+++ /dev/null
-///////////////////////////////////////////////////////////////////////////
-//
-// Copyright (c) 2002, Industrial Light & Magic, a division of Lucas
-// Digital Ltd. LLC
-//
-// All rights reserved.
-//
-// Redistribution and use in source and binary forms, with or without
-// modification, are permitted provided that the following conditions are
-// met:
-// * Redistributions of source code must retain the above copyright
-// notice, this list of conditions and the following disclaimer.
-// * Redistributions in binary form must reproduce the above
-// copyright notice, this list of conditions and the following disclaimer
-// in the documentation and/or other materials provided with the
-// distribution.
-// * Neither the name of Industrial Light & Magic nor the names of
-// its contributors may be used to endorse or promote products derived
-// from this software without specific prior written permission.
-//
-// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-// "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
-// LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-// A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
-// OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-// SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
-// LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-// DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-// THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
-// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
-//
-///////////////////////////////////////////////////////////////////////////
-
-
-
-#ifndef INCLUDED_IMATHBOXALGO_H
-#define INCLUDED_IMATHBOXALGO_H
-
-
-//---------------------------------------------------------------------------
-//
-// This file contains algorithms applied to or in conjunction
-// with bounding boxes (Imath::Box). These algorithms require
-// more headers to compile. The assumption made is that these
-// functions are called much less often than the basic box
-// functions or these functions require more support classes.
-//
-// Contains:
-//
-// T clip<T>(const T& in, const Box<T>& box)
-//
-// Vec3<T> closestPointOnBox(const Vec3<T>&, const Box<Vec3<T>>& )
-//
-// Vec3<T> closestPointInBox(const Vec3<T>&, const Box<Vec3<T>>& )
-//
-// void transform(Box<Vec3<T>>&, const Matrix44<T>&)
-//
-// bool findEntryAndExitPoints(const Line<T> &line,
-// const Box< Vec3<T> > &box,
-// Vec3<T> &enterPoint,
-// Vec3<T> &exitPoint)
-//
-// bool intersects(const Box<Vec3<T>> &box,
-// const Line3<T> &line,
-// Vec3<T> result)
-//
-// bool intersects(const Box<Vec3<T>> &box, const Line3<T> &line)
-//
-//---------------------------------------------------------------------------
-
-#include "ImathBox.h"
-#include "ImathMatrix.h"
-#include "ImathLineAlgo.h"
-#include "ImathPlane.h"
-
-namespace Imath {
-
-
-template <class T>
-inline T clip(const T& in, const Box<T>& box)
-{
- //
- // Clip a point so that it lies inside the given bbox
- //
-
- T out;
-
- for (int i=0; i<(int)box.min.dimensions(); i++)
- {
- if (in[i] < box.min[i]) out[i] = box.min[i];
- else if (in[i] > box.max[i]) out[i] = box.max[i];
- else out[i] = in[i];
- }
-
- return out;
-}
-
-
-//
-// Return p if p is inside the box.
-//
-
-template <class T>
-Vec3<T>
-closestPointInBox(const Vec3<T>& p, const Box< Vec3<T> >& box )
-{
- Imath::V3f b;
-
- if (p.x < box.min.x)
- b.x = box.min.x;
- else if (p.x > box.max.x)
- b.x = box.max.x;
- else
- b.x = p.x;
-
- if (p.y < box.min.y)
- b.y = box.min.y;
- else if (p.y > box.max.y)
- b.y = box.max.y;
- else
- b.y = p.y;
-
- if (p.z < box.min.z)
- b.z = box.min.z;
- else if (p.z > box.max.z)
- b.z = box.max.z;
- else
- b.z = p.z;
-
- return b;
-}
-
-template <class T>
-Vec3<T> closestPointOnBox(const Vec3<T>& pt, const Box< Vec3<T> >& box )
-{
- //
- // This sucker is specialized to work with a Vec3f and a box
- // made of Vec3fs.
- //
-
- Vec3<T> result;
-
- // trivial cases first
- if (box.isEmpty())
- return pt;
- else if (pt == box.center())
- {
- // middle of z side
- result[0] = (box.max[0] + box.min[0])/2.0;
- result[1] = (box.max[1] + box.min[1])/2.0;
- result[2] = box.max[2];
- }
- else
- {
- // Find the closest point on a unit box (from -1 to 1),
- // then scale up.
-
- // Find the vector from center to the point, then scale
- // to a unit box.
- Vec3<T> vec = pt - box.center();
- T sizeX = box.max[0]-box.min[0];
- T sizeY = box.max[1]-box.min[1];
- T sizeZ = box.max[2]-box.min[2];
-
- T halfX = sizeX/2.0;
- T halfY = sizeY/2.0;
- T halfZ = sizeZ/2.0;
- if (halfX > 0.0)
- vec[0] /= halfX;
- if (halfY > 0.0)
- vec[1] /= halfY;
- if (halfZ > 0.0)
- vec[2] /= halfZ;
-
- // Side to snap side that has greatest magnitude in the vector.
- Vec3<T> mag;
- mag[0] = fabs(vec[0]);
- mag[1] = fabs(vec[1]);
- mag[2] = fabs(vec[2]);
-
- result = mag;
-
- // Check if beyond corners
- if (result[0] > 1.0)
- result[0] = 1.0;
- if (result[1] > 1.0)
- result[1] = 1.0;
- if (result[2] > 1.0)
- result[2] = 1.0;
-
- // snap to appropriate side
- if ((mag[0] > mag[1]) && (mag[0] > mag[2]))
- {
- result[0] = 1.0;
- }
- else if ((mag[1] > mag[0]) && (mag[1] > mag[2]))
- {
- result[1] = 1.0;
- }
- else if ((mag[2] > mag[0]) && (mag[2] > mag[1]))
- {
- result[2] = 1.0;
- }
- else if ((mag[0] == mag[1]) && (mag[0] == mag[2]))
- {
- // corner
- result = Vec3<T>(1,1,1);
- }
- else if (mag[0] == mag[1])
- {
- // edge parallel with z
- result[0] = 1.0;
- result[1] = 1.0;
- }
- else if (mag[0] == mag[2])
- {
- // edge parallel with y
- result[0] = 1.0;
- result[2] = 1.0;
- }
- else if (mag[1] == mag[2])
- {
- // edge parallel with x
- result[1] = 1.0;
- result[2] = 1.0;
- }
-
- // Now make everything point the right way
- for (int i=0; i < 3; i++)
- {
- if (vec[i] < 0.0)
- result[i] = -result[i];
- }
-
- // scale back up and move to center
- result[0] *= halfX;
- result[1] *= halfY;
- result[2] *= halfZ;
-
- result += box.center();
- }
- return result;
-}
-
-template <class S, class T>
-Box< Vec3<S> >
-transform(const Box< Vec3<S> >& box, const Matrix44<T>& m)
-{
- // Transforms Box3f by matrix, enlarging Box3f to contain result.
- // Clever method courtesy of Graphics Gems, pp. 548-550
- //
- // This works for projection matrices as well as simple affine
- // transformations. Coordinates of the box are rehomogenized if there
- // is a projection matrix
-
- // a transformed empty box is still empty
- if (box.isEmpty())
- return box;
-
- // If the last column is close enuf to ( 0 0 0 1 ) then we use the
- // fast, affine version. The tricky affine method could maybe be
- // extended to deal with the projection case as well, but its not
- // worth it right now.
-
- if (m[0][3] * m[0][3] + m[1][3] * m[1][3] + m[2][3] * m[2][3]
- + (1.0 - m[3][3]) * (1.0 - m[3][3]) < 0.00001)
- {
- // Affine version, use the Graphics Gems hack
- int i, j;
- Box< Vec3<S> > newBox;
-
- for (i = 0; i < 3; i++)
- {
- newBox.min[i] = newBox.max[i] = (S) m[3][i];
-
- for (j = 0; j < 3; j++)
- {
- float a, b;
-
- a = (S) m[j][i] * box.min[j];
- b = (S) m[j][i] * box.max[j];
-
- if (a < b)
- {
- newBox.min[i] += a;
- newBox.max[i] += b;
- }
- else
- {
- newBox.min[i] += b;
- newBox.max[i] += a;
- }
- }
- }
-
- return newBox;
- }
-
- // This is a projection matrix. Do things the naive way.
- Vec3<S> points[8];
-
- /* Set up the eight points at the corners of the extent */
- points[0][0] = points[1][0] = points[2][0] = points[3][0] = box.min[0];
- points[4][0] = points[5][0] = points[6][0] = points[7][0] = box.max[0];
-
- points[0][1] = points[1][1] = points[4][1] = points[5][1] = box.min[1];
- points[2][1] = points[3][1] = points[6][1] = points[7][1] = box.max[1];
-
- points[0][2] = points[2][2] = points[4][2] = points[6][2] = box.min[2];
- points[1][2] = points[3][2] = points[5][2] = points[7][2] = box.max[2];
-
- Box< Vec3<S> > newBox;
- for (int i = 0; i < 8; i++)
- newBox.extendBy(points[i] * m);
-
- return newBox;
-}
-
-template <class T>
-Box< Vec3<T> >
-affineTransform(const Box< Vec3<T> > &bbox, const Matrix44<T> &M)
-{
- float min0, max0, min1, max1, min2, max2, a, b;
- float min0new, max0new, min1new, max1new, min2new, max2new;
-
- min0 = bbox.min[0];
- max0 = bbox.max[0];
- min1 = bbox.min[1];
- max1 = bbox.max[1];
- min2 = bbox.min[2];
- max2 = bbox.max[2];
-
- min0new = max0new = M[3][0];
- a = M[0][0] * min0;
- b = M[0][0] * max0;
- if (a < b) {
- min0new += a;
- max0new += b;
- } else {
- min0new += b;
- max0new += a;
- }
- a = M[1][0] * min1;
- b = M[1][0] * max1;
- if (a < b) {
- min0new += a;
- max0new += b;
- } else {
- min0new += b;
- max0new += a;
- }
- a = M[2][0] * min2;
- b = M[2][0] * max2;
- if (a < b) {
- min0new += a;
- max0new += b;
- } else {
- min0new += b;
- max0new += a;
- }
-
- min1new = max1new = M[3][1];
- a = M[0][1] * min0;
- b = M[0][1] * max0;
- if (a < b) {
- min1new += a;
- max1new += b;
- } else {
- min1new += b;
- max1new += a;
- }
- a = M[1][1] * min1;
- b = M[1][1] * max1;
- if (a < b) {
- min1new += a;
- max1new += b;
- } else {
- min1new += b;
- max1new += a;
- }
- a = M[2][1] * min2;
- b = M[2][1] * max2;
- if (a < b) {
- min1new += a;
- max1new += b;
- } else {
- min1new += b;
- max1new += a;
- }
-
- min2new = max2new = M[3][2];
- a = M[0][2] * min0;
- b = M[0][2] * max0;
- if (a < b) {
- min2new += a;
- max2new += b;
- } else {
- min2new += b;
- max2new += a;
- }
- a = M[1][2] * min1;
- b = M[1][2] * max1;
- if (a < b) {
- min2new += a;
- max2new += b;
- } else {
- min2new += b;
- max2new += a;
- }
- a = M[2][2] * min2;
- b = M[2][2] * max2;
- if (a < b) {
- min2new += a;
- max2new += b;
- } else {
- min2new += b;
- max2new += a;
- }
-
- Box< Vec3<T> > xbbox;
-
- xbbox.min[0] = min0new;
- xbbox.max[0] = max0new;
- xbbox.min[1] = min1new;
- xbbox.max[1] = max1new;
- xbbox.min[2] = min2new;
- xbbox.max[2] = max2new;
-
- return xbbox;
-}
-
-
-template <class T>
-bool findEntryAndExitPoints(const Line3<T>& line,
- const Box<Vec3<T> >& box,
- Vec3<T> &enterPoint,
- Vec3<T> &exitPoint)
-{
- if ( box.isEmpty() ) return false;
- if ( line.distanceTo(box.center()) > box.size().length()/2. ) return false;
-
- Vec3<T> points[8], inter, bary;
- Plane3<T> plane;
- int i, v0, v1, v2;
- bool front = false, valid, validIntersection = false;
-
- // set up the eight coords of the corners of the box
- for(i = 0; i < 8; i++)
- {
- points[i].setValue( i & 01 ? box.min[0] : box.max[0],
- i & 02 ? box.min[1] : box.max[1],
- i & 04 ? box.min[2] : box.max[2]);
- }
-
- // intersect the 12 triangles.
- for(i = 0; i < 12; i++)
- {
- switch(i)
- {
- case 0: v0 = 2; v1 = 1; v2 = 0; break; // +z
- case 1: v0 = 2; v1 = 3; v2 = 1; break;
-
- case 2: v0 = 4; v1 = 5; v2 = 6; break; // -z
- case 3: v0 = 6; v1 = 5; v2 = 7; break;
-
- case 4: v0 = 0; v1 = 6; v2 = 2; break; // -x
- case 5: v0 = 0; v1 = 4; v2 = 6; break;
-
- case 6: v0 = 1; v1 = 3; v2 = 7; break; // +x
- case 7: v0 = 1; v1 = 7; v2 = 5; break;
-
- case 8: v0 = 1; v1 = 4; v2 = 0; break; // -y
- case 9: v0 = 1; v1 = 5; v2 = 4; break;
-
- case 10: v0 = 2; v1 = 7; v2 = 3; break; // +y
- case 11: v0 = 2; v1 = 6; v2 = 7; break;
- }
- if((valid=intersect (line, points[v0], points[v1], points[v2],
- inter, bary, front)) == true)
- {
- if(front == true)
- {
- enterPoint = inter;
- validIntersection = valid;
- }
- else
- {
- exitPoint = inter;
- validIntersection = valid;
- }
- }
- }
- return validIntersection;
-}
-
-template<class T>
-bool intersects(const Box< Vec3<T> > &box,
- const Line3<T> &line,
- Vec3<T> &result)
-{
- /*
- Fast Ray-Box Intersection
- by Andrew Woo
- from "Graphics Gems", Academic Press, 1990
- */
-
- const int right = 0;
- const int left = 1;
- const int middle = 2;
-
- const Vec3<T> &minB = box.min;
- const Vec3<T> &maxB = box.max;
- const Vec3<T> &origin = line.pos;
- const Vec3<T> &dir = line.dir;
-
- bool inside = true;
- char quadrant[3];
- int whichPlane;
- float maxT[3];
- float candidatePlane[3];
-
- /* Find candidate planes; this loop can be avoided if
- rays cast all from the eye(assume perpsective view) */
- for (int i=0; i<3; i++)
- {
- if(origin[i] < minB[i])
- {
- quadrant[i] = left;
- candidatePlane[i] = minB[i];
- inside = false;
- }
- else if (origin[i] > maxB[i])
- {
- quadrant[i] = right;
- candidatePlane[i] = maxB[i];
- inside = false;
- }
- else
- {
- quadrant[i] = middle;
- }
- }
-
- /* Ray origin inside bounding box */
- if ( inside )
- {
- result = origin;
- return true;
- }
-
-
- /* Calculate T distances to candidate planes */
- for (int i = 0; i < 3; i++)
- {
- if (quadrant[i] != middle && dir[i] !=0.)
- {
- maxT[i] = (candidatePlane[i]-origin[i]) / dir[i];
- }
- else
- {
- maxT[i] = -1.;
- }
- }
-
- /* Get largest of the maxT's for final choice of intersection */
- whichPlane = 0;
-
- for (int i = 1; i < 3; i++)
- {
- if (maxT[whichPlane] < maxT[i])
- {
- whichPlane = i;
- }
- }
-
- /* Check final candidate actually inside box */
- if (maxT[whichPlane] < 0.) return false;
-
- for (int i = 0; i < 3; i++)
- {
- if (whichPlane != i)
- {
- result[i] = origin[i] + maxT[whichPlane] *dir[i];
-
- if ((quadrant[i] == right && result[i] < minB[i]) ||
- (quadrant[i] == left && result[i] > maxB[i]))
- {
- return false; /* outside box */
- }
- }
- else
- {
- result[i] = candidatePlane[i];
- }
- }
-
- return true;
-}
-
-template<class T>
-bool intersects(const Box< Vec3<T> > &box, const Line3<T> &line)
-{
- Vec3<T> ignored;
- return intersects(box,line,ignored);
-}
-
-
-} // namespace Imath
-
-#endif