kicad/3d-viewer/3d_rendering/3d_render_raytracing/shapes3D/bbox_3d.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) 1992-2021 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 bbox_3d.h
* @brief Bounding Box class definition
*/
#ifndef _BBOX_3D_H_
#define _BBOX_3D_H_
#include <plugins/3dapi/xv3d_types.h> // SFVEC2F
struct RAY;
/**
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* Manage a bounding box defined by two SFVEC3F min max points.
*/
struct BBOX_3D
{
public:
/**
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* Create with default values a bounding box (not initialized)
*/
BBOX_3D();
/**
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* Initialize a bounding box with a given point.
*
* @param aPbInit a point for the bounding box initialization.
*/
explicit BBOX_3D( const SFVEC3F& aPbInit );
/**
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* Initialize a bounding box with a minimum and a maximum point.
*
* @param aPbMin the minimum point to initialize the bounding box.
* @param aPbMax the maximum point to initialize the bounding box.
*/
BBOX_3D( const SFVEC3F& aPbMin, const SFVEC3F& aPbMax );
~BBOX_3D();
/**
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* Set bounding box with new parameters.
*
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* @param aPbMin the minimum point to set for the bounding box.
* @param aPbMax the maximum point to set for the bounding box.
*/
void Set( const SFVEC3F& aPbMin, const SFVEC3F& aPbMax );
void Set( const BBOX_3D& aBBox );
/**
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* @brief Set bounding box to one point.
* @param aPoint the single point to set the bounding box to.
*/
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void Set( const SFVEC3F& aPoint );
/**
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* Recalculate the bounding box adding a point.
*
* @param aPoint the point to be bounded.
*/
void Union( const SFVEC3F& aPoint );
/**
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* Recalculate the bounding box adding other bounding box.
*
* @param aBBox the bounding box to be bounded.
*/
void Union( const BBOX_3D& aBBox );
/**
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* Scales a bounding box by its center.
*
* @param aScale scale factor to apply.
*/
void Scale( float aScale );
/**
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* Scale a bounding box to the next float representation making it larger.
*/
void ScaleNextUp();
/**
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* Scale a bounding box to the next float representation making it smaller.
*/
void ScaleNextDown();
/**
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* Test if a bounding box intersects this box.
*
* @param aBBox the bounding box to check if it intersects.
*/
bool Intersects( const BBOX_3D& aBBox ) const;
/**
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* Check if a point is inside this bounding box.
*
* @param aPoint point to test.
*/
bool Inside( const SFVEC3F& aPoint ) const;
/**
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* 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 );
/**
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* 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 );
/**
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* Calculate the volume of a bounding box.
*
* @return float - volume of this bounding box.
*/
float Volume() const;
/**
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* Check if this bounding box is already initialized.
*
* @return bool - return true if it was initialized, false if otherwise.
*/
bool IsInitialized() const;
/**
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* Reset the bounding box to zero and de-initialize it.
*/
void Reset();
/**
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* Return the center point of the bounding box.
*
* @return SFVEC3F - the position of the center of this bounding box.
*/
SFVEC3F GetCenter() const;
/**
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* 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;
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/**
* @return SFVEC3F - return the offset relative to max-min.
*/
SFVEC3F Offset( const SFVEC3F& p ) const;
/**
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* @return SFVEC3F - max-min.
*/
const SFVEC3F GetExtent() const;
/**
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* Return the minimum vertex pointer.
*
* @return SFVEC3F - the minimum vertex position.
*/
const SFVEC3F& Min() const { return m_min; }
/**
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* Return the maximum vertex pointer.
*
* @return SFVEC3F - the maximum vertex position.
*/
const SFVEC3F& Max() const { return m_max; }
/**
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* @return the index of the max dimension (0=x, 1=y, 2=z).
*/
unsigned int MaxDimension() const;
/**
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* @return the max dimension.
*/
float GetMaxDimension() const;
/**
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* @return the surface area of the box.
*/
float SurfaceArea() const;
/**
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* @param aRay The ray to intersect the box.
* @param t The 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;
/**
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* Fetch the enter and exit position when a ray starts inside the bounding box.
*
* @param aRay The ray to intersect the box.
* @param aOutHitt0 The distance point of the ray of the intersection (if true).
* @param aOutHitt1 The 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 // _BBOX_3D_H_