/* * This program source code file is part of KiCad, a free EDA CAD application. * * Copyright (C) 2015-2016 Mario Luzeiro * Copyright (C) 1992-2020 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 // SFVEC2F struct RAY; /** * Manage a bounding box defined by two SFVEC3F min max points. */ struct BBOX_3D { public: /** * Create with default values a bounding box (not initialized) */ BBOX_3D(); /** * Initialize a bounding box with a given point. * * @param aPbInit a point for the bounding box initialization. */ explicit BBOX_3D( const SFVEC3F& aPbInit ); /** * 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(); /** * Set bounding box with new parameters. * * @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 ); /** * @brief Set bounding box to one point. * @param aPoint the single point to set the bounding box to. */ void Set( const SFVEC3F& aPoint ); /** * Recalculate the bounding box adding a point. * * @param aPoint the point to be bounded. */ void Union( const SFVEC3F& aPoint ); /** * Recalculate the bounding box adding other bounding box. * * @param aBBox the bounding box to be bounded. */ void Union( const BBOX_3D& aBBox ); /** * Scales a bounding box by its center. * * @param aScale scale factor to apply. */ void Scale( float aScale ); /** * Scale a bounding box to the next float representation making it larger. */ void ScaleNextUp(); /** * Scale a bounding box to the next float representation making it smaller. */ void ScaleNextDown(); /** * 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; /** * Check if a point is inside this bounding box. * * @param aPoint point to test. */ bool Inside( const SFVEC3F& aPoint ) const; /** * 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 ); /** * 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 ); /** * Calculate the volume of a bounding box. * * @return float - volume of this bounding box. */ float Volume() const; /** * Output this BBOX_3D to the stdout. */ void debug() const; /** * Check if this bounding box is already initialized. * * @return bool - return true if it was initialized, false if otherwise. */ bool IsInitialized() const; /** * Reset the bounding box to zero and de-initialize it. */ void Reset(); /** * Return the center point of the bounding box. * * @return SFVEC3F - the position of the center of this bounding box. */ SFVEC3F GetCenter() const; /** * 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; /** * @return SFVEC3F - return the offset relative to max-min. */ SFVEC3F Offset( const SFVEC3F& p ) const; /** * @return SFVEC3F - max-min. */ const SFVEC3F GetExtent() const; /** * Return the minimum vertex pointer. * * @return SFVEC3F - the minimum vertex position. */ const SFVEC3F& Min() const { return m_min; } /** * Return the maximum vertex pointer. * * @return SFVEC3F - the maximum vertex position. */ const SFVEC3F& Max() const { return m_max; } /** * @return the index of the max dimension (0=x, 1=y, 2=z). */ unsigned int MaxDimension() const; /** * @return the max dimension. */ float GetMaxDimension() const; /** * @return the surface area of the box. */ float SurfaceArea() const; /** * @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; /** * 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_