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/src/ogre/OgreMain/include/OgreAxisAlignedBox.h
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/*
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-----------------------------------------------------------------------------
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This source file is part of OGRE
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(Object-oriented Graphics Rendering Engine)
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For the latest info, see http://www.ogre3d.org/
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Copyright (c) 2000-2014 Torus Knot Software Ltd
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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-----------------------------------------------------------------------------
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*/
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#ifndef __AxisAlignedBox_H_
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#define __AxisAlignedBox_H_
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31
#include <array>
32
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// Precompiler options
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#include "OgrePrerequisites.h"
35
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#include "OgreMatrix4.h"
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38
namespace Ogre {
39
    /** \addtogroup Core
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    *  @{
41
    */
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    /** \addtogroup Math
43
    *  @{
44
    */
45
46
    /** A 3D box aligned with the x/y/z axes.
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48
    This class represents a simple box which is aligned with the
49
    axes. Internally it only stores 2 points as the extremeties of
50
    the box, one which is the minima of all 3 axes, and the other
51
    which is the maxima of all 3 axes. This class is typically used
52
    for an axis-aligned bounding box (AABB) for collision and
53
    visibility determination.
54
    */
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    class _OgreExport AxisAlignedBox
56
    {
57
    public:
58
        enum Extent
59
        {
60
            EXTENT_NULL,
61
            EXTENT_FINITE,
62
            EXTENT_INFINITE
63
        };
64
    private:
65
66
        Vector3 mMinimum;
67
        Vector3 mMaximum;
68
        Extent mExtent;
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70
    public:
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        /*
72
           1-------2
73
          /|      /|
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         / |     / |
75
        5-------4  |
76
        |  0----|--3
77
        | /     | /
78
        |/      |/
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        6-------7
80
        */
81
        enum CornerEnum {
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            FAR_LEFT_BOTTOM = 0,
83
            FAR_LEFT_TOP = 1,
84
            FAR_RIGHT_TOP = 2,
85
            FAR_RIGHT_BOTTOM = 3,
86
            NEAR_RIGHT_BOTTOM = 7,
87
            NEAR_LEFT_BOTTOM = 6,
88
            NEAR_LEFT_TOP = 5,
89
            NEAR_RIGHT_TOP = 4
90
        };
91
        typedef std::array<Vector3, 8> Corners;
92
93
        AxisAlignedBox()
94
0
        {
95
            // Default to a null box 
96
0
            setMinimum( -0.5, -0.5, -0.5 );
97
0
            setMaximum( 0.5, 0.5, 0.5 );
98
0
            mExtent = EXTENT_NULL;
99
0
        }
100
        AxisAlignedBox(Extent e)
101
0
        {
102
0
            setMinimum( -0.5, -0.5, -0.5 );
103
0
            setMaximum( 0.5, 0.5, 0.5 );
104
0
            mExtent = e;
105
0
        }
106
107
        AxisAlignedBox( const Vector3& min, const Vector3& max )
108
0
        {
109
0
            setExtents( min, max );
110
0
        }
111
112
        AxisAlignedBox(Real mx, Real my, Real mz, Real Mx, Real My, Real Mz)
113
0
        {
114
0
            setExtents( mx, my, mz, Mx, My, Mz );
115
0
        }
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117
        /** Gets the minimum corner of the box.
118
        */
119
        inline const Vector3& getMinimum(void) const
120
0
        { 
121
0
            return mMinimum; 
122
0
        }
123
124
        /** Gets a modifiable version of the minimum
125
        corner of the box.
126
        */
127
        inline Vector3& getMinimum(void)
128
0
        { 
129
0
            return mMinimum; 
130
0
        }
131
132
        /** Gets the maximum corner of the box.
133
        */
134
        inline const Vector3& getMaximum(void) const
135
0
        { 
136
0
            return mMaximum;
137
0
        }
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139
        /** Gets a modifiable version of the maximum
140
        corner of the box.
141
        */
142
        inline Vector3& getMaximum(void)
143
0
        { 
144
0
            return mMaximum;
145
0
        }
146
147
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        /** Sets the minimum corner of the box.
149
        */
150
        inline void setMinimum( const Vector3& vec )
151
0
        {
152
0
            mExtent = EXTENT_FINITE;
153
0
            mMinimum = vec;
154
0
        }
155
156
        inline void setMinimum( Real x, Real y, Real z )
157
0
        {
158
0
            mExtent = EXTENT_FINITE;
159
0
            mMinimum.x = x;
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0
            mMinimum.y = y;
161
0
            mMinimum.z = z;
162
0
        }
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        /** Changes one of the components of the minimum corner of the box
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        used to resize only one dimension of the box
166
        */
167
        inline void setMinimumX(Real x)
168
0
        {
169
0
            mMinimum.x = x;
170
0
        }
171
172
        inline void setMinimumY(Real y)
173
0
        {
174
0
            mMinimum.y = y;
175
0
        }
176
177
        inline void setMinimumZ(Real z)
178
0
        {
179
0
            mMinimum.z = z;
180
0
        }
181
182
        /** Sets the maximum corner of the box.
183
        */
184
        inline void setMaximum( const Vector3& vec )
185
0
        {
186
0
            mExtent = EXTENT_FINITE;
187
0
            mMaximum = vec;
188
0
        }
189
190
        inline void setMaximum( Real x, Real y, Real z )
191
0
        {
192
0
            mExtent = EXTENT_FINITE;
193
0
            mMaximum.x = x;
194
0
            mMaximum.y = y;
195
0
            mMaximum.z = z;
196
0
        }
197
198
        /** Changes one of the components of the maximum corner of the box
199
        used to resize only one dimension of the box
200
        */
201
        inline void setMaximumX( Real x )
202
0
        {
203
0
            mMaximum.x = x;
204
0
        }
205
206
        inline void setMaximumY( Real y )
207
0
        {
208
0
            mMaximum.y = y;
209
0
        }
210
211
        inline void setMaximumZ( Real z )
212
0
        {
213
0
            mMaximum.z = z;
214
0
        }
215
216
        /** Sets both minimum and maximum extents at once.
217
        */
218
        inline void setExtents( const Vector3& min, const Vector3& max )
219
0
        {
220
0
            assert( (min.x <= max.x && min.y <= max.y && min.z <= max.z) &&
221
0
                "The minimum corner of the box must be less than or equal to maximum corner" );
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223
0
            mExtent = EXTENT_FINITE;
224
0
            mMinimum = min;
225
0
            mMaximum = max;
226
0
        }
227
228
        inline void setExtents(
229
            Real mx, Real my, Real mz,
230
            Real Mx, Real My, Real Mz )
231
0
        {
232
0
            assert( (mx <= Mx && my <= My && mz <= Mz) &&
233
0
                "The minimum corner of the box must be less than or equal to maximum corner" );
234
235
0
            mExtent = EXTENT_FINITE;
236
237
0
            mMinimum.x = mx;
238
0
            mMinimum.y = my;
239
0
            mMinimum.z = mz;
240
241
0
            mMaximum.x = Mx;
242
0
            mMaximum.y = My;
243
0
            mMaximum.z = Mz;
244
245
0
        }
246
247
        /** Returns a pointer to an array of 8 corner points, useful for
248
        collision vs. non-aligned objects.
249
250
        If the order of these corners is important, they are as
251
        follows: The 4 points of the minimum Z face (note that
252
        because Ogre uses right-handed coordinates, the minimum Z is
253
        at the 'back' of the box) starting with the minimum point of
254
        all, then anticlockwise around this face (if you are looking
255
        onto the face from outside the box). Then the 4 points of the
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        maximum Z face, starting with maximum point of all, then
257
        anticlockwise around this face (looking onto the face from
258
        outside the box). Like this:
259
        <pre>
260
           1-------2
261
          /|      /|
262
         / |     / |
263
        5-------4  |
264
        |  0----|--3
265
        | /     | /
266
        |/      |/
267
        6-------7
268
        </pre>
269
        */
270
        inline Corners getAllCorners(void) const
271
0
        {
272
0
            assert( (mExtent == EXTENT_FINITE) && "Can't get corners of a null or infinite AAB" );
273
0
274
0
            // The order of these items is, using right-handed coordinates:
275
0
            // Minimum Z face, starting with Min(all), then anticlockwise
276
0
            //   around face (looking onto the face)
277
0
            // Maximum Z face, starting with Max(all), then anticlockwise
278
0
            //   around face (looking onto the face)
279
0
            // Only for optimization/compatibility.
280
0
            Corners corners;
281
0
282
0
            corners[0] = getCorner(FAR_LEFT_BOTTOM);
283
0
            corners[1] = getCorner(FAR_LEFT_TOP);
284
0
            corners[2] = getCorner(FAR_RIGHT_TOP);
285
0
            corners[3] = getCorner(FAR_RIGHT_BOTTOM);
286
0
287
0
            corners[4] = getCorner(NEAR_RIGHT_TOP);
288
0
            corners[5] = getCorner(NEAR_LEFT_TOP);
289
0
            corners[6] = getCorner(NEAR_LEFT_BOTTOM);
290
0
            corners[7] = getCorner(NEAR_RIGHT_BOTTOM);
291
0
292
0
            return corners;
293
0
        }
294
295
        /** Gets the position of one of the corners
296
        */
297
        Vector3 getCorner(CornerEnum cornerToGet) const
298
0
        {
299
0
            switch(cornerToGet)
300
0
            {
301
0
            case FAR_LEFT_BOTTOM:
302
0
                return mMinimum;
303
0
            case FAR_LEFT_TOP:
304
0
                return Vector3(mMinimum.x, mMaximum.y, mMinimum.z);
305
0
            case FAR_RIGHT_TOP:
306
0
                return Vector3(mMaximum.x, mMaximum.y, mMinimum.z);
307
0
            case FAR_RIGHT_BOTTOM:
308
0
                return Vector3(mMaximum.x, mMinimum.y, mMinimum.z);
309
0
            case NEAR_RIGHT_BOTTOM:
310
0
                return Vector3(mMaximum.x, mMinimum.y, mMaximum.z);
311
0
            case NEAR_LEFT_BOTTOM:
312
0
                return Vector3(mMinimum.x, mMinimum.y, mMaximum.z);
313
0
            case NEAR_LEFT_TOP:
314
0
                return Vector3(mMinimum.x, mMaximum.y, mMaximum.z);
315
0
            case NEAR_RIGHT_TOP:
316
0
                return mMaximum;
317
0
            default:
318
0
                return Vector3();
319
0
            }
320
0
        }
321
322
        friend std::ostream& operator<<( std::ostream& o, const AxisAlignedBox &aab )
323
0
        {
324
0
            switch (aab.mExtent)
325
0
            {
326
0
            case EXTENT_NULL:
327
0
                o << "AxisAlignedBox(null)";
328
0
                return o;
329
330
0
            case EXTENT_FINITE:
331
0
                o << "AxisAlignedBox(min=" << aab.mMinimum << ", max=" << aab.mMaximum << ")";
332
0
                return o;
333
334
0
            case EXTENT_INFINITE:
335
0
                o << "AxisAlignedBox(infinite)";
336
0
                return o;
337
338
0
            default: // shut up compiler
339
0
                assert( false && "Never reached" );
340
0
                return o;
341
0
            }
342
0
        }
343
344
        /** Merges the passed in box into the current box. The result is the
345
        box which encompasses both.
346
        */
347
        void merge( const AxisAlignedBox& rhs )
348
0
        {
349
            // Do nothing if rhs null, or this is infinite
350
0
            if ((rhs.mExtent == EXTENT_NULL) || (mExtent == EXTENT_INFINITE))
351
0
            {
352
0
                return;
353
0
            }
354
            // Otherwise if rhs is infinite, make this infinite, too
355
0
            else if (rhs.mExtent == EXTENT_INFINITE)
356
0
            {
357
0
                mExtent = EXTENT_INFINITE;
358
0
            }
359
            // Otherwise if current null, just take rhs
360
0
            else if (mExtent == EXTENT_NULL)
361
0
            {
362
0
                setExtents(rhs.mMinimum, rhs.mMaximum);
363
0
            }
364
            // Otherwise merge
365
0
            else
366
0
            {
367
0
                Vector3 min = mMinimum;
368
0
                Vector3 max = mMaximum;
369
0
                max.makeCeil(rhs.mMaximum);
370
0
                min.makeFloor(rhs.mMinimum);
371
372
0
                setExtents(min, max);
373
0
            }
374
375
0
        }
376
377
        /** Extends the box to encompass the specified point (if needed).
378
        */
379
        inline void merge( const Vector3& point )
380
0
        {
381
0
            switch (mExtent)
382
0
            {
383
0
            case EXTENT_NULL: // if null, use this point
384
0
                setExtents(point, point);
385
0
                return;
386
387
0
            case EXTENT_FINITE:
388
0
                mMaximum.makeCeil(point);
389
0
                mMinimum.makeFloor(point);
390
0
                return;
391
392
0
            case EXTENT_INFINITE: // if infinite, makes no difference
393
0
                return;
394
0
            }
395
396
0
            assert( false && "Never reached" );
397
0
        }
398
399
        /** Transforms the box according to the matrix supplied.
400
401
        By calling this method you get the axis-aligned box which
402
        surrounds the transformed version of this box. Therefore each
403
        corner of the box is transformed by the matrix, then the
404
        extents are mapped back onto the axes to produce another
405
        AABB. Useful when you have a local AABB for an object which
406
        is then transformed.
407
        */
408
        inline void transform( const Matrix4& matrix )
409
0
        {
410
0
            // Do nothing if current null or infinite
411
0
            if( mExtent != EXTENT_FINITE )
412
0
                return;
413
0
414
0
            Vector3 oldMin, oldMax, currentCorner;
415
0
416
0
            // Getting the old values so that we can use the existing merge method.
417
0
            oldMin = mMinimum;
418
0
            oldMax = mMaximum;
419
0
420
0
            // reset
421
0
            setNull();
422
0
423
0
            // We sequentially compute the corners in the following order :
424
0
            // 0, 6, 5, 1, 2, 4 ,7 , 3
425
0
            // This sequence allows us to only change one member at a time to get at all corners.
426
0
427
0
            // For each one, we transform it using the matrix
428
0
            // Which gives the resulting point and merge the resulting point.
429
0
430
0
            // First corner 
431
0
            // min min min
432
0
            currentCorner = oldMin;
433
0
            merge( matrix * currentCorner );
434
0
435
0
            // min,min,max
436
0
            currentCorner.z = oldMax.z;
437
0
            merge( matrix * currentCorner );
438
0
439
0
            // min max max
440
0
            currentCorner.y = oldMax.y;
441
0
            merge( matrix * currentCorner );
442
0
443
0
            // min max min
444
0
            currentCorner.z = oldMin.z;
445
0
            merge( matrix * currentCorner );
446
0
447
0
            // max max min
448
0
            currentCorner.x = oldMax.x;
449
0
            merge( matrix * currentCorner );
450
0
451
0
            // max max max
452
0
            currentCorner.z = oldMax.z;
453
0
            merge( matrix * currentCorner );
454
0
455
0
            // max min max
456
0
            currentCorner.y = oldMin.y;
457
0
            merge( matrix * currentCorner );
458
0
459
0
            // max min min
460
0
            currentCorner.z = oldMin.z;
461
0
            merge( matrix * currentCorner ); 
462
0
        }
463
464
        /** Transforms the box according to the affine matrix supplied.
465
466
        By calling this method you get the axis-aligned box which
467
        surrounds the transformed version of this box. Therefore each
468
        corner of the box is transformed by the matrix, then the
469
        extents are mapped back onto the axes to produce another
470
        AABB. Useful when you have a local AABB for an object which
471
        is then transformed.
472
        */
473
        void transform(const Affine3& m)
474
0
        {
475
            // Do nothing if current null or infinite
476
0
            if ( mExtent != EXTENT_FINITE )
477
0
                return;
478
479
0
            Vector3 centre = getCenter();
480
0
            Vector3 halfSize = getHalfSize();
481
482
0
            Vector3 newCentre = m * centre;
483
0
            Vector3 newHalfSize(
484
0
                Math::Abs(m[0][0]) * halfSize.x + Math::Abs(m[0][1]) * halfSize.y + Math::Abs(m[0][2]) * halfSize.z, 
485
0
                Math::Abs(m[1][0]) * halfSize.x + Math::Abs(m[1][1]) * halfSize.y + Math::Abs(m[1][2]) * halfSize.z,
486
0
                Math::Abs(m[2][0]) * halfSize.x + Math::Abs(m[2][1]) * halfSize.y + Math::Abs(m[2][2]) * halfSize.z);
487
488
0
            setExtents(newCentre - newHalfSize, newCentre + newHalfSize);
489
0
        }
490
491
        /** Sets the box to a 'null' value i.e. not a box.
492
        */
493
        inline void setNull()
494
0
        {
495
0
            mExtent = EXTENT_NULL;
496
0
        }
497
498
        /** Returns true if the box is null i.e. empty.
499
        */
500
        inline bool isNull(void) const
501
0
        {
502
0
            return (mExtent == EXTENT_NULL);
503
0
        }
504
505
        /** Returns true if the box is finite.
506
        */
507
        bool isFinite(void) const
508
0
        {
509
0
            return (mExtent == EXTENT_FINITE);
510
0
        }
511
512
        /** Sets the box to 'infinite'
513
        */
514
        inline void setInfinite()
515
0
        {
516
0
            mExtent = EXTENT_INFINITE;
517
0
        }
518
519
        /** Returns true if the box is infinite.
520
        */
521
        bool isInfinite(void) const
522
0
        {
523
0
            return (mExtent == EXTENT_INFINITE);
524
0
        }
525
526
        /** Returns whether or not this box intersects another. */
527
        inline bool intersects(const AxisAlignedBox& b2) const
528
0
        {
529
            // Early-fail for nulls
530
0
            if (this->isNull() || b2.isNull())
531
0
                return false;
532
533
            // Early-success for infinites
534
0
            if (this->isInfinite() || b2.isInfinite())
535
0
                return true;
536
537
            // Use up to 6 separating planes
538
0
            if (mMaximum.x < b2.mMinimum.x)
539
0
                return false;
540
0
            if (mMaximum.y < b2.mMinimum.y)
541
0
                return false;
542
0
            if (mMaximum.z < b2.mMinimum.z)
543
0
                return false;
544
545
0
            if (mMinimum.x > b2.mMaximum.x)
546
0
                return false;
547
0
            if (mMinimum.y > b2.mMaximum.y)
548
0
                return false;
549
0
            if (mMinimum.z > b2.mMaximum.z)
550
0
                return false;
551
552
            // otherwise, must be intersecting
553
0
            return true;
554
555
0
        }
556
557
        /// Calculate the area of intersection of this box and another
558
        inline AxisAlignedBox intersection(const AxisAlignedBox& b2) const
559
0
        {
560
0
            if (this->isNull() || b2.isNull())
561
0
            {
562
0
                return AxisAlignedBox();
563
0
            }
564
0
            else if (this->isInfinite())
565
0
            {
566
0
                return b2;
567
0
            }
568
0
            else if (b2.isInfinite())
569
0
            {
570
0
                return *this;
571
0
            }
572
0
573
0
            Vector3 intMin = mMinimum;
574
0
            Vector3 intMax = mMaximum;
575
0
576
0
            intMin.makeCeil(b2.getMinimum());
577
0
            intMax.makeFloor(b2.getMaximum());
578
0
579
0
            // Check intersection isn't null
580
0
            if (intMin.x < intMax.x &&
581
0
                intMin.y < intMax.y &&
582
0
                intMin.z < intMax.z)
583
0
            {
584
0
                return AxisAlignedBox(intMin, intMax);
585
0
            }
586
0
587
0
            return AxisAlignedBox();
588
0
        }
589
590
        /// Calculate the volume of this box
591
        Real volume(void) const
592
0
        {
593
0
            switch (mExtent)
594
0
            {
595
0
            case EXTENT_NULL:
596
0
                return 0.0f;
597
0
598
0
            case EXTENT_FINITE:
599
0
                {
600
0
                    Vector3 diff = mMaximum - mMinimum;
601
0
                    return diff.x * diff.y * diff.z;
602
0
                }
603
0
604
0
            case EXTENT_INFINITE:
605
0
                return Math::POS_INFINITY;
606
0
607
0
            default: // shut up compiler
608
0
                assert( false && "Never reached" );
609
0
                return 0.0f;
610
0
            }
611
0
        }
612
613
        /** Scales the AABB by the vector given. */
614
        inline void scale(const Vector3& s)
615
0
        {
616
0
            // Do nothing if current null or infinite
617
0
            if (mExtent != EXTENT_FINITE)
618
0
                return;
619
0
620
0
            // NB assumes centered on origin
621
0
            Vector3 min = mMinimum * s;
622
0
            Vector3 max = mMaximum * s;
623
0
            setExtents(min, max);
624
0
        }
625
626
        /** Tests whether this box intersects a sphere. */
627
        bool intersects(const Sphere& s) const
628
0
        {
629
0
            return Math::intersects(s, *this); 
630
0
        }
631
        /** Tests whether this box intersects a plane. */
632
        bool intersects(const Plane& p) const
633
0
        {
634
0
            return Math::intersects(p, *this);
635
0
        }
636
        /** Tests whether the vector point is within this box. */
637
        bool intersects(const Vector3& v) const
638
0
        {
639
0
            switch (mExtent)
640
0
            {
641
0
            case EXTENT_NULL:
642
0
                return false;
643
0
644
0
            case EXTENT_FINITE:
645
0
                return(v.x >= mMinimum.x  &&  v.x <= mMaximum.x  && 
646
0
                    v.y >= mMinimum.y  &&  v.y <= mMaximum.y  && 
647
0
                    v.z >= mMinimum.z  &&  v.z <= mMaximum.z);
648
0
649
0
            case EXTENT_INFINITE:
650
0
                return true;
651
0
652
0
            default: // shut up compiler
653
0
                assert( false && "Never reached" );
654
0
                return false;
655
0
            }
656
0
        }
657
        /// Gets the centre of the box
658
        Vector3 getCenter(void) const
659
0
        {
660
0
            assert( (mExtent == EXTENT_FINITE) && "Can't get center of a null or infinite AAB" );
661
662
0
            return Vector3(
663
0
                (mMaximum.x + mMinimum.x) * 0.5f,
664
0
                (mMaximum.y + mMinimum.y) * 0.5f,
665
0
                (mMaximum.z + mMinimum.z) * 0.5f);
666
0
        }
667
        /// Gets the size of the box
668
        Vector3 getSize(void) const
669
0
        {
670
0
            switch (mExtent)
671
0
            {
672
0
            case EXTENT_NULL:
673
0
                return Vector3::ZERO;
674
675
0
            case EXTENT_FINITE:
676
0
                return mMaximum - mMinimum;
677
678
0
            case EXTENT_INFINITE:
679
0
                return Vector3(
680
0
                    Math::POS_INFINITY,
681
0
                    Math::POS_INFINITY,
682
0
                    Math::POS_INFINITY);
683
684
0
            default: // shut up compiler
685
0
                assert( false && "Never reached" );
686
0
                return Vector3::ZERO;
687
0
            }
688
0
        }
689
        /// Gets the half-size of the box
690
        Vector3 getHalfSize(void) const
691
0
        {
692
0
            switch (mExtent)
693
0
            {
694
0
            case EXTENT_NULL:
695
0
                return Vector3::ZERO;
696
697
0
            case EXTENT_FINITE:
698
0
                return (mMaximum - mMinimum) * 0.5;
699
700
0
            case EXTENT_INFINITE:
701
0
                return Vector3(
702
0
                    Math::POS_INFINITY,
703
0
                    Math::POS_INFINITY,
704
0
                    Math::POS_INFINITY);
705
706
0
            default: // shut up compiler
707
0
                assert( false && "Never reached" );
708
0
                return Vector3::ZERO;
709
0
            }
710
0
        }
711
712
        /** Tests whether the given point contained by this box.
713
        */
714
        bool contains(const Vector3& v) const
715
0
        {
716
0
            if (isNull())
717
0
                return false;
718
0
            if (isInfinite())
719
0
                return true;
720
0
721
0
            return mMinimum.x <= v.x && v.x <= mMaximum.x &&
722
0
                   mMinimum.y <= v.y && v.y <= mMaximum.y &&
723
0
                   mMinimum.z <= v.z && v.z <= mMaximum.z;
724
0
        }
725
        
726
        /** Returns the squared minimum distance between a given point and any part of the box.
727
         *  This is faster than distance since avoiding a squareroot, so use if you can. */
728
        Real squaredDistance(const Vector3& v) const
729
0
        {
730
0
731
0
            if (this->contains(v))
732
0
                return 0;
733
0
            else
734
0
            {
735
0
                Vector3 maxDist(0,0,0);
736
0
737
0
                if (v.x < mMinimum.x)
738
0
                    maxDist.x = mMinimum.x - v.x;
739
0
                else if (v.x > mMaximum.x)
740
0
                    maxDist.x = v.x - mMaximum.x;
741
0
742
0
                if (v.y < mMinimum.y)
743
0
                    maxDist.y = mMinimum.y - v.y;
744
0
                else if (v.y > mMaximum.y)
745
0
                    maxDist.y = v.y - mMaximum.y;
746
0
747
0
                if (v.z < mMinimum.z)
748
0
                    maxDist.z = mMinimum.z - v.z;
749
0
                else if (v.z > mMaximum.z)
750
0
                    maxDist.z = v.z - mMaximum.z;
751
0
752
0
                return maxDist.squaredLength();
753
0
            }
754
0
        }
755
        
756
        /** Returns the minimum distance between a given point and any part of the box. */
757
        Real distance (const Vector3& v) const
758
0
        {
759
0
            return Ogre::Math::Sqrt(squaredDistance(v));
760
0
        }
761
762
        /** Tests whether another box contained by this box.
763
        */
764
        bool contains(const AxisAlignedBox& other) const
765
0
        {
766
0
            if (other.isNull() || this->isInfinite())
767
0
                return true;
768
0
769
0
            if (this->isNull() || other.isInfinite())
770
0
                return false;
771
0
772
0
            return this->mMinimum.x <= other.mMinimum.x &&
773
0
                   this->mMinimum.y <= other.mMinimum.y &&
774
0
                   this->mMinimum.z <= other.mMinimum.z &&
775
0
                   other.mMaximum.x <= this->mMaximum.x &&
776
0
                   other.mMaximum.y <= this->mMaximum.y &&
777
0
                   other.mMaximum.z <= this->mMaximum.z;
778
0
        }
779
780
        /** Tests 2 boxes for equality.
781
        */
782
        bool operator== (const AxisAlignedBox& rhs) const
783
0
        {
784
0
            if (this->mExtent != rhs.mExtent)
785
0
                return false;
786
0
787
0
            if (!this->isFinite())
788
0
                return true;
789
0
790
0
            return this->mMinimum == rhs.mMinimum &&
791
0
                   this->mMaximum == rhs.mMaximum;
792
0
        }
793
794
        /** Tests 2 boxes for inequality.
795
        */
796
        bool operator!= (const AxisAlignedBox& rhs) const
797
0
        {
798
0
            return !(*this == rhs);
799
0
        }
800
801
        // special values
802
        static const AxisAlignedBox BOX_NULL;
803
        static const AxisAlignedBox BOX_INFINITE;
804
805
806
    };
807
808
    /** @} */
809
    /** @} */
810
} // namespace Ogre
811
812
#endif