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/********************************************************************************
* *
* S i n g l e - P r e c i s i o n R a n g e C l a s s *
* *
*********************************************************************************
* Copyright (C) 2004,2022 by Jeroen van der Zijp. All Rights Reserved. *
*********************************************************************************
* This library is free software; you can redistribute it and/or modify *
* it under the terms of the GNU Lesser General Public License as published by *
* the Free Software Foundation; either version 3 of the License, or *
* (at your option) any later version. *
* *
* This library 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 Lesser General Public License for more details. *
* *
* You should have received a copy of the GNU Lesser General Public License *
* along with this program. If not, see <http://www.gnu.org/licenses/> *
********************************************************************************/
#ifndef FXRANGEF_H
#define FXRANGEF_H
namespace FX {
class FXSpheref;
class FXMat4f;
/// Bounds
class FXAPI FXRangef {
public:
FXVec3f lower;
FXVec3f upper;
public:
/// Default constructor; value is not initialized
FXRangef(){}
/// Initialize with another range
FXRangef(const FXRangef& bounds):lower(bounds.lower),upper(bounds.upper){}
/// Initialize with a single point
FXRangef(const FXVec3f& p):lower(p),upper(p){}
/// Initialize with corner points
FXRangef(const FXVec3f& l,const FXVec3f& h):lower(l),upper(h){}
/// Initialize with a single point
FXRangef(FXfloat x,FXfloat y,FXfloat z):lower(x,y,z),upper(x,y,z){}
/// Initialize with explicit values
FXRangef(FXfloat xl,FXfloat xh,FXfloat yl,FXfloat yh,FXfloat zl,FXfloat zh):lower(xl,yl,zl),upper(xh,yh,zh){}
/// Initialize box to fully contain the given bounding sphere
FXRangef(const FXSpheref& sphere);
/// Assignment
FXRangef& operator=(const FXRangef& bounds){ lower=bounds.lower; upper=bounds.upper; return *this; }
/// Set value from another range
FXRangef& set(const FXRangef& bounds){ lower=bounds.lower; upper=bounds.upper; return *this; }
/// Set value from single point
FXRangef& set(const FXVec3f& p){ lower=upper=p; return *this; }
/// Set value from corner points
FXRangef& set(const FXVec3f& l,const FXVec3f& h){ lower=l; upper=h; return *this; }
/// Set value from single point
FXRangef& set(FXfloat x,FXfloat y,FXfloat z){ lower.x=upper.x=x; lower.y=upper.y=y; lower.z=upper.z=z; return *this; }
/// Set value from explicit values
FXRangef& set(FXfloat xl,FXfloat xh,FXfloat yl,FXfloat yh,FXfloat zl,FXfloat zh){ lower.set(xl,yl,zl); upper.set(xh,yh,zh); return *this; }
/// Indexing with 0..1
FXVec3f& operator[](FXint i){ return (&lower)[i]; }
/// Indexing with 0..1
const FXVec3f& operator[](FXint i) const { return (&lower)[i]; }
/// Comparison
FXbool operator==(const FXRangef& r) const { return lower==r.lower && upper==r.upper; }
FXbool operator!=(const FXRangef& r) const { return lower!=r.lower || upper!=r.upper; }
/// Width of box
FXfloat width() const { return upper.x-lower.x; }
/// Height of box
FXfloat height() const { return upper.y-lower.y; }
/// Depth of box
FXfloat depth() const { return upper.z-lower.z; }
/// Area of box
FXfloat area() const { return (width()*height()+width()*depth()+height()*depth())*2.0f; }
/// Volume of box
FXfloat volume() const { return width()*height()*depth(); }
/// Longest side
FXfloat longest() const;
/// Shortest side
FXfloat shortest() const;
/// Length of diagonal
FXfloat diameter() const;
/// Get radius of box
FXfloat radius() const;
/// Compute diagonal
FXVec3f diagonal() const;
/// Get center of box
FXVec3f center() const;
/// Test if empty
FXbool empty() const;
/// Test if box contains point x,y,z
FXbool contains(FXfloat x,FXfloat y,FXfloat z) const;
/// Test if box contains point p
FXbool contains(const FXVec3f& p) const;
/// Test if box properly contains another box
FXbool contains(const FXRangef& bounds) const;
/// Test if box properly contains sphere
FXbool contains(const FXSpheref& sphere) const;
/// Include point
FXRangef& include(FXfloat x,FXfloat y,FXfloat z);
/// Include point
FXRangef& include(const FXVec3f& v);
/// Include given range into box
FXRangef& include(const FXRangef& box);
/// Include given sphere into this box
FXRangef& include(const FXSpheref& sphere);
/// Intersect box with normalized plane ax+by+cz+w; returns -1,0,+1
FXint intersect(const FXVec4f& plane) const;
/// Intersect box with ray u-v
FXbool intersect(const FXVec3f& u,const FXVec3f& v) const;
/// Intersect box with ray pos+lambda*dir, returning true if hit
FXbool intersect(const FXVec3f& pos,const FXVec3f& dir,FXfloat hit[]) const;
/// Get corner number 0..7
FXVec3f corner(FXint c) const { return FXVec3f((&lower)[c&1].x,(&lower)[(c>>1)&1].y,(&lower)[c>>2].z); }
/// Transform range by 4x4 matrix
FXRangef transform(const FXMat4f& mat) const;
/// Destructor
~FXRangef(){}
};
/// Test if boxes a and b overlap
extern FXAPI FXbool overlap(const FXRangef& a,const FXRangef& b);
/// Union of two boxes
extern FXAPI FXRangef unite(const FXRangef& a,const FXRangef& b);
/// Intersection of two boxes
extern FXAPI FXRangef intersect(const FXRangef& a,const FXRangef& b);
/// Save object to a stream
extern FXAPI FXStream& operator<<(FXStream& store,const FXRangef& bounds);
/// Load object from a stream
extern FXAPI FXStream& operator>>(FXStream& store,FXRangef& bounds);
}
#endif
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