310 lines
7.6 KiB
C++
310 lines
7.6 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) 2015-2017 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.cpp
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* @brief 3D bounding box implementation.
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*/
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#include "3d_fastmath.h"
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#include "bbox_3d.h"
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#include "../ray.h"
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#include <wx/log.h>
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#include <wx/debug.h> // For the wxASSERT
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BBOX_3D::BBOX_3D()
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{
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Reset();
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}
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BBOX_3D::BBOX_3D( const SFVEC3F& aPbInit )
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{
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m_min = aPbInit;
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m_max = aPbInit;
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}
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BBOX_3D::BBOX_3D( const SFVEC3F& aPbMin, const SFVEC3F& aPbMax )
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{
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Set( aPbMin, aPbMax );
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}
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BBOX_3D::~BBOX_3D()
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{
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}
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void BBOX_3D::Set( const SFVEC3F& aPoint )
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{
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m_min = aPoint;
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m_max = aPoint;
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}
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void BBOX_3D::Set( const SFVEC3F& aPbMin, const SFVEC3F& aPbMax )
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{
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m_min.x = fminf( aPbMin.x, aPbMax.x );
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m_min.y = fminf( aPbMin.y, aPbMax.y );
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m_min.z = fminf( aPbMin.z, aPbMax.z );
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m_max.x = fmaxf( aPbMin.x, aPbMax.x );
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m_max.y = fmaxf( aPbMin.y, aPbMax.y );
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m_max.z = fmaxf( aPbMin.z, aPbMax.z );
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}
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void BBOX_3D::Set( const BBOX_3D& aBBox )
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{
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wxASSERT( aBBox.IsInitialized() );
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Set( aBBox.Min(), aBBox.Max() );
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}
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bool BBOX_3D::IsInitialized() const
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{
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return !( ( FLT_MAX == m_min.x ) || ( FLT_MAX == m_min.y ) || ( FLT_MAX == m_min.z )
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|| ( -FLT_MAX == m_max.x ) || ( -FLT_MAX == m_max.y ) || ( -FLT_MAX == m_max.z ) );
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}
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void BBOX_3D::Reset()
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{
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m_min = SFVEC3F( FLT_MAX, FLT_MAX, FLT_MAX );
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m_max = SFVEC3F( -FLT_MAX, -FLT_MAX, -FLT_MAX );
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}
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void BBOX_3D::Union( const SFVEC3F& aPoint )
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{
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// get the minimum value between the added point and the existent bounding box
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m_min.x = fminf( m_min.x, aPoint.x );
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m_min.y = fminf( m_min.y, aPoint.y );
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m_min.z = fminf( m_min.z, aPoint.z );
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// get the maximum value between the added point and the existent bounding box
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m_max.x = fmaxf( m_max.x, aPoint.x );
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m_max.y = fmaxf( m_max.y, aPoint.y );
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m_max.z = fmaxf( m_max.z, aPoint.z );
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}
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void BBOX_3D::Union( const BBOX_3D& aBBox )
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{
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wxASSERT( aBBox.IsInitialized() );
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// get the minimum value between the added bounding box and the existent bounding box
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m_min.x = fmin( m_min.x, aBBox.m_min.x );
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m_min.y = fmin( m_min.y, aBBox.m_min.y );
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m_min.z = fmin( m_min.z, aBBox.m_min.z );
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// get the maximum value between the added bounding box and the existent bounding box
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m_max.x = fmax( m_max.x, aBBox.m_max.x );
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m_max.y = fmax( m_max.y, aBBox.m_max.y );
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m_max.z = fmax( m_max.z, aBBox.m_max.z );
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}
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SFVEC3F BBOX_3D::GetCenter() const
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{
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return ( m_max + m_min ) * 0.5f;
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}
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float BBOX_3D::GetCenter( unsigned int aAxis ) const
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{
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wxASSERT( aAxis < 3 );
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return ( m_max[aAxis] + m_min[aAxis] ) * 0.5f;
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}
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const SFVEC3F BBOX_3D::GetExtent() const
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{
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return m_max - m_min;
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}
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unsigned int BBOX_3D::MaxDimension() const
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{
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unsigned int result = 0;
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SFVEC3F extent = GetExtent();
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if( extent.y > extent.x )
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result = 1;
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if( extent.z > extent.y )
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result = 2;
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return result;
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}
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float BBOX_3D::GetMaxDimension() const
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{
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SFVEC3F extent = GetExtent();
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return std::max( std::max( extent.x, extent.y ), extent.z );
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}
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float BBOX_3D::SurfaceArea() const
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{
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SFVEC3F extent = GetExtent();
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return 2.0f * ( extent.x * extent.z + extent.x * extent.y + extent.y * extent.z );
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}
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void BBOX_3D::Scale( float aScale )
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{
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wxASSERT( IsInitialized() );
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SFVEC3F scaleV = SFVEC3F( aScale, aScale, aScale );
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SFVEC3F centerV = GetCenter();
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m_min = ( m_min - centerV ) * scaleV + centerV;
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m_max = ( m_max - centerV ) * scaleV + centerV;
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}
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void BBOX_3D::ScaleNextUp()
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{
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m_min.x = NextFloatDown( m_min.x );
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m_min.y = NextFloatDown( m_min.y );
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m_min.z = NextFloatDown( m_min.z );
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m_max.x = NextFloatUp( m_max.x );
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m_max.y = NextFloatUp( m_max.y );
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m_max.z = NextFloatUp( m_max.z );
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}
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void BBOX_3D::ScaleNextDown()
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{
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m_min.x = NextFloatUp( m_min.x );
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m_min.y = NextFloatUp( m_min.y );
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m_min.z = NextFloatUp( m_min.z );
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m_max.x = NextFloatDown( m_max.x );
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m_max.y = NextFloatDown( m_max.y );
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m_max.z = NextFloatDown( m_max.z );
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}
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bool BBOX_3D::Intersects( const BBOX_3D& aBBox ) const
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{
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wxASSERT( IsInitialized() );
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wxASSERT( aBBox.IsInitialized() );
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bool x = ( m_max.x >= aBBox.m_min.x ) && ( m_min.x <= aBBox.m_max.x );
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bool y = ( m_max.y >= aBBox.m_min.y ) && ( m_min.y <= aBBox.m_max.y );
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bool z = ( m_max.z >= aBBox.m_min.z ) && ( m_min.z <= aBBox.m_max.z );
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return ( x && y && z );
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}
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bool BBOX_3D::Inside( const SFVEC3F& aPoint ) const
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{
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wxASSERT( IsInitialized() );
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return ( aPoint.x >= m_min.x ) && ( aPoint.x <= m_max.x ) &&
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( aPoint.y >= m_min.y ) && ( aPoint.y <= m_max.y ) &&
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( aPoint.z >= m_min.z ) && ( aPoint.z <= m_max.z );
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}
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float BBOX_3D::Volume() const
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{
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wxASSERT( IsInitialized() );
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SFVEC3F extent = GetExtent();
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return extent.x * extent.y * extent.z;
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}
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SFVEC3F BBOX_3D::Offset( const SFVEC3F& p ) const
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{
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return (p - m_min) / (m_max - m_min);
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}
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// https://github.com/mmp/pbrt-v2/blob/master/src/accelerators/bvh.cpp#L126
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bool BBOX_3D::Intersect( const RAY& aRay, float* aOutHitt0, float* aOutHitt1 ) const
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{
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wxASSERT( aOutHitt0 );
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wxASSERT( aOutHitt1 );
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const SFVEC3F bounds[2] = {m_min, m_max};
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// Check for ray intersection against x and y slabs
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float tmin = ( bounds[aRay.m_dirIsNeg[0]].x - aRay.m_Origin.x ) * aRay.m_InvDir.x;
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float tmax = ( bounds[1 - aRay.m_dirIsNeg[0]].x - aRay.m_Origin.x ) * aRay.m_InvDir.x;
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const float tymin = ( bounds[aRay.m_dirIsNeg[1]].y - aRay.m_Origin.y ) * aRay.m_InvDir.y;
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const float tymax = ( bounds[1 - aRay.m_dirIsNeg[1]].y - aRay.m_Origin.y ) * aRay.m_InvDir.y;
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if( ( tmin > tymax ) || ( tymin > tmax ) )
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return false;
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tmin = ( tymin > tmin ) ? tymin : tmin;
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tmax = ( tymax < tmax ) ? tymax : tmax;
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// Check for ray intersection against z slab
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const float tzmin = ( bounds[aRay.m_dirIsNeg[2]].z - aRay.m_Origin.z ) * aRay.m_InvDir.z;
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const float tzmax = ( bounds[1 - aRay.m_dirIsNeg[2]].z - aRay.m_Origin.z ) * aRay.m_InvDir.z;
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if( ( tmin > tzmax ) || ( tzmin > tmax ) )
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return false;
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tmin = (tzmin > tmin)? tzmin : tmin;
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tmin = ( tmin < 0.0f)? 0.0f : tmin;
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tmax = (tzmax < tmax)? tzmax : tmax;
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*aOutHitt0 = tmin;
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*aOutHitt1 = tmax;
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return true;
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}
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void BBOX_3D::ApplyTransformation( glm::mat4 aTransformMatrix )
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{
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wxASSERT( IsInitialized() );
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const SFVEC3F v1 = SFVEC3F( aTransformMatrix * glm::vec4( m_min.x, m_min.y, m_min.z, 1.0f ) );
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const SFVEC3F v2 = SFVEC3F( aTransformMatrix * glm::vec4( m_max.x, m_max.y, m_max.z, 1.0f ) );
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Reset();
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Union( v1 );
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Union( v2 );
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}
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