Retired Document
Important: This document is part of the Legacy section of the ADC Developer Library. This information should not be used for new development.
Current information on this Developer Library topic can be found here:
common/aabb.h
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//////////////////////////////////////////////////////////////////////////////////////////////////// |
#ifndef __AABB_H__ |
#define __AABB_H__ |
#include "compute_types.h" |
#include "compute_math.h" |
#include <OpenGL/gl.h> |
class aabbf3 |
{ |
public: |
typedef enum OverlapType |
{ |
AABB_INSIDE = 0, |
AABB_INTERSECTS = 1, |
AABB_OUTSIDE = 2 |
}; |
aabbf3( void ) : |
min(+MAXFLOAT, +MAXFLOAT, +MAXFLOAT), |
max(-MAXFLOAT, -MAXFLOAT, -MAXFLOAT) |
{ |
// EMPTY! |
} |
aabbf3( const aabbf3 &a ): |
min( a.min ), |
max( a.max ) |
{ |
// EMPTY! |
} |
aabbf3( |
float fMinX, float fMaxX, |
float fMinY, float fMaxY, |
float fMinZ, float fMaxZ) |
{ |
min = make_float3(fMinX, fMinY, fMinZ); |
max = make_float3(fMaxX, fMaxY, fMaxZ); |
} |
aabbf3( const float3 &rkMin, const float3 &rkMax ): |
min( rkMin ), |
max( rkMax ) |
{ |
// EMPTY! |
} |
aabbf3( const float3 &rkCenter, const float fRadius ): |
min( rkCenter.x - fRadius, rkCenter.y - fRadius, rkCenter.z - fRadius ), |
max( rkCenter.x + fRadius, rkCenter.y + fRadius, rkCenter.z + fRadius ) |
{ |
// EMPTY! |
} |
bool operator == ( const aabbf3 &a ) const |
{ |
return !( *this != a ); |
} |
bool operator != ( const aabbf3 &a ) const |
{ |
return ( (( min.x - a.min.x ) != 0.0f) || (( max.x - a.max.x ) != 0.0f) || |
(( min.y - a.min.y ) != 0.0f) || (( max.y - a.max.y ) != 0.0f) || |
(( min.z - a.min.z ) != 0.0f) || (( max.z - a.max.z ) != 0.0f) ); |
} |
bool isValid( void ) const |
{ |
return ( min.x < max.x ) && ( min.y < max.y ) && ( min.z < max.z ); |
} |
operator bool() const |
{ |
return isValid(); |
} |
void invalidate( void ) |
{ |
min.x = +MAXFLOAT; |
max.x = -MAXFLOAT; |
min.y = +MAXFLOAT; |
max.y = -MAXFLOAT; |
min.z = +MAXFLOAT; |
max.z = -MAXFLOAT; |
} |
float3 getCenter( void ) const |
{ |
float3 kExtents = min + max; |
return kExtents * 0.5f; |
} |
float getRadius( void ) const |
{ |
float3 kSize = getSize() * 0.5f; |
return length(kSize); |
} |
float getWidth( void ) const { return max.x - min.x; } |
float getHeight( void ) const { return max.y - min.y; } |
float getDepth( void ) const { return max.z - min.z; } |
float3 getSize( void ) const |
{ |
return float3( max.x - min.x, max.y - min.y, max.z - min.z ); |
} |
float getVerticalDiscRadius( void ) const |
{ |
float fSX = ( max.x - min.x ); |
float fSY = ( max.y - min.y ); |
fSX *= 0.5f; |
fSY *= 0.5f; |
return sqrtf( fSX * fSX + fSY * fSY ); |
} |
const aabbf3 operator + ( const aabbf3 &a ) const |
{ |
return aabbf3( |
fmin( min.x, a.min.x ), |
fmax( max.x, a.max.x ), |
fmin( min.y, a.min.y ), |
fmax( max.y, a.max.y ), |
fmin( min.z, a.min.z ), |
fmax( max.z, a.max.z )); |
} |
const aabbf3 operator + ( const float3 &rkPoint ) const |
{ |
return aabbf3( |
fmin( min.x, rkPoint.x ), |
fmax( max.x, rkPoint.x ), |
fmin( min.y, rkPoint.y ), |
fmax( max.y, rkPoint.y ), |
fmin( min.z, rkPoint.z ), |
fmax( max.z, rkPoint.z )); |
} |
const aabbf3 operator + ( const float fDelta ) const |
{ |
return aabbf3( |
min.x - fDelta, max.x + fDelta, |
min.y - fDelta, max.y + fDelta, |
min.z - fDelta, max.z + fDelta ); |
} |
const aabbf3 operator - ( const float fDelta ) const |
{ |
return aabbf3( |
min.x + fDelta, max.x - fDelta, |
min.y + fDelta, max.y - fDelta, |
min.z + fDelta, max.z - fDelta ); |
} |
aabbf3 &operator += ( const aabbf3 &a ) |
{ |
min.x = fmin( min.x, a.min.x ), |
max.x = fmax( max.x, a.max.x ), |
min.y = fmin( min.y, a.min.y ), |
max.y = fmax( max.y, a.max.y ), |
min.z = fmin( min.z, a.min.z ), |
max.z = fmax( max.z, a.max.z ); |
return *this; |
} |
bool outside( const aabbf3 &a ) const |
{ |
return ( a.min.x < min.x || a.max.x > max.x || |
a.min.y < min.y || a.max.y > max.y || |
a.min.z < min.z || a.max.z > max.z ); |
} |
void extend( const aabbf3 &a ) |
{ |
min.x = fmin( min.x, a.min.x ), |
max.x = fmax( max.x, a.max.x ), |
min.y = fmin( min.y, a.min.y ), |
max.y = fmax( max.y, a.max.y ), |
min.z = fmin( min.z, a.min.z ), |
max.z = fmax( max.z, a.max.z ); |
} |
aabbf3 &operator += ( const float3 &rkPoint ) |
{ |
min.x = fmin( min.x, rkPoint.x ); |
max.x = fmax( max.x, rkPoint.x ); |
min.y = fmin( min.y, rkPoint.y ); |
max.y = fmax( max.y, rkPoint.y ); |
min.z = fmin( min.z, rkPoint.z ); |
max.z = fmax( max.z, rkPoint.z ); |
return *this; |
} |
void extend( const float3 &rkPoint ) |
{ |
min.x = fmin( min.x, rkPoint.x ); |
max.x = fmax( max.x, rkPoint.x ); |
min.y = fmin( min.y, rkPoint.y ); |
max.y = fmax( max.y, rkPoint.y ); |
min.z = fmin( min.z, rkPoint.z ); |
max.z = fmax( max.z, rkPoint.z ); |
} |
void extend( const float3 &rkPoint, float fRadius ) |
{ |
min.x = fmin( min.x, rkPoint.x - fRadius ); |
max.x = fmax( max.x, rkPoint.x + fRadius); |
min.y = fmin( min.y, rkPoint.y - fRadius ); |
max.y = fmax( max.y, rkPoint.y + fRadius); |
min.z = fmin( min.z, rkPoint.z - fRadius ); |
max.z = fmax( max.z, rkPoint.z + fRadius ); |
} |
aabbf3 &operator += ( const float fDelta ) |
{ |
min.x -= fDelta; |
max.x += fDelta; |
min.y -= fDelta; |
max.y += fDelta; |
min.z -= fDelta; |
max.z += fDelta; |
return *this; |
} |
void outset( float fDelta ) |
{ |
min.x -= fDelta; |
max.x += fDelta; |
min.y -= fDelta; |
max.y += fDelta; |
min.z -= fDelta; |
max.z += fDelta; |
} |
aabbf3 &operator -= ( const float fDelta ) |
{ |
min.x += fDelta; |
max.x -= fDelta; |
min.y += fDelta; |
max.y -= fDelta; |
min.z += fDelta; |
max.z -= fDelta; |
return *this; |
} |
void translate( const float3 &rkPoint ) |
{ |
min.x += rkPoint.x; |
max.x += rkPoint.x; |
min.y += rkPoint.y; |
max.y += rkPoint.y; |
min.z += rkPoint.z; |
max.z += rkPoint.z; |
} |
void transform( const float16 &rkM ) |
{ |
float3 akCorners[8]; |
getCorners( akCorners ); |
invalidate(); |
extend( rkM * akCorners[0] ); |
extend( rkM * akCorners[1] ); |
extend( rkM * akCorners[2] ); |
extend( rkM * akCorners[3] ); |
extend( rkM * akCorners[4] ); |
extend( rkM * akCorners[5] ); |
extend( rkM * akCorners[6] ); |
extend( rkM * akCorners[7] ); |
} |
void getCorners( float3 akCorners[8] ) const |
{ |
akCorners[0] = make_float3( min.x, min.y, min.z ); |
akCorners[1] = make_float3( min.x, max.y, min.z ); |
akCorners[2] = make_float3( max.x, max.y, min.z ); |
akCorners[3] = make_float3( max.x, min.y, min.z ); |
akCorners[4] = make_float3( min.x, min.y, max.z ); |
akCorners[5] = make_float3( min.x, max.y, max.z ); |
akCorners[6] = make_float3( max.x, max.y, max.z ); |
akCorners[7] = make_float3( max.x, min.y, max.z ); |
} |
bool contains( const float3 &rkPoint ) const |
{ |
return ( rkPoint.x >= min.x && rkPoint.x <= max.x && |
rkPoint.y >= min.y && rkPoint.y <= max.y && |
rkPoint.z >= min.z && rkPoint.z <= max.z ); |
} |
OverlapType intersects( const aabbf3 &rkOther ) const |
{ |
if ( rkOther.min.x >= min.x && rkOther.max.x <= max.x && |
rkOther.min.y >= min.y && rkOther.max.y <= max.y && |
rkOther.min.z >= min.z && rkOther.max.z <= max.z ) |
{ |
return AABB_INSIDE; |
} |
bool bOverlapX = ( min.x < rkOther.max.x && max.x > rkOther.min.x ); |
bool bOverlapY = ( min.y < rkOther.max.y && max.y > rkOther.min.y ); |
bool bOverlapZ = ( min.z < rkOther.max.z && max.z > rkOther.min.z ); |
return ( bOverlapX && bOverlapY && bOverlapZ ) ? (AABB_INTERSECTS) : AABB_OUTSIDE; |
} |
OverlapType intersectsSphere( const float3 &c, float fRadius ) const |
{ |
return intersects( aabbf3( c, fRadius )); |
} |
void render() const |
{ |
if ( !isValid() ) |
return; |
float3 akCorners[8]; |
getCorners(akCorners); |
glDisable( GL_LIGHTING ); |
glBegin( GL_LINE_STRIP ); |
{ |
for(uint i = 0; i < 8; i++) |
glVertex3f(akCorners[i].x, akCorners[i].y, akCorners[i].z); |
} |
glEnd(); |
glBegin( GL_LINES ); |
{ |
glVertex3f(akCorners[7].x, akCorners[7].y, akCorners[7].z); |
glVertex3f(akCorners[3].x, akCorners[3].y, akCorners[3].z); |
glVertex3f(akCorners[6].x, akCorners[6].y, akCorners[6].z); |
glVertex3f(akCorners[2].x, akCorners[2].y, akCorners[2].z); |
glVertex3f(akCorners[5].x, akCorners[5].y, akCorners[5].z); |
glVertex3f(akCorners[1].x, akCorners[1].y, akCorners[1].z); |
} |
glEnd(); |
glEnable( GL_LIGHTING ); |
} |
public: |
float3 min; |
float3 max; |
}; |
#endif |
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