/* * ***** BEGIN GPL LICENSE BLOCK ***** * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program 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 General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software Foundation, * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV. * All rights reserved. * * The Original Code is: all of this file. * * Contributor(s): none yet. * * ***** END GPL LICENSE BLOCK ***** * Bounding Box */ /** \file gameengine/SceneGraph/SG_BBox.cpp * \ingroup bgesg */ #include #include "SG_BBox.h" #include "SG_Node.h" SG_BBox::SG_BBox() : m_min(0.0, 0.0, 0.0), m_max(0.0, 0.0, 0.0) { } SG_BBox::SG_BBox(const MT_Point3 &min, const MT_Point3 &max) : m_min(min), m_max(max) { } SG_BBox::SG_BBox(const SG_BBox &other, const MT_Transform &world) : m_min(world(other.m_min)), m_max(world(other.m_max)) { *this += world(MT_Point3(m_min[0], m_min[1], m_max[2])); *this += world(MT_Point3(m_min[0], m_max[1], m_min[2])); *this += world(MT_Point3(m_min[0], m_max[1], m_max[2])); *this += world(MT_Point3(m_max[0], m_min[1], m_min[2])); *this += world(MT_Point3(m_max[0], m_min[1], m_max[2])); *this += world(MT_Point3(m_max[0], m_max[1], m_min[2])); } SG_BBox::SG_BBox(const SG_BBox &other) : m_min(other.m_min), m_max(other.m_max) { } SG_BBox::~ SG_BBox() { } SG_BBox& SG_BBox::operator +=(const MT_Point3 &point) { if (point[0] < m_min[0]) m_min[0] = point[0]; else if (point[0] > m_max[0]) m_max[0] = point[0]; if (point[1] < m_min[1]) m_min[1] = point[1]; else if (point[1] > m_max[1]) m_max[1] = point[1]; if (point[2] < m_min[2]) m_min[2] = point[2]; else if (point[2] > m_max[2]) m_max[2] = point[2]; return *this; } SG_BBox& SG_BBox::operator += (const SG_BBox &bbox) { *this += bbox.m_min; *this += bbox.m_max; return *this; } SG_BBox SG_BBox::operator +(const SG_BBox &bbox2) const { SG_BBox ret = *this; ret += bbox2; return ret; } MT_Scalar SG_BBox::volume() const { MT_Vector3 size = m_max - m_min; return size[0]*size[1]*size[2]; } #if 0 void SG_BBox::translate(const MT_Vector3& dx) { m_min += dx; m_max += dx; } void SG_BBox::scale(const MT_Vector3& size, const MT_Point3& point) { MT_Vector3 center = (m_max - m_min)/2. + point; m_max = (m_max - center)*size; m_min = (m_min - center)*size; } #endif SG_BBox SG_BBox::transform(const MT_Transform &world) const { SG_BBox bbox(world(m_min), world(m_max)); bbox += world(MT_Point3(m_min[0], m_min[1], m_max[2])); bbox += world(MT_Point3(m_min[0], m_max[1], m_min[2])); bbox += world(MT_Point3(m_min[0], m_max[1], m_max[2])); bbox += world(MT_Point3(m_max[0], m_min[1], m_min[2])); bbox += world(MT_Point3(m_max[0], m_min[1], m_max[2])); bbox += world(MT_Point3(m_max[0], m_max[1], m_min[2])); return bbox; } bool SG_BBox::inside(const MT_Point3 &point) const { return point[0] >= m_min[0] && point[0] <= m_max[0] && point[1] >= m_min[1] && point[1] <= m_max[1] && point[2] >= m_min[2] && point[2] <= m_max[2]; } bool SG_BBox::inside(const SG_BBox& other) const { return inside(other.m_min) && inside(other.m_max); } bool SG_BBox::intersects(const SG_BBox& other) const { return inside(other.m_min) != inside(other.m_max); } bool SG_BBox::outside(const SG_BBox& other) const { return !inside(other.m_min) && !inside(other.m_max); } SG_BBox::intersect SG_BBox::test(const SG_BBox& other) const { bool point1(inside(other.m_min)), point2(inside(other.m_max)); return point1?(point2?INSIDE:INTERSECT):(point2?INTERSECT:OUTSIDE); } void SG_BBox::get(MT_Point3 *box, const MT_Transform &world) const { *box++ = world(m_min); *box++ = world(MT_Point3(m_min[0], m_min[1], m_max[2])); *box++ = world(MT_Point3(m_min[0], m_max[1], m_min[2])); *box++ = world(MT_Point3(m_min[0], m_max[1], m_max[2])); *box++ = world(MT_Point3(m_max[0], m_min[1], m_min[2])); *box++ = world(MT_Point3(m_max[0], m_min[1], m_max[2])); *box++ = world(MT_Point3(m_max[0], m_max[1], m_min[2])); *box++ = world(m_max); } void SG_BBox::getaa(MT_Point3 *box, const MT_Transform &world) const { const MT_Point3 min(world(m_min)), max(world(m_max)); *box++ = min; *box++ = MT_Point3(min[0], min[1], max[2]); *box++ = MT_Point3(min[0], max[1], min[2]); *box++ = MT_Point3(min[0], max[1], max[2]); *box++ = MT_Point3(max[0], min[1], min[2]); *box++ = MT_Point3(max[0], min[1], max[2]); *box++ = MT_Point3(max[0], max[1], min[2]); *box++ = max; } void SG_BBox::getmm(MT_Point3 *box, const MT_Transform &world) const { const MT_Point3 min(world(m_min)), max(world(m_max)); *box++ = min; *box++ = max; } void SG_BBox::split(SG_BBox &left, SG_BBox &right) const { MT_Scalar sizex = m_max[0] - m_min[0]; MT_Scalar sizey = m_max[1] - m_min[1]; MT_Scalar sizez = m_max[2] - m_min[2]; if (sizex < sizey) { if (sizey > sizez) { left.m_min = m_min; left.m_max[0] = m_max[0]; left.m_max[1] = m_min[1] + sizey/2.0; left.m_max[2] = m_max[2]; right.m_min[0] = m_min[0]; right.m_min[1] = m_min[1] + sizey/2.0; right.m_min[2] = m_min[2]; right.m_max = m_max; std::cout << "splity" << std::endl; } else { left.m_min = m_min; left.m_max[0] = m_max[0]; left.m_max[1] = m_max[1]; left.m_max[2] = m_min[2] + sizez/2.0; right.m_min[0] = m_min[0]; right.m_min[1] = m_min[1]; right.m_min[2] = m_min[2] + sizez/2.0; right.m_max = m_max; std::cout << "splitz" << std::endl; } } else { if (sizex > sizez) { left.m_min = m_min; left.m_max[0] = m_min[0] + sizex/2.0; left.m_max[1] = m_max[1]; left.m_max[2] = m_max[2]; right.m_min[0] = m_min[0] + sizex/2.0; right.m_min[1] = m_min[1]; right.m_min[2] = m_min[2]; right.m_max = m_max; std::cout << "splitx" << std::endl; } else { left.m_min = m_min; left.m_max[0] = m_max[0]; left.m_max[1] = m_max[1]; left.m_max[2] = m_min[2] + sizez/2.0; right.m_min[0] = m_min[0]; right.m_min[1] = m_min[1]; right.m_min[2] = m_min[2] + sizez/2.0; right.m_max = m_max; std::cout << "splitz" << std::endl; } } //std::cout << "Left: " << left.m_min << " -> " << left.m_max << " Right: " << right.m_min << " -> " << right.m_max << std::endl; }