/******************************************************************************** * * * 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) 2004,2024 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 FXRANGEF_H #define FXRANGEF_H namespace FX { class FXSpheref; class FXMat4f; /// Bounds class FXAPI FXRangef { public: FXVec3f lower; FXVec3f upper; public: /// Default constructor; value is not initialized FXRangef(){} /// Initialize with another range FXRangef(const FXRangef& bounds):lower(bounds.lower),upper(bounds.upper){} /// Initialize with a single point FXRangef(const FXVec3f& p):lower(p),upper(p){} /// Initialize with corner points FXRangef(const FXVec3f& l,const FXVec3f& h):lower(l),upper(h){} /// Initialize with a single point FXRangef(FXfloat x,FXfloat y,FXfloat z):lower(x,y,z),upper(x,y,z){} /// Initialize with explicit values FXRangef(FXfloat xl,FXfloat xh,FXfloat yl,FXfloat yh,FXfloat zl,FXfloat zh):lower(xl,yl,zl),upper(xh,yh,zh){} /// 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 single point FXRangef& set(const FXVec3f& p){ lower=upper=p; return *this; } /// Set value from corner points FXRangef& set(const FXVec3f& l,const FXVec3f& h){ lower=l; upper=h; return *this; } /// Set value from single point FXRangef& set(FXfloat x,FXfloat y,FXfloat z){ lower.x=upper.x=x; lower.y=upper.y=y; lower.z=upper.z=z; return *this; } /// Set value from explicit values FXRangef& set(FXfloat xl,FXfloat xh,FXfloat yl,FXfloat yh,FXfloat zl,FXfloat zh){ lower.set(xl,yl,zl); upper.set(xh,yh,zh); 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 FXbool operator==(const FXRangef& r) const { return lower==r.lower && upper==r.upper; } FXbool 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; } /// Area of box FXfloat area() const { return (width()*height()+width()*depth()+height()*depth())*2.0f; } /// Volume of box FXfloat volume() const { return width()*height()*depth(); } /// 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 FXbool empty() const; /// Test if box contains point x,y,z FXbool contains(FXfloat x,FXfloat y,FXfloat z) const; /// Test if box contains point p FXbool contains(const FXVec3f& p) const; /// Test if box properly contains another box FXbool contains(const FXRangef& bounds) const; /// Test if box properly contains sphere FXbool 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 FXbool intersect(const FXVec3f& u,const FXVec3f& v) const; /// Intersect box with ray pos+lambda*dir, returning true if hit FXbool intersect(const FXVec3f& pos,const FXVec3f& dir,FXfloat hit[]) const; /// 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); } /// Transform range by 4x4 matrix FXRangef transform(const FXMat4f& mat) const; /// Destructor ~FXRangef(){} }; /// Test if boxes a and b overlap extern FXAPI FXbool overlap(const FXRangef& a,const FXRangef& b); /// Union of two boxes extern FXAPI FXRangef unite(const FXRangef& a,const FXRangef& b); /// Intersection of two boxes extern FXAPI FXRangef intersect(const FXRangef& a,const FXRangef& b); /// Save object to a stream extern FXAPI FXStream& operator<<(FXStream& store,const FXRangef& bounds); /// Load object from a stream extern FXAPI FXStream& operator>>(FXStream& store,FXRangef& bounds); } #endif