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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) 2004,2006 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 2.1 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 library; if not, write to the Free Software           *
    * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA.    *
    *********************************************************************************
    * $Id: FXRangef.h 2344 2006-02-12 21:19:36Z lyle $                          *
    ********************************************************************************/
    #ifndef FXRANGEF_H
    #define FXRANGEF_H
    
    
    namespace FX {
    
    
    class FXSpheref;
    
    
    /// Bounds
    class FXAPI FXRangef {
    public:
      FXVec3f lower;
      FXVec3f upper;
    public:
    
      /// Default constructor
      FXRangef(){}
    
      /// Copy constructor
      FXRangef(const FXRangef& bounds):lower(bounds.lower),upper(bounds.upper){}
    
      /// Initialize from two vectors
      FXRangef(const FXVec3f& lo,const FXVec3f& hi):lower(lo),upper(hi){}
    
      /// Initialize from six numbers
      FXRangef(FXfloat xlo,FXfloat xhi,FXfloat ylo,FXfloat yhi,FXfloat zlo,FXfloat zhi):lower(xlo,ylo,zlo),upper(xhi,yhi,zhi){}
    
      /// 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 two vectors
      FXRangef& set(const FXVec3f& lo,const FXVec3f& hi){ lower=lo; upper=hi; return *this; }
    
      /// Set value from six numbers
      FXRangef& set(FXfloat xlo,FXfloat xhi,FXfloat ylo,FXfloat yhi,FXfloat zlo,FXfloat zhi){ lower.set(xlo,ylo,zlo); upper.set(xhi,yhi,zhi); 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
      bool operator==(const FXRangef& r) const { return lower==r.lower && upper==r.upper; }
      bool 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; }
    
      /// 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
      bool empty() const;
    
      /// Test if box contains point x,y,z
      bool contains(FXfloat x,FXfloat y,FXfloat z) const;
    
      /// Test if box contains point p
      bool contains(const FXVec3f& p) const;
    
      /// Test if box properly contains another box
      bool contains(const FXRangef& bounds) const;
    
      /// Test if box properly contains sphere
      bool 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
      bool intersect(const FXVec3f& u,const FXVec3f& v);
    
      /// Test if boxes a and b overlap
      friend FXAPI bool overlap(const FXRangef& a,const FXRangef& b);
    
      /// 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); }
    
      /// Union of two boxes
      friend FXAPI FXRangef unite(const FXRangef& a,const FXRangef& b);
    
      /// Intersection of two boxes
      friend FXAPI FXRangef intersect(const FXRangef& a,const FXRangef& b);
    
      /// Save object to a stream
      friend FXAPI FXStream& operator<<(FXStream& store,const FXRangef& bounds);
    
      /// Load object from a stream
      friend FXAPI FXStream& operator>>(FXStream& store,FXRangef& bounds);
      };
    
    
    extern FXAPI bool overlap(const FXRangef& a,const FXRangef& b);
    
    extern FXAPI FXRangef unite(const FXRangef& a,const FXRangef& b);
    extern FXAPI FXRangef intersect(const FXRangef& a,const FXRangef& b);
    
    extern FXAPI FXStream& operator<<(FXStream& store,const FXRangef& bounds);
    extern FXAPI FXStream& operator>>(FXStream& store,FXRangef& bounds);
    
    }
    
    #endif