/******************************************************************************** * * * D o u b l e - P r e c i s i o n R a n g e C l a s s * * * ********************************************************************************* * Copyright (C) 2004,2024 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 * ********************************************************************************/ #ifndef FXRANGED_H #define FXRANGED_H namespace FX { class FXSphered; class FXMat4d; /// Bounds class FXAPI FXRanged { public: FXVec3d lower; FXVec3d upper; public: /// Default constructor; value is not initialized FXRanged(){} /// Initialize with another range FXRanged(const FXRanged& bounds):lower(bounds.lower),upper(bounds.upper){} /// Initialize with a single point FXRanged(const FXVec3d& p):lower(p),upper(p){} /// Initialize with corner points FXRanged(const FXVec3d& l,const FXVec3d& h):lower(l),upper(h){} /// Initialize with a single point FXRanged(FXdouble x,FXdouble y,FXdouble z):lower(x,y,z),upper(x,y,z){} /// Initialize with explicit values FXRanged(FXdouble xl,FXdouble xh,FXdouble yl,FXdouble yh,FXdouble zl,FXdouble zh):lower(xl,yl,zl),upper(xh,yh,zh){} /// Initialize box to fully contain the given bounding sphere FXRanged(const FXSphered& sphere); /// Assignment FXRanged& operator=(const FXRanged& bounds){ lower=bounds.lower; upper=bounds.upper; return *this; } /// Set value from another range FXRanged& set(const FXRanged& bounds){ lower=bounds.lower; upper=bounds.upper; return *this; } /// Set value from single point FXRanged& set(const FXVec3d& p){ lower=upper=p; return *this; } /// Set value from corner points FXRanged& set(const FXVec3d& l,const FXVec3d& h){ lower=l; upper=h; return *this; } /// Set value from single point FXRanged& set(FXdouble x,FXdouble y,FXdouble z){ lower.x=upper.x=x; lower.y=upper.y=y; lower.z=upper.z=z; return *this; } /// Set value from explicit values FXRanged& set(FXdouble xl,FXdouble xh,FXdouble yl,FXdouble yh,FXdouble zl,FXdouble zh){ lower.set(xl,yl,zl); upper.set(xh,yh,zh); return *this; } /// Indexing with 0..1 FXVec3d& operator[](FXint i){ return (&lower)[i]; } /// Indexing with 0..1 const FXVec3d& operator[](FXint i) const { return (&lower)[i]; } /// Comparison FXbool operator==(const FXRanged& r) const { return lower==r.lower && upper==r.upper; } FXbool operator!=(const FXRanged& r) const { return lower!=r.lower || upper!=r.upper; } /// Width of box FXdouble width() const { return upper.x-lower.x; } /// Height of box FXdouble height() const { return upper.y-lower.y; } /// Depth of box FXdouble depth() const { return upper.z-lower.z; } /// Area of box FXdouble area() const { return (width()*height()+width()*depth()+height()*depth())*2.0; } /// Volume of box FXdouble volume() const { return width()*height()*depth(); } /// Longest side FXdouble longest() const; /// Shortest side FXdouble shortest() const; /// Length of diagonal FXdouble diameter() const; /// Get radius of box FXdouble radius() const; /// Compute diagonal FXVec3d diagonal() const; /// Get center of box FXVec3d center() const; /// Test if empty FXbool empty() const; /// Test if box contains point x,y,z FXbool contains(FXdouble x,FXdouble y,FXdouble z) const; /// Test if box contains point p FXbool contains(const FXVec3d& p) const; /// Test if box properly contains another box FXbool contains(const FXRanged& bounds) const; /// Test if box properly contains sphere FXbool contains(const FXSphered& sphere) const; /// Include point FXRanged& include(FXdouble x,FXdouble y,FXdouble z); /// Include point FXRanged& include(const FXVec3d& v); /// Include given range into box FXRanged& include(const FXRanged& box); /// Include given sphere into this box FXRanged& include(const FXSphered& sphere); /// Intersect box with normalized plane ax+by+cz+w; returns -1,0,+1 FXint intersect(const FXVec4d &plane) const; /// Intersect box with ray u-v FXbool intersect(const FXVec3d& u,const FXVec3d& v) const; /// Intersect box with ray pos+lambda*dir, returning true if hit FXbool intersect(const FXVec3d& pos,const FXVec3d& dir,FXdouble hit[]) const; /// Get corner number 0..7 FXVec3d corner(FXint c) const { return FXVec3d((&lower)[c&1].x, (&lower)[(c>>1)&1].y, (&lower)[c>>2].z); } /// Transform range by 4x4 matrix FXRanged transform(const FXMat4d& mat) const; /// Destructor ~FXRanged(){} }; /// Test if boxes a and b overlap extern FXAPI FXbool overlap(const FXRanged& a,const FXRanged& b); /// Union of two boxes extern FXAPI FXRanged unite(const FXRanged& a,const FXRanged& b); /// Intersection of two boxes extern FXAPI FXRanged intersect(const FXRanged& a,const FXRanged& b); /// Save object to a stream extern FXAPI FXStream& operator<<(FXStream& store,const FXRanged& bounds); /// Load object from a stream extern FXAPI FXStream& operator>>(FXStream& store,FXRanged& bounds); } #endif