254 lines
7.2 KiB
C++
254 lines
7.2 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 Mario Luzeiro <mrluzeiro@gmail.com>
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* Copyright (C) 1992-2015 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 cbbox.h
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* @brief Bounding Box class definition
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*/
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#ifndef _CBBOX_H_
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#define _CBBOX_H_
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#include "plugins/3dapi/xv3d_types.h"
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#include "3d_rendering/3d_render_raytracing/ray.h"
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#include <fctsys.h> // For the DBG(
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/**
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* Class CBBOX
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* manages a bounding box defined by two SFVEC3F min max points.
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*/
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GLM_ALIGNED_STRUCT(CLASS_ALIGNMENT) CBBOX
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{
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public:
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/**
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* Constructor CBBOX
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* Create with default values a bounding box (not inizialized)
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*/
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CBBOX();
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/**
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* Constructor CBBOX
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* Initialize a bounding box with a given point
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* @param aPbInit a point for the bounding box initialization
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*/
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CBBOX( const SFVEC3F &aPbInit );
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/**
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* Constructor CBBOX
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* Initialize a bounding box with a minimon and a maximun point
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* @param aPbMin the minimun point to initialize the bounding box
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* @param aPbMax the maximun point to initialize the bounding box
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*/
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CBBOX( const SFVEC3F &aPbMin, const SFVEC3F &aPbMax );
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~CBBOX();
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/**
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* Function Set
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* Set bounding box with new parameters
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* @param aPbMin the minimun point to initialize the bounding box
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* @param aPbMax the maximun point to initialize 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 CBBOX &aBBox );
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/**
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* Function Union
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* recalculate the bounding box adding a point
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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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* Function Union
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* recalculate the bounding box adding other bounding box
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* @param aBBox the bounding box to be bounded
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*/
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void Union( const CBBOX &aBBox );
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/**
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* Function Scale
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* scales a bounding box by its center
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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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* Function ScaleNextUp
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* scales 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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* Function ScaleNextDown
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* scales 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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* Function Intersects
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* test if a bounding box intersects this box
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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 CBBOX &aBBox ) const;
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/**
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* Function Inside
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* check is a point is inside this bounding box
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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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* Function ApplyTransformation
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* apply a transformation matrix to the box points
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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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* Function ApplyTransformationAA
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* apply a transformation matrix to the box points and recalculate it
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* to fit an axis aligned bounding box
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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 ApplyTransformationAA( glm::mat4 aTransformMatrix );
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/**
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* Function Volume
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* calculate the volume of a bounding box
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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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* Function debug
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* output to stdout
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*/
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void debug() const;
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/**
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* Function IsInitialized
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* check if this bounding box is already initialized
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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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* Function Reset
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* reset the bounding box to zero and de-initialized it
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*/
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void Reset();
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/**
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* Function GetCenter
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* return the center point of the bounding box
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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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* Function GetCenter
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* return the center point of the bounding box for one Axis (0, 1 or 2)
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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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/** Function Offset
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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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* Function GetExtent
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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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* Function Min
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* return the minimun vertex pointer
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* @return SFVEC3F - the minimun vertice position
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*/
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const SFVEC3F &Min() const { return m_min; }
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/**
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* Function Max
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* return the maximum vertex pointer
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* @return SFVEC3F - the maximun vertice position
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*/
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const SFVEC3F &Max() const { return m_max; }
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/**
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* Function MaxDimension
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* @return the index of the max dimention (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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* @brief GetMaxDimension
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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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* Function SurfaceArea
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* @return the surface are of the box
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*/
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float SurfaceArea() const;
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/**
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* Function Intersect
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* @param aRay = ray to intersect the box
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* @param t = 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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* Function Intersect - Useful for get the enter and exit position
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* If the ray starts inside the bbox, it will return aOutHitt0 = 0.0
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* @param aRay = ray to intersect the box
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* @param aOutHitt0 = distance point of the ray of the intersection (if true)
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* @param aOutHitt1 = 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 // CBBox_h
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