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Pyrogenesis, a RTS Engine
BoundingBoxAligned.h
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1/* Copyright (C) 2021 Wildfire Games.
2 * This file is part of 0 A.D.
3 *
4 * 0 A.D. is free software: you can redistribute it and/or modify
5 * it under the terms of the GNU General Public License as published by
6 * the Free Software Foundation, either version 2 of the License, or
7 * (at your option) any later version.
8 *
9 * 0 A.D. is distributed in the hope that it will be useful,
10 * but WITHOUT ANY WARRANTY; without even the implied warranty of
11 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
12 * GNU General Public License for more details.
13 *
14 * You should have received a copy of the GNU General Public License
15 * along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
16 */
17
18/*
19 * Axis-aligned bounding box
20 */
21
22#ifndef INCLUDED_BOUND
23#define INCLUDED_BOUND
24
25#include "maths/Vector3D.h"
27
28class CFrustum;
29class CMatrix3D;
31
32// Basic axis aligned bounding box (AABB) class
34{
35public:
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
152private:
153 // Holds the minimal and maximal coordinate points in m_Data[0] and m_Data[1], respectively.
155};
156
157#endif // INCLUDED_BOUND
Definition: BoundingBoxAligned.h:34
const CVector3D & operator[](int index) const
Definition: BoundingBoxAligned.h:68
void Translate(const CVector3D &v, CBoundingBoxAligned &result) const
Translates these bounds by v, and writes the result to result.
Definition: BoundingBoxAligned.h:61
CBoundingBoxAligned()
Definition: BoundingBoxAligned.h:38
CBoundingBoxAligned & operator+=(const CVector3D &pt)
Definition: BoundingBoxAligned.h:91
bool IsPointInside(const CVector3D &point) const
Definition: BoundingBoxAligned.cpp:267
void IntersectFrustumConservative(const CFrustum &frustum)
IntersectFrustumConservative: Approximate the intersection of this bounds object with the given frust...
Definition: BoundingBoxAligned.cpp:210
float GetVolume() const
Definition: BoundingBoxAligned.h:113
void SetEmpty()
Definition: BoundingBoxAligned.cpp:136
void Extend(const CVector3D &min, const CVector3D &max)
Definition: BoundingBoxAligned.h:73
CVector3D & operator[](int index)
Definition: BoundingBoxAligned.h:67
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
CBoundingBoxAligned(const CVector3D &min, const CVector3D &max)
Definition: BoundingBoxAligned.h:39
void Expand(float amount)
Expand the bounding box by the given amount in every direction.
Definition: BoundingBoxAligned.cpp:261
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
void GetCenter(CVector3D &center) const
Definition: BoundingBoxAligned.h:120
CFrustum ToFrustum() const
Construct a CFrustum that describes the same volume as this bounding box.
Definition: BoundingBoxAligned.cpp:227
CBoundingBoxAligned & operator+=(const CBoundingBoxAligned &b)
Definition: BoundingBoxAligned.h:84
bool IsEmpty() const
Definition: BoundingBoxAligned.cpp:144
CVector3D m_Data[2]
Definition: BoundingBoxAligned.h:154
static const CBoundingBoxAligned EMPTY
Definition: BoundingBoxAligned.h:36
Definition: BoundingBoxOriented.h:31
Definition: Frustum.h:37
Definition: Matrix3D.h:34
Definition: Vector3D.h:31
float Z
Definition: Vector3D.h:33
float Y
Definition: Vector3D.h:33
float X
Definition: Vector3D.h:33