kicad/3d-viewer/3d_rendering/3d_render_raytracing/shapes3D/cbbox.h

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/*
* This program source code file is part of KiCad, a free EDA CAD application.
*
* Copyright (C) 2015-2016 Mario Luzeiro <mrluzeiro@ua.pt>
* Copyright (C) 1992-2016 KiCad Developers, see AUTHORS.txt for contributors.
*
* 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, you may find one here:
* http://www.gnu.org/licenses/old-licenses/gpl-2.0.html
* or you may search the http://www.gnu.org website for the version 2 license,
* or you may write to the Free Software Foundation, Inc.,
* 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA
*/
/**
* @file cbbox.h
* @brief Bounding Box class definition
*/
#ifndef _CBBOX_H_
#define _CBBOX_H_
#include "../ray.h"
#include <fctsys.h> // For the DBG(
/**
* Class CBBOX
* manages a bounding box defined by two SFVEC3F min max points.
*/
struct CBBOX
{
public:
/**
* Constructor CBBOX
* Create with default values a bounding box (not inizialized)
*/
CBBOX();
/**
* Constructor CBBOX
* Initialize a bounding box with a given point
* @param aPbInit a point for the bounding box initialization
*/
explicit CBBOX( const SFVEC3F &aPbInit );
/**
* Constructor CBBOX
* Initialize a bounding box with a minimon and a maximun point
* @param aPbMin the minimun point to initialize the bounding box
* @param aPbMax the maximun point to initialize the bounding box
*/
CBBOX( const SFVEC3F &aPbMin, const SFVEC3F &aPbMax );
~CBBOX();
/**
* Function Set
* Set bounding box with new parameters
* @param aPbMin the minimun point to initialize the bounding box
* @param aPbMax the maximun point to initialize the bounding box
*/
void Set( const SFVEC3F &aPbMin, const SFVEC3F &aPbMax );
void Set( const CBBOX &aBBox );
/**
* @brief Set
* @param aPbMin
* @param aPbMax
*/
void Set( const SFVEC3F &aPoint );
/**
* Function Union
* recalculate the bounding box adding a point
* @param aPoint the point to be bounded
*/
void Union( const SFVEC3F &aPoint );
/**
* Function Union
* recalculate the bounding box adding other bounding box
* @param aBBox the bounding box to be bounded
*/
void Union( const CBBOX &aBBox );
/**
* Function Scale
* scales a bounding box by its center
* @param aScale scale factor to apply
*/
void Scale( float aScale );
/**
* Function ScaleNextUp
* scales a bounding box to the next float representation making it larger
*/
void ScaleNextUp();
/**
* Function ScaleNextDown
* scales a bounding box to the next float representation making it smaller
*/
void ScaleNextDown();
/**
* Function Intersects
* test if a bounding box intersects this box
* @param aBBox the bounding box to check if it intersects
*/
bool Intersects( const CBBOX &aBBox ) const;
/**
* Function Inside
* check is a point is inside this bounding box
* @param aPoint point to test
*/
bool Inside( const SFVEC3F &aPoint ) const;
/**
* Function ApplyTransformation
* apply a transformation matrix to the box points
* @param aTransformMatrix matrix to apply to the points of the bounding box
*/
void ApplyTransformation( glm::mat4 aTransformMatrix );
/**
* Function ApplyTransformationAA
* apply a transformation matrix to the box points and recalculate it
* to fit an axis aligned bounding box
* @param aTransformMatrix matrix to apply to the points of the bounding box
*/
void ApplyTransformationAA( glm::mat4 aTransformMatrix );
/**
* Function Volume
* calculate the volume of a bounding box
* @return float - volume of this bounding box
*/
float Volume() const;
/**
* Function debug
* output to stdout
*/
void debug() const;
/**
* Function IsInitialized
* check if this bounding box is already initialized
* @return bool - return true if it was initialized, false if otherwise
*/
bool IsInitialized() const;
/**
* Function Reset
* reset the bounding box to zero and de-initialized it
*/
void Reset();
/**
* Function GetCenter
* return the center point of the bounding box
* @return SFVEC3F - the position of the center of this bounding box
*/
SFVEC3F GetCenter() const;
/**
* Function GetCenter
* return the center point of the bounding box for one Axis (0, 1 or 2)
* @return float - the position of the center of this bounding box for the axis
*/
float GetCenter( unsigned int aAxis ) const;
/** Function Offset
*
* @return SFVEC3F - return the offset relative to max-min
*/
SFVEC3F Offset( const SFVEC3F &p ) const;
/**
* Function GetExtent
* @return SFVEC3F - max-min
*/
const SFVEC3F GetExtent() const;
/**
* Function Min
* return the minimun vertex pointer
* @return SFVEC3F - the minimun vertice position
*/
const SFVEC3F &Min() const { return m_min; }
/**
* Function Max
* return the maximum vertex pointer
* @return SFVEC3F - the maximun vertice position
*/
const SFVEC3F &Max() const { return m_max; }
/**
* Function MaxDimension
* @return the index of the max dimention (0=x, 1=y, 2=z)
*/
unsigned int MaxDimension() const;
/**
* @brief GetMaxDimension
* @return the max dimension
*/
float GetMaxDimension() const;
/**
* Function SurfaceArea
* @return the surface are of the box
*/
float SurfaceArea() const;
/**
* Function Intersect
* @param aRay = ray to intersect the box
* @param t = distance point of the ray of the intersection (if true)
* @return true if the ray hits the box
*/
bool Intersect( const RAY &aRay, float *t ) const;
bool Intersect( const RAY &aRay ) const;
/**
* Function Intersect - Useful for get the enter and exit position
* If the ray starts inside the bbox, it will return aOutHitt0 = 0.0
* @param aRay = ray to intersect the box
* @param aOutHitt0 = distance point of the ray of the intersection (if true)
* @param aOutHitt1 = distance point of the ray of the exit (if true)
* @return true if the ray hits the box
*/
bool Intersect( const RAY &aRay, float *aOutHitt0, float *aOutHitt1 ) const;
private:
SFVEC3F m_min; ///< (12) point of the lower position of the bounding box
SFVEC3F m_max; ///< (12) point of the higher position of the bounding box
};
#endif // CBBox_h