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