/**************************************************************************** * VCGLib o o * * Visual and Computer Graphics Library o o * * _ O _ * * Copyright(C) 2004 \/)\/ * * Visual Computing Lab /\/| * * ISTI - Italian National Research Council | * * \ * * All rights reserved. * * * * This program 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. * * * * This program 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 (http://www.gnu.org/licenses/gpl.txt) * * for more details. * * * ****************************************************************************/ #ifndef __VCGLIB_BOX3 #define __VCGLIB_BOX3 #include #include #include #include namespace vcg { /** \addtogroup space */ /*@{*/ /** Templated class for 3D boxes. This is the class for definition of a axis aligned bounding box in 3D space. It is stored just as two Point3 @param BoxScalarType (template parameter) Specifies the type of scalar used to represent coords. */ template class Box3 { public: /// The scalar type typedef BoxScalarType ScalarType; /// min coordinate point Point3 min; /// max coordinate point Point3 max; /// The bounding box constructor inline Box3() { min.X()= 1;max.X()= -1;min.Y()= 1;max.Y()= -1;min.Z()= 1;max.Z()= -1;} /// Copy constructor inline Box3( const Box3 & b ) { min=b.min; max=b.max; } /// Min Max constructor inline Box3( const Point3 & mi, const Point3 & ma ) { min = mi; max = ma; } /// Point Radius Constructor inline Box3(const Point3 & center, const BoxScalarType & radius) { min = center-Point3(radius,radius,radius); max = center+Point3(radius,radius,radius); } /// The bounding box distructor inline ~Box3() { } /// Operator to compare two bounding box inline bool operator == ( Box3 const & p ) const { return min==p.min && max==p.max; } /// Operator to dispare two bounding box inline bool operator != ( Box3 const & p ) const { return min!=p.min || max!=p.max; } /** Varia le dimensioni del bounding box scalandole rispetto al parametro scalare. @param s Valore scalare che indica di quanto deve variare il bounding box */ void Offset( const BoxScalarType s ) { Offset( Point3 (s,s,s)); } /** Varia le dimensioni del bounding box del valore fornito attraverso il parametro. @param delta Point in 3D space */ void Offset( const Point3 & delta ) { min -= delta; max += delta; } /// Initializing the bounding box void Set( const Point3 & p ) { min = max = p; } /// Set the bounding box to a null value void SetNull() { min.X()= 1; max.X()= -1; min.Y()= 1; max.Y()= -1; min.Z()= 1; max.Z()= -1; } /** Function to add two bounding box @param b Il bounding box che si vuole aggiungere */ void Add( Box3 const & b ) { if(b.IsNull()) return; // Adding a null bbox should do nothing if(IsNull()) *this=b; else { if(min.X() > b.min.X()) min.X() = b.min.X(); if(min.Y() > b.min.Y()) min.Y() = b.min.Y(); if(min.Z() > b.min.Z()) min.Z() = b.min.Z(); if(max.X() < b.max.X()) max.X() = b.max.X(); if(max.Y() < b.max.Y()) max.Y() = b.max.Y(); if(max.Z() < b.max.Z()) max.Z() = b.max.Z(); } } /** Funzione per aggiungere un punto al bounding box. Il bounding box viene modificato se il punto cade fuori da esso. @param p The point 3D */ void Add( const Point3 & p ) { if(IsNull()) Set(p); else { if(min.X() > p.X()) min.X() = p.X(); if(min.Y() > p.Y()) min.Y() = p.Y(); if(min.Z() > p.Z()) min.Z() = p.Z(); if(max.X() < p.X()) max.X() = p.X(); if(max.Y() < p.Y()) max.Y() = p.Y(); if(max.Z() < p.Z()) max.Z() = p.Z(); } } /** Function to add a sphere (a point + radius) to a bbox @param p The point 3D @param radius the radius of the sphere centered on p */ void Add( const Point3 & p, const BoxScalarType radius ) { if(IsNull()) Set(p); else { min.X() = std::min(min.X(),p.X()-radius); min.Y() = std::min(min.Y(),p.Y()-radius); min.Z() = std::min(min.Z(),p.Z()-radius); max.X() = std::max(max.X(),p.X()+radius); max.Y() = std::max(max.Y(),p.Y()+radius); max.Z() = std::max(max.Z(),p.Z()+radius); } } // Aggiunge ad un box un altro box trasformato secondo la matrice m void Add( const Matrix44 &m, const Box3 & b ) { const Point3 &mn= b.min; const Point3 &mx= b.max; Add(m*(Point3(mn[0],mn[1],mn[2]))); Add(m*(Point3(mx[0],mn[1],mn[2]))); Add(m*(Point3(mn[0],mx[1],mn[2]))); Add(m*(Point3(mx[0],mx[1],mn[2]))); Add(m*(Point3(mn[0],mn[1],mx[2]))); Add(m*(Point3(mx[0],mn[1],mx[2]))); Add(m*(Point3(mn[0],mx[1],mx[2]))); Add(m*(Point3(mx[0],mx[1],mx[2]))); } /** Calcola l'intersezione tra due bounding box. Al bounding box viene assegnato il valore risultante. @param b Il bounding box con il quale si vuole effettuare l'intersezione */ void Intersect( const Box3 & b ) { if(min.X() < b.min.X()) min.X() = b.min.X(); if(min.Y() < b.min.Y()) min.Y() = b.min.Y(); if(min.Z() < b.min.Z()) min.Z() = b.min.Z(); if(max.X() > b.max.X()) max.X() = b.max.X(); if(max.Y() > b.max.Y()) max.Y() = b.max.Y(); if(max.Z() > b.max.Z()) max.Z() = b.max.Z(); if(min.X()>max.X() || min.Y()>max.Y() || min.Z()>max.Z()) SetNull(); } /** Trasla il bounding box di un valore definito dal parametro. @param p Il bounding box trasla sulla x e sulla y in base alle coordinate del parametro */ void Translate( const Point3 & p ) { min += p; max += p; } /** Verifica se un punto appartiene ad un bounding box. @param p The point 3D @return True se p appartiene al bounding box, false altrimenti */ bool IsIn( Point3 const & p ) const { return ( min.X() <= p.X() && p.X() <= max.X() && min.Y() <= p.Y() && p.Y() <= max.Y() && min.Z() <= p.Z() && p.Z() <= max.Z() ); } /** Verifica se un punto appartiene ad un bounding box aperto sul max. @param p The point 3D @return True se p appartiene al bounding box, false altrimenti */ bool IsInEx( Point3 const & p ) const { return ( min.X() <= p.X() && p.X() < max.X() && min.Y() <= p.Y() && p.Y() < max.Y() && min.Z() <= p.Z() && p.Z() < max.Z() ); } /** Verifica se due bounding box collidono cioe' se hanno una intersezione non vuota. Per esempio due bounding box adiacenti non collidono. @param b A bounding box @return True se collidoo, false altrimenti */ /* old version bool Collide(Box3 const &b) { Box3 bb=*this; bb.Intersect(b); return bb.IsValid(); } */ bool Collide(Box3 const &b) const { return b.min.X()min.X() && b.min.Y()min.Y() && b.min.Z()min.Z() ; } /** Controlla se il bounding box e' nullo. @return True se il bounding box e' nullo, false altrimenti */ bool IsNull() const { return min.X()>max.X() || min.Y()>max.Y() || min.Z()>max.Z(); } /** Controlla se il bounding box e' vuoto. @return True se il bounding box e' vuoto, false altrimenti */ bool IsEmpty() const { return min==max; } /// Restituisce la lunghezza della diagonale del bounding box. BoxScalarType Diag() const { return Distance(min,max); } /// Calcola il quadrato della diagonale del bounding box. BoxScalarType SquaredDiag() const { return SquaredDistance(min,max); } /// Calcola il centro del bounding box. Point3 Center() const { return (min+max)/2; } /// Compute bounding box size. Point3 Dim() const { return (max-min); } /// Returns global coords of a local point expressed in [0..1]^3 Point3 LocalToGlobal(Point3 const & p) const{ return Point3( min[0] + p[0]*(max[0]-min[0]), min[1] + p[1]*(max[1]-min[1]), min[2] + p[2]*(max[2]-min[2])); } /// Returns local coords expressed in [0..1]^3 of a point in 3D Point3 GlobalToLocal(Point3 const & p) const{ return Point3( (p[0]-min[0])/(max[0]-min[0]), (p[1]-min[1])/(max[1]-min[1]), (p[2]-min[2])/(max[2]-min[2]) ); } /// Calcola il volume del bounding box. BoxScalarType Volume() const { return (max.X()-min.X())*(max.Y()-min.Y())*(max.Z()-min.Z()); } /// Calcola la dimensione del bounding box sulla x. inline BoxScalarType DimX() const { return max.X()-min.X();} /// Calcola la dimensione del bounding box sulla y. inline BoxScalarType DimY() const { return max.Y()-min.Y();} /// Calcola la dimensione del bounding box sulla z. inline BoxScalarType DimZ() const { return max.Z()-min.Z();} /// Calcola il lato di lunghezza maggiore inline unsigned char MaxDim() const { int i; Point3 diag = max-min; if(diag[0]>diag[1]) i=0; else i=1; return (diag[i]>diag[2])? i: 2; } /// Calcola il lato di lunghezza minore inline unsigned char MinDim() const { int i; Point3 diag = max-min; if(diag[0] inline void Import( const Box3 & b ) { min.Import(b.min); max.Import(b.max); } template static inline Box3 Construct( const Box3 & b ) { return Box3(Point3::Construct(b.min),Point3::Construct(b.max)); } /// gives the ith box vertex in order: (x,y,z),(X,y,z),(x,Y,z),(X,Y,z),(x,y,Z),(X,y,Z),(x,Y,Z),(X,Y,Z) Point3 P(const int & i) const { return Point3( min[0]+ (i%2) * DimX(), min[1]+ ((i / 2)%2) * DimY(), min[2]+ (i>3)* DimZ()); } }; // end class definition template Box3 Point3::GetBBox(Box3 &bb) const { bb.Set( *this ); } typedef Box3 Box3s; typedef Box3 Box3i; typedef Box3 Box3f; typedef Box3 Box3d; /*@}*/ } // end namespace #endif