242 lines
6.5 KiB
C++
242 lines
6.5 KiB
C++
/*
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* This program source code file is part of KiCad, a free EDA CAD application.
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*
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* Copyright (C) 2015-2016 Mario Luzeiro <mrluzeiro@ua.pt>
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* Copyright (C) 1992-2021 KiCad Developers, see AUTHORS.txt for contributors.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, you may find one here:
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* http://www.gnu.org/licenses/old-licenses/gpl-2.0.html
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* or you may search the http://www.gnu.org website for the version 2 license,
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* or you may write to the Free Software Foundation, Inc.,
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* 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA
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*/
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/**
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* @file bbox_3d.h
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* @brief Bounding Box class definition
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*/
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#ifndef _BBOX_3D_H_
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#define _BBOX_3D_H_
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#include <plugins/3dapi/xv3d_types.h> // SFVEC2F
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#include <glm/mat4x4.hpp>
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struct RAY;
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/**
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* Manage a bounding box defined by two SFVEC3F min max points.
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*/
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struct BBOX_3D
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{
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public:
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/**
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* Create with default values a bounding box (not initialized)
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*/
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BBOX_3D();
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/**
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* Initialize a bounding box with a given point.
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*
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* @param aPbInit a point for the bounding box initialization.
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*/
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explicit BBOX_3D( const SFVEC3F& aPbInit );
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/**
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* Initialize a bounding box with a minimum and a maximum point.
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*
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* @param aPbMin the minimum point to initialize the bounding box.
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* @param aPbMax the maximum point to initialize the bounding box.
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*/
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BBOX_3D( const SFVEC3F& aPbMin, const SFVEC3F& aPbMax );
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~BBOX_3D();
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/**
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* Set bounding box with new parameters.
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*
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* @param aPbMin the minimum point to set for the bounding box.
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* @param aPbMax the maximum point to set for the bounding box.
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*/
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void Set( const SFVEC3F& aPbMin, const SFVEC3F& aPbMax );
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void Set( const BBOX_3D& aBBox );
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/**
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* @brief Set bounding box to one point.
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* @param aPoint the single point to set the bounding box to.
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*/
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void Set( const SFVEC3F& aPoint );
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/**
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* Recalculate the bounding box adding a point.
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*
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* @param aPoint the point to be bounded.
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*/
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void Union( const SFVEC3F& aPoint );
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/**
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* Recalculate the bounding box adding other bounding box.
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*
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* @param aBBox the bounding box to be bounded.
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*/
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void Union( const BBOX_3D& aBBox );
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/**
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* Scales a bounding box by its center.
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*
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* @param aScale scale factor to apply.
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*/
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void Scale( float aScale );
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/**
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* Scale a bounding box to the next float representation making it larger.
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*/
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void ScaleNextUp();
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/**
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* Scale a bounding box to the next float representation making it smaller.
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*/
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void ScaleNextDown();
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/**
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* Test if a bounding box intersects this box.
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*
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* @param aBBox the bounding box to check if it intersects.
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*/
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bool Intersects( const BBOX_3D& aBBox ) const;
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/**
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* Check if a point is inside this bounding box.
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*
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* @param aPoint point to test.
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*/
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bool Inside( const SFVEC3F& aPoint ) const;
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/**
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* Check if a bounding box is inside this bounding box.
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*
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* @param aBBox the bounding box to test if it is inside
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* @return true if aBBox is smaller and all points are inside
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*/
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bool Inside( const BBOX_3D& aBBox ) const;
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/**
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* Apply a transformation matrix to the box points.
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*
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* @param aTransformMatrix matrix to apply to the points of the bounding box
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*/
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void ApplyTransformation( glm::mat4 aTransformMatrix );
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/**
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* Calculate the volume of a bounding box.
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*
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* @return float - volume of this bounding box.
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*/
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float Volume() const;
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/**
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* Check if this bounding box is already initialized.
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*
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* @return bool - return true if it was initialized, false if otherwise.
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*/
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bool IsInitialized() const;
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/**
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* Reset the bounding box to zero and de-initialize it.
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*/
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void Reset();
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/**
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* Return the center point of the bounding box.
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*
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* @return SFVEC3F - the position of the center of this bounding box.
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*/
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SFVEC3F GetCenter() const;
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/**
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* Return the center point of the bounding box for one axis (0, 1 or 2).
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*
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* @return float - the position of the center of this bounding box for the axis
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*/
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float GetCenter( unsigned int aAxis ) const;
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/**
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* @return SFVEC3F - return the offset relative to max-min.
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*/
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SFVEC3F Offset( const SFVEC3F& p ) const;
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/**
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* @return SFVEC3F - max-min.
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*/
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const SFVEC3F GetExtent() const;
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/**
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* Return the minimum vertex pointer.
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*
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* @return SFVEC3F - the minimum vertex position.
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*/
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const SFVEC3F& Min() const { return m_min; }
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/**
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* Return the maximum vertex pointer.
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*
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* @return SFVEC3F - the maximum vertex position.
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*/
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const SFVEC3F& Max() const { return m_max; }
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/**
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* @return the index of the max dimension (0=x, 1=y, 2=z).
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*/
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unsigned int MaxDimension() const;
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/**
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* @return the max dimension.
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*/
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float GetMaxDimension() const;
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/**
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* @return the surface area of the box.
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*/
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float SurfaceArea() const;
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/**
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* @param aRay The ray to intersect the box.
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* @param t The distance point of the ray of the intersection (if true).
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* @return true if the ray hits the box.
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*/
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bool Intersect( const RAY& aRay, float* t ) const;
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bool Intersect( const RAY& aRay ) const;
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/**
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* Fetch the enter and exit position when a ray starts inside the bounding box.
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*
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* @param aRay The ray to intersect the box.
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* @param aOutHitt0 The distance point of the ray of the intersection (if true).
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* @param aOutHitt1 The distance point of the ray of the exit (if true).
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* @return true if the ray hits the box
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*/
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bool Intersect( const RAY& aRay, float* aOutHitt0, float* aOutHitt1 ) const;
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private:
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SFVEC3F m_min; ///< (12) point of the lower position of the bounding box
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SFVEC3F m_max; ///< (12) point of the higher position of the bounding box
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};
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#endif // _BBOX_3D_H_
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