/* Copyright (C) 2011 Wildfire Games. * This file is part of 0 A.D. * * 0 A.D. 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. * * 0 A.D. 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 0 A.D. If not, see . */ #ifndef INCLUDED_BOX #define INCLUDED_BOX #include "maths/Vector3D.h" class CBoundingBoxAligned; /* * Generic oriented box. Originally intended to be used an Oriented Bounding Box (OBB), * as opposed to CBoundingBoxAligned which is always aligned to the world-space axes (AABB). * However, it could also be used to represent more generic shapes, such as parallelepipeds. */ class CBoundingBoxOriented { public: /// Empty constructor; creates an empty box CBoundingBoxOriented() { SetEmpty(); } /** * Constructs a new oriented box centered at @p center and with normalized side vectors @p u, * @p v and @p w. These vectors should be mutually orthonormal for a proper rectangular box. * The half-widths of the box in each dimension are given by the corresponding components of * @p halfSizes. */ CBoundingBoxOriented(const CVector3D& center, const CVector3D& u, const CVector3D& v, const CVector3D& w, const CVector3D& halfSizes) : m_Center(center), m_HalfSizes(halfSizes) { m_Basis[0] = u; m_Basis[1] = v; m_Basis[2] = w; } /// Constructs a new box from an axis-aligned bounding box (AABB). explicit CBoundingBoxOriented(const CBoundingBoxAligned& bound); /** * Check if a given ray intersects this box. Must not be used if IsEmpty() is true. * See Real-Time Rendering, Third Edition by T. Akenine-Moller, p. 741--744. * * @param[in] origin Origin of the ray. * @param[in] dir Direction vector of the ray, defining the positive direction of the ray. * Must be of unit length. * @param[out] tMin,tMax Distance in the positive direction from the origin of the ray to the * entry and exit points in the box, provided that the ray intersects the box. if * the ray does not intersect the box, no values are written to these variables. * If the origin is inside the box, then this is counted as an intersection and one * of @p tMin and @p tMax may be negative. * * @return true If the ray originating in @p origin and with unit direction vector @p dir intersects * this box, false otherwise. */ bool RayIntersect(const CVector3D& origin, const CVector3D& dir, float& tMin, float& tMax) const; /** * Returns the corner at coordinate (@p u, @p v, @p w). Each of @p u, @p v and @p w must be exactly 1 or -1. * Must not be used if IsEmpty() is true. */ void GetCorner(int u, int v, int w, CVector3D& out) const { out = m_Center + m_Basis[0]*(u*m_HalfSizes[0]) + m_Basis[1]*(v*m_HalfSizes[1]) + m_Basis[2]*(w*m_HalfSizes[2]); } void SetEmpty() { // everything is zero m_Center = CVector3D(); m_Basis[0] = CVector3D(); m_Basis[1] = CVector3D(); m_Basis[2] = CVector3D(); m_HalfSizes = CVector3D(); } bool IsEmpty() const { CVector3D empty; return (m_Center == empty && m_Basis[0] == empty && m_Basis[1] == empty && m_Basis[2] == empty && m_HalfSizes == empty); } public: CVector3D m_Center; ///< Centroid location of the box CVector3D m_HalfSizes; ///< Half the sizes of the box in each dimension (u,v,w). Positive values are expected. /// Basis vectors (u,v,w) of the sides. Must always be normalized, and should be /// orthogonal for a proper rectangular cuboid. CVector3D m_Basis[3]; static const CBoundingBoxOriented EMPTY; }; #endif // INCLUDED_BOX