0ad/source/maths/Bound.h
2009-04-18 17:51:05 +00:00

92 lines
2.7 KiB
C++

/* Copyright (C) 2009 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 <http://www.gnu.org/licenses/>.
*/
/*
* Axis-aligned bounding box
*/
#ifndef INCLUDED_BOUND
#define INCLUDED_BOUND
// necessary includes
#include "Vector3D.h"
#include "Matrix3D.h"
class CFrustum;
///////////////////////////////////////////////////////////////////////////////
// CBound: basic axis aligned bounding box class
class CBound
{
public:
CBound() { SetEmpty(); }
CBound(const CVector3D& min,const CVector3D& max) {
m_Data[0]=min; m_Data[1]=max;
}
void Transform(const CMatrix3D& m,CBound& result) const;
CVector3D& operator[](int index) { return m_Data[index]; }
const CVector3D& operator[](int index) const { return m_Data[index]; }
void SetEmpty();
bool IsEmpty();
CBound& operator+=(const CBound& b);
CBound& operator+=(const CVector3D& pt);
bool RayIntersect(const CVector3D& origin,const CVector3D& dir,float& tmin,float& tmax) const;
// return the volume of this bounding box
float GetVolume() const {
CVector3D v=m_Data[1]-m_Data[0];
return v.X*v.Y*v.Z;
}
// return the centre of this bounding box
void GetCentre(CVector3D& centre) const {
centre=(m_Data[0]+m_Data[1])*0.5f;
}
/**
* IntersectFrustumConservative: Approximate the intersection of this bounds object
* with the given frustum. The bounds object is overwritten with the results.
*
* The approximation is conservative in the sense that the result will always contain
* the actual intersection, but it may be larger than the intersection itself.
* The result will always be fully contained within the original bounds.
*
* @note While not in the spirit of this function's purpose, a no-op would be a correct
* implementation of this function.
*
* @param frustum the frustum to intersect with
*/
void IntersectFrustumConservative(const CFrustum& frustum);
/**
* Render: Render the surfaces of the bound object as polygons.
*/
void Render();
private:
CVector3D m_Data[2];
};
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////
#endif