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BoundingBoxAligned.h
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17 
18 /*
19  * Axis-aligned bounding box
20  */
21 
22 #ifndef INCLUDED_BOUND
23 #define INCLUDED_BOUND
24 
25 #include "maths/Vector3D.h"
27 
28 class CFrustum;
29 class CMatrix3D;
31 
32 // Basic axis aligned bounding box (AABB) class
34 {
35 public:
36  static const CBoundingBoxAligned EMPTY;
37 
39  CBoundingBoxAligned(const CVector3D& min, const CVector3D& max)
40  {
41  m_Data[0] = min;
42  m_Data[1] = max;
43  }
44 
45  /**
46  * Transforms these bounds according to the specified transformation matrix @p m, and writes the axis-aligned bounds
47  * of that result to @p result.
48  */
49  void Transform(const CMatrix3D& m, CBoundingBoxAligned& result) const;
50 
51  /**
52  * Transform these bounds using the matrix @p transform, and write out the result as an oriented (i.e. non-axis-aligned) box.
53  * The difference with @ref Transform(const CMatrix3D&, CBoundingBoxAligned&) is that that method is equivalent to first
54  * computing this result, and then taking the axis-aligned bounding boxes from the result again.
55  */
56  void Transform(const CMatrix3D& m, CBoundingBoxOriented& result) const;
57 
58  /**
59  * Translates these bounds by @p v, and writes the result to @p result.
60  */
61  void Translate(const CVector3D& v, CBoundingBoxAligned& result) const
62  {
63  result.m_Data[0] = m_Data[0] + v;
64  result.m_Data[1] = m_Data[1] + v;
65  }
66 
67  CVector3D& operator[](int index) { return m_Data[index]; }
68  const CVector3D& operator[](int index) const { return m_Data[index]; }
69 
70  void SetEmpty();
71  bool IsEmpty() const;
72 
73  void Extend(const CVector3D& min, const CVector3D& max)
74  {
75  if (min.X < m_Data[0].X) m_Data[0].X = min.X;
76  if (min.Y < m_Data[0].Y) m_Data[0].Y = min.Y;
77  if (min.Z < m_Data[0].Z) m_Data[0].Z = min.Z;
78  if (max.X > m_Data[1].X) m_Data[1].X = max.X;
79  if (max.Y > m_Data[1].Y) m_Data[1].Y = max.Y;
80  if (max.Z > m_Data[1].Z) m_Data[1].Z = max.Z;
81  }
82 
83  // operator+=: extend this bound to include given bound
85  {
86  Extend(b.m_Data[0], b.m_Data[1]);
87  return *this;
88  }
89 
90  // operator+=: extend this bound to include given point
92  {
93  Extend(pt, pt);
94  return *this;
95  }
96 
97  /**
98  * Check if a given ray intersects this AABB.
99  * See also Real-Time Rendering, Third Edition by T. Akenine-Moller, p. 741--742.
100  *
101  * @param[in] origin Origin of the ray.
102  * @param[in] dir Direction vector of the ray, defining the positive direction of the ray. Must be of unit length.
103  * @param[out] tmin,tmax distance in the positive direction from the origin of the ray to the entry and exit points in
104  * the bounding box. If the origin is inside the box, then this is counted as an intersection and one of @p tMin and @p tMax may be negative.
105  *
106  * @return true if the ray originating in @p origin and with unit direction vector @p dir intersects this AABB, false otherwise.
107  */
108  bool RayIntersect(const CVector3D& origin, const CVector3D& dir, float& tmin, float& tmax) const;
109 
110  bool IsPointInside(const CVector3D& point) const;
111 
112  // return the volume of this bounding box
113  float GetVolume() const
114  {
115  CVector3D v = m_Data[1] - m_Data[0];
116  return (std::max(v.X, 0.0f) * std::max(v.Y, 0.0f) * std::max(v.Z, 0.0f));
117  }
118 
119  // return the center of this bounding box
120  void GetCenter(CVector3D& center) const
121  {
122  center = (m_Data[0] + m_Data[1]) * 0.5f;
123  }
124 
125  /**
126  * Expand the bounding box by the given amount in every direction.
127  */
128  void Expand(float amount);
129 
130  /**
131  * IntersectFrustumConservative: Approximate the intersection of this bounds object
132  * with the given frustum. The bounds object is overwritten with the results.
133  *
134  * The approximation is conservative in the sense that the result will always contain
135  * the actual intersection, but it may be larger than the intersection itself.
136  * The result will always be fully contained within the original bounds.
137  *
138  * @note While not in the spirit of this function's purpose, a no-op would be a correct
139  * implementation of this function.
140  * @note If this bound is empty, the result is the empty bound.
141  *
142  * @param frustum the frustum to intersect with
143  */
144  void IntersectFrustumConservative(const CFrustum& frustum);
145 
146  /**
147  * Construct a CFrustum that describes the same volume as this bounding box.
148  * Only valid for non-empty bounding boxes - check IsEmpty() first.
149  */
150  CFrustum ToFrustum() const;
151 
152 private:
153  // Holds the minimal and maximal coordinate points in m_Data[0] and m_Data[1], respectively.
155 };
156 
157 #endif // INCLUDED_BOUND
void Translate(const CVector3D &v, CBoundingBoxAligned &result) const
Translates these bounds by v, and writes the result to result.
Definition: BoundingBoxAligned.h:61
CVector3D & operator[](int index)
Definition: BoundingBoxAligned.h:67
bool IsEmpty() const
Definition: BoundingBoxAligned.cpp:144
static const CBoundingBoxAligned EMPTY
Definition: BoundingBoxAligned.h:36
CBoundingBoxAligned(const CVector3D &min, const CVector3D &max)
Definition: BoundingBoxAligned.h:39
void Transform(const CMatrix3D &m, CBoundingBoxAligned &result) const
Transforms these bounds according to the specified transformation matrix m, and writes the axis-align...
Definition: BoundingBoxAligned.cpp:153
Definition: Vector3D.h:30
Definition: Frustum.h:36
CBoundingBoxAligned & operator+=(const CBoundingBoxAligned &b)
Definition: BoundingBoxAligned.h:84
CVector3D m_Data[2]
Definition: BoundingBoxAligned.h:154
void Extend(const CVector3D &min, const CVector3D &max)
Definition: BoundingBoxAligned.h:73
float GetVolume() const
Definition: BoundingBoxAligned.h:113
Definition: Matrix3D.h:33
float X
Definition: Vector3D.h:33
float Y
Definition: Vector3D.h:33
void IntersectFrustumConservative(const CFrustum &frustum)
IntersectFrustumConservative: Approximate the intersection of this bounds object with the given frust...
Definition: BoundingBoxAligned.cpp:210
CFrustum ToFrustum() const
Construct a CFrustum that describes the same volume as this bounding box.
Definition: BoundingBoxAligned.cpp:227
CBoundingBoxAligned & operator+=(const CVector3D &pt)
Definition: BoundingBoxAligned.h:91
bool IsPointInside(const CVector3D &point) const
Definition: BoundingBoxAligned.cpp:267
bool RayIntersect(const CVector3D &origin, const CVector3D &dir, float &tmin, float &tmax) const
Check if a given ray intersects this AABB.
Definition: BoundingBoxAligned.cpp:40
const CVector3D & operator[](int index) const
Definition: BoundingBoxAligned.h:68
Definition: BoundingBoxAligned.h:33
void Expand(float amount)
Expand the bounding box by the given amount in every direction.
Definition: BoundingBoxAligned.cpp:261
void SetEmpty()
Definition: BoundingBoxAligned.cpp:136
float Z
Definition: Vector3D.h:33
Definition: BoundingBoxOriented.h:30
CBoundingBoxAligned()
Definition: BoundingBoxAligned.h:38
void GetCenter(CVector3D &center) const
Definition: BoundingBoxAligned.h:120