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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