# Visualization Library

A lightweight C++ OpenGL middleware for 2D/3D graphics

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# D:/VL/BuildSystem/VL_DISTRO/Visualization_Library_SDK/src/vlCore/AABB.hpp

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    00001 /**************************************************************************************/
    00002 /*                                                                                    */
    00003 /*  Visualization Library                                                             */
    00004 /*  http://www.visualizationlibrary.com                                               */
    00005 /*                                                                                    */
    00006 /*  Copyright (c) 2005-2010, Michele Bosi                                             */
    00007 /*  All rights reserved.                                                              */
    00008 /*                                                                                    */
    00009 /*  Redistribution and use in source and binary forms, with or without modification,  */
    00010 /*  are permitted provided that the following conditions are met:                     */
    00011 /*                                                                                    */
    00012 /*  - Redistributions of source code must retain the above copyright notice, this     */
    00013 /*  list of conditions and the following disclaimer.                                  */
    00014 /*                                                                                    */
    00015 /*  - Redistributions in binary form must reproduce the above copyright notice, this  */
    00016 /*  list of conditions and the following disclaimer in the documentation and/or       */
    00017 /*  other materials provided with the distribution.                                   */
    00018 /*                                                                                    */
    00019 /*  THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND   */
    00020 /*  ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED     */
    00021 /*  WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE            */
    00022 /*  DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR  */
    00023 /*  ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES    */
    00024 /*  (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;      */
    00025 /*  LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON    */
    00026 /*  ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT           */
    00027 /*  (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS     */
    00028 /*  SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.                      */
    00029 /*                                                                                    */
    00030 /**************************************************************************************/
    00031
    00032 #ifndef AABB_INCLUDE_ONCE
    00033 #define AABB_INCLUDE_ONCE
    00034
    00035 #include <vlCore/Vector3.hpp>
    00036 #include <vlCore/Matrix4.hpp>
    00037
    00038 namespace vl
    00039 {
    00040   //-----------------------------------------------------------------------------
    00041   // AABB
    00042   //-----------------------------------------------------------------------------
    00044   class VLCORE_EXPORT AABB
    00045   {
    00046   public:
    00048     AABB();
    00049
    00051     AABB( const vec3& center, Real radius );
    00052
    00054     AABB( const vec3& pt1, const vec3& pt2, Real displace=0);
    00055
    00057     void setNull() { mMin = 1; mMax = -1; }
    00058
    00060     bool isNull()  const { return mMin.x() > mMax.x() || mMin.y() > mMax.y() || mMin.z() > mMax.z(); }
    00061
    00063     bool isPoint() const { return mMin == mMax; }
    00064
    00067     void enlarge(Real displace);
    00068
    00070     bool intersects(const AABB & bb) const;
    00071
    00073     vec3 clip(const vec3& p, bool clipx=true, bool clipy=true, bool clipz=true) const;
    00074
    00077     bool isInside(const vec3& p, bool clipx, bool clipy, bool clipz) const;
    00078
    00080     bool isInside(const vec3& p) const;
    00081
    00083     Real width() const;
    00084
    00086     Real height() const;
    00087
    00089     Real depth() const;
    00090
    00092     bool operator==(const AABB& aabb) const
    00093     {
    00094       return mMin == aabb.mMin && mMax == aabb.mMax;
    00095     }
    00096
    00098     bool operator!=(const AABB& aabb) const
    00099     {
    00100       return !operator==(aabb);
    00101     }
    00102
    00104     AABB operator+(const AABB& aabb) const;
    00105
    00107     AABB& operator+=(const AABB& other)
    00108     {
    00109       *this = *this + other;
    00110       return *this;
    00111     }
    00112
    00114     AABB operator+(const vec3& p)
    00115     {
    00116       AABB aabb = *this;
    00117       aabb += p;
    00118       return aabb;
    00119     }
    00120
    00122     const AABB& operator+=(const vec3& p)
    00123     {
    00124       addPoint(p);
    00125       return *this;
    00126     }
    00127
    00129     vec3 center() const;
    00130
    00132     Real longestSideLength() const
    00133     {
    00134       Real side = width();
    00135       if (height() > side)
    00136         side = height();
    00137       if (depth() > side)
    00138         side = depth();
    00139       return side;
    00140     }
    00141
    00144     void addPoint(const vec3& p, Real radius);
    00145
    00147     void addPoint(const vec3& p)
    00148     {
    00149       if (isNull())
    00150       {
    00151         mMax = p;
    00152         mMin = p;
    00153         return;
    00154       }
    00155
    00156       if ( mMax.x() < p.x() ) mMax.x() = p.x();
    00157       if ( mMax.y() < p.y() ) mMax.y() = p.y();
    00158       if ( mMax.z() < p.z() ) mMax.z() = p.z();
    00159       if ( mMin.x() > p.x() ) mMin.x() = p.x();
    00160       if ( mMin.y() > p.y() ) mMin.y() = p.y();
    00161       if ( mMin.z() > p.z() ) mMin.z() = p.z();
    00162     }
    00163
    00165     void transformed(AABB& out, const mat4& mat) const
    00166     {
    00167       out.setNull();
    00168       if ( !isNull() )
    00169       {
    00170         out.addPoint( mat * vec3(minCorner().x(), minCorner().y(), minCorner().z()) );
    00171         out.addPoint( mat * vec3(minCorner().x(), maxCorner().y(), minCorner().z()) );
    00172         out.addPoint( mat * vec3(maxCorner().x(), maxCorner().y(), minCorner().z()) );
    00173         out.addPoint( mat * vec3(maxCorner().x(), minCorner().y(), minCorner().z()) );
    00174         out.addPoint( mat * vec3(minCorner().x(), minCorner().y(), maxCorner().z()) );
    00175         out.addPoint( mat * vec3(minCorner().x(), maxCorner().y(), maxCorner().z()) );
    00176         out.addPoint( mat * vec3(maxCorner().x(), maxCorner().y(), maxCorner().z()) );
    00177         out.addPoint( mat * vec3(maxCorner().x(), minCorner().y(), maxCorner().z()) );
    00178       }
    00179     }
    00180
    00182     AABB transformed(const mat4& mat) const
    00183     {
    00184       AABB aabb;
    00185       transformed(aabb, mat);
    00186       return aabb;
    00187     }
    00188
    00190     const vec3& minCorner() const { return mMin; }
    00191
    00193     const vec3& maxCorner() const { return mMax; }
    00194
    00196     void setMinCorner(Real x, Real y, Real z) { mMin.x() = x; mMin.y() = y; mMin.z() = z; }
    00197
    00199     void setMinCorner(const vec3& v) { mMin = v; }
    00200
    00202     void setMaxCorner(Real x, Real y, Real z) { mMax.x() = x; mMax.y() = y; mMax.z() = z; }
    00203
    00205     void setMaxCorner(const vec3& v) { mMax = v; }
    00206
    00208     Real volume() const { return width() * height() * depth(); }
    00209
    00210   protected:
    00211     vec3 mMin;
    00212     vec3 mMax;
    00213   };
    00214 }
    00215
    00216 #endif

Visualization Library v2011.05.1142 Reference Documentation
Copyright 2005-2011 Michele Bosi. All rights reserved.
Updated on Thu May 26 2011 22:51:20.
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