/********************************************************************************
* *
* D o u b l e - P r e c i s i o n R a n g e C l a s s *
* *
*********************************************************************************
* Copyright (C) 2004,2006 by Jeroen van der Zijp. All Rights Reserved. *
*********************************************************************************
* This library is free software; you can redistribute it and/or *
* modify it under the terms of the GNU Lesser General Public *
* License as published by the Free Software Foundation; either *
* version 2.1 of the License, or (at your option) any later version. *
* *
* This library 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 *
* Lesser General Public License for more details. *
* *
* You should have received a copy of the GNU Lesser General Public *
* License along with this library; if not, write to the Free Software *
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA. *
*********************************************************************************
* $Id: FXRanged.h 2344 2006-02-12 21:19:36Z lyle $ *
********************************************************************************/
#ifndef FXRANGED_H
#define FXRANGED_H
namespace FX {
class FXSphered;
/// Bounds
class FXAPI FXRanged {
public:
FXVec3d lower;
FXVec3d upper;
public:
/// Default constructor
FXRanged(){}
/// Initialize from another range
FXRanged(const FXRanged& bounds):lower(bounds.lower),upper(bounds.upper){}
/// Initialize from two vectors
FXRanged(const FXVec3d& lo,const FXVec3d& hi):lower(lo),upper(hi){}
/// Initialize from six numbers
FXRanged(FXdouble xlo,FXdouble xhi,FXdouble ylo,FXdouble yhi,FXdouble zlo,FXdouble zhi):lower(xlo,ylo,zlo),upper(xhi,yhi,zhi){}
/// Initialize box to fully contain the given bounding sphere
FXRanged(const FXSphered& sphere);
/// Assignment
FXRanged& operator=(const FXRanged& bounds){ lower=bounds.lower; upper=bounds.upper; return *this; }
/// Set value from another range
FXRanged& set(const FXRanged& bounds){ lower=bounds.lower; upper=bounds.upper; return *this; }
/// Set value from two vectors
FXRanged& set(const FXVec3d& lo,const FXVec3d& hi){ lower=lo; upper=hi; return *this; }
/// Set value from six numbers
FXRanged& set(FXdouble xlo,FXdouble xhi,FXdouble ylo,FXdouble yhi,FXdouble zlo,FXdouble zhi){ lower.set(xlo,ylo,zlo); upper.set(xhi,yhi,zhi); return *this; }
/// Indexing with 0..1
FXVec3d& operator[](FXint i){ return (&lower)[i]; }
/// Indexing with 0..1
const FXVec3d& operator[](FXint i) const { return (&lower)[i]; }
/// Comparison
bool operator==(const FXRanged& r) const { return lower==r.lower && upper==r.upper; }
bool operator!=(const FXRanged& r) const { return lower!=r.lower || upper!=r.upper; }
/// Width of box
FXdouble width() const { return upper.x-lower.x; }
/// Height of box
FXdouble height() const { return upper.y-lower.y; }
/// Depth of box
FXdouble depth() const { return upper.z-lower.z; }
/// Longest side
FXdouble longest() const;
/// shortest side
FXdouble shortest() const;
/// Length of diagonal
FXdouble diameter() const;
/// Get radius of box
FXdouble radius() const;
/// Compute diagonal
FXVec3d diagonal() const;
/// Get center of box
FXVec3d center() const;
/// Test if empty
bool empty() const;
/// Test if box contains point x,y,z
bool contains(FXdouble x,FXdouble y,FXdouble z) const;
/// Test if box contains point p
bool contains(const FXVec3d& p) const;
/// Test if box properly contains another box
bool contains(const FXRanged& bounds) const;
/// Test if box properly contains sphere
bool contains(const FXSphered& sphere) const;
/// Include point
FXRanged& include(FXdouble x,FXdouble y,FXdouble z);
/// Include point
FXRanged& include(const FXVec3d& v);
/// Include given range into box
FXRanged& include(const FXRanged& box);
/// Include given sphere into this box
FXRanged& include(const FXSphered& sphere);
/// Intersect box with normalized plane ax+by+cz+w; returns -1,0,+1
FXint intersect(const FXVec4d &plane) const;
/// Intersect box with ray u-v
bool intersect(const FXVec3d& u,const FXVec3d& v);
/// Test if bounds overlap
friend FXAPI bool overlap(const FXRanged& a,const FXRanged& b);
/// Get corner number 0..7
FXVec3d corner(FXint c) const { return FXVec3d((&lower)[c&1].x, (&lower)[(c>>1)&1].y, (&lower)[c>>2].z); }
/// Union of two boxes
friend FXAPI FXRanged unite(const FXRanged& a,const FXRanged& b);
/// Intersection of two boxes
friend FXAPI FXRanged intersect(const FXRanged& a,const FXRanged& b);
/// Save object to a stream
friend FXAPI FXStream& operator<<(FXStream& store,const FXRanged& bounds);
/// Load object from a stream
friend FXAPI FXStream& operator>>(FXStream& store,FXRanged& bounds);
};
extern FXAPI bool overlap(const FXRanged& a,const FXRanged& b);
extern FXAPI FXRanged unite(const FXRanged& a,const FXRanged& b);
extern FXAPI FXRanged intersect(const FXRanged& a,const FXRanged& b);
extern FXAPI FXStream& operator<<(FXStream& store,const FXRanged& bounds);
extern FXAPI FXStream& operator>>(FXStream& store,FXRanged& bounds);
}
#endif