aligned bounds
* of that result to @p result.
*/
void Transform(const CMatrix3D& m, CBoundingBoxAligned& result) const;
/**
* Transform these bounds using the matrix @p transform, and write out the result as an oriented (i.e. non-axis-aligned) box.
* The difference with @ref Transform(const CMatrix3D&, CBoundingBoxAligned&) is that that method is equivalent to first
* computing this result, and then taking the axis-aligned bounding boxes from the result again.
*/
void Transform(const CMatrix3D& m, CBoundingBoxOriented& result) const;
/**
* Translates these bounds by @p v, and writes the result to @p result.
*/
void Translate(const CVector3D& v, CBoundingBoxAligned& result) const
{
result.m_Data[0] = m_Data[0] + v;
result.m_Data[1] = m_Data[1] + v;
}
CVector3D& operator[](int index) { return m_Data[index]; }
const CVector3D& operator[](int index) const { return m_Data[index]; }
void SetEmpty();
bool IsEmpty() const;
void Extend(const CVector3D& min, const CVector3D& max)
{
if (min.X < m_Data[0].X) m_Data[0].X = min.X;
if (min.Y < m_Data[0].Y) m_Data[0].Y = min.Y;
if (min.Z < m_Data[0].Z) m_Data[0].Z = min.Z;
if (max.X > m_Data[1].X) m_Data[1].X = max.X;
if (max.Y > m_Data[1].Y) m_Data[1].Y = max.Y;
if (max.Z > m_Data[1].Z) m_Data[1].Z = max.Z;
}
// operator+=: extend this bound to include given bound
CBoundingBoxAligned& operator+=(const CBoundingBoxAligned& b)
{
Extend(b.m_Data[0], b.m_Data[1]);
return *this;
}
// operator+=: extend this bound to include given point
CBoundingBoxAligned& operator+=(const CVector3D& pt)
{
Extend(pt, pt);
return *this;
}
/**
* Check if a given ray intersects this AABB.
* See also Real-Time Rendering, Third Edition by T. Akenine-Moller, p. 741--742.
*
* @param[in] origin Origin of the ray.
* @param[in] dir Direction vector of the ray, defining the positive direction of the ray. Must be of unit length.
* @param[out] tmin,tmax distance in the positive direction from the origin of the ray to the entry and exit points in
* the bounding box. If the origin is inside the box, then this is counted as an intersection and one of @p tMin and @p tMax may be negative.
*
* @return true if the ray originating in @p origin and with unit direction vector @p dir intersects this AABB, false otherwise.
*/
bool RayIntersect(const CVector3D& origin, const CVector3D& dir, float& tmin, float& tmax) const;
// return the volume of this bounding box
float GetVolume() const
{
CVector3D v = m_Data[1] - m_Data[0];
return (std::max(v.X, 0.0f) * std::max(v.Y, 0.0f) * std::max(v.Z, 0.0f));
}
// return the centre of this bounding box
void GetCentre(CVector3D& centre) const
{
centre = (m_Data[0] + m_Data[1]) * 0.5f;
}
/**
* Expand the bounding box by the given amount in every direction.
*/
void Expand(float amount);
/**
* IntersectFrustumConservative: Approximate the intersection of this bounds object
* with the given frustum. The bounds object is overwritten with the results.
*
* The approximation is conservative in the sense that the result will always contain
* the actual intersection, but it may be larger than the intersection itself.
* The result will always be fully contained within the original bounds.
*
* @note While not in the spirit of this function's purpose, a no-op would be a correct
* implementation of this function.
* @note If this bound is empty, the result is the empty bound.
*
* @param frustum the frustum to intersect with
*/
void IntersectFrustumConservative(const CFrustum& frustum);
/**
* Construct a CFrustum that describes the same volume as this bounding box.
* Only valid for non-empty bounding boxes - check IsEmpty() first.
*/
CFrustum ToFrustum() const;
/**
* Render the surfaces of the bound object as triangles.
*/
void Render(CShaderProgramPtr& shader) const;
/**
* Render the outline of the bound object as lines.
*/
void RenderOutline(CShaderProgramPtr& shader) const;
private:
// Holds the minimal and maximal coordinate points in m_Data[0] and m_Data[1], respectively.
CVector3D m_Data[2];
public:
static const CBoundingBoxAligned EMPTY;
};
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////
#endif
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