Box.h 18.7 KB
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/*
 *	(c) LSIIT, UMR CNRS/UdS
 *	Authors: O. Génevaux, F. Larue.
 *
 *	See licence.txt for additional information.
 */


#ifndef __BOX_H__
#define __BOX_H__


#include <QVector2D>
#include <QVector3D>




/*
 *
 *	CLASSES DECLARATIONS.
 *
 */

/**	Axis-aligned bounding box in 2D.
 *	\ingroup Acquisition
 */
class Box2f
{
	/******************\
	| Internal type(s) |
	\******************/
public:
	/** Set of 2D coordinates representing the corners of a bounding box.
	 *
	 *	Provided by the BoundingBox::GetCorners function.
	 */
	class CornerSet
	{
	public:
        typedef QVector2D       *iterator;
        typedef const QVector2D *const_iterator;

		QVector2D xy;	    /**< Corner on ( X_min, Y_min ). */
		QVector2D Xy;	    /**< Corner on ( X_max, Y_min ). */
		QVector2D xY; 	/**< Corner on ( X_min, Y_max ). */
		QVector2D XY;	    /**< Corner on ( X_max, Y_max ). */

		/** Indexed access to the box corners. */
		inline QVector2D&	    operator[]( const unsigned int i )		    { return (&xy)[i]; }
		/** Indexed access to the box corners (read-only version). */
		inline const QVector2D& operator[]( const unsigned int i ) const	{ return (&xy)[i]; }

        inline iterator         begin()                                     { return &xy; }
        inline const_iterator   begin() const                               { return &xy; }
        inline iterator         end()                                       { return (&XY)+1; }
        inline const_iterator    end() const                                { return (&XY)+1; }
	};


	/********************\
	| Member variable(s) |
	\********************/
private:
#ifdef _WIN32
#pragma warning(disable: 4251)
#endif
	QVector2D	m_Min, m_Max;


	/*****************************\
	| Constructor(s) / destructor |
	\*****************************/
public:
	inline	Box2f()			    { SetNull(); }
	inline	~Box2f()			{ }


	/********************\
	| Member function(s) |
	\********************/
public:
	/**	Initialization to an "unbounding box". */
	inline	void			    SetNull();

	/**	Check if the bounding box has been initialized. */
    inline	bool                IsNull() const      { return m_Min.x() > m_Max.x(); }

	/**	Box boundaries extension so as to bound the specified 3D point.
	 *
	 *	\param[in]	v	Coordinates of the 2D point to bound.
	 */
	inline	void			    Add( const QVector2D& v );
	/**	Box boundaries extension so as to bound the specified 3D point.
	 *
	 *	\param[in]	v	Pointer to the coordinates of the 2D point to bound.
	 */
	inline	void			    Add( const QVector2D* v );
	/**	Box boundaries extension so as to bound the specified box.
	 *
	 *	\param[in]	b	Bounding box to bound.
	 */
	inline	void			    Add( const Box2f& b );
	/**	Box boundaries extension so as to bound the specified box.
	 *
	 *	\param[in]	b	Pointer to the bounding box to bound.
	 */
	inline	void			    Add( const Box2f* b );

	/**	Check if a point is included in the box.
	 *
	 *	\param[in]	v	Coordinates of the 2D point to check.
	 *	\return			True if the point is included in the box, false otherwise.
	 */
	inline	bool			    Contains( const QVector2D& v ) const;
	/**	Check if a box is included in the box.
	 *
	 *	\param[in]	b	Bounding box to check.
	 *	\return			True if the query box is included in the current one, false otherwise.
	 */
	inline	bool			    Contains( const Box2f& b ) const;
	/**	Check if a box intersects the box.
	 *
	 *	\param[in]	b	Bounding box to check.
	 *	\return			True if the query box intersects the current one, false otherwise.
	 */
	inline	bool			    Intersects( const Box2f& b ) const;

	/** Access to the lower boundaries of the box.
	 *
	 *	\return		Box lower boundaries.
	 */
	inline	QVector2D&	        Min()				    { return m_Min; }
	/** Access to the lower boundaries of the box (read only version).
	 *
	 *	\return		Box lower boundaries.
	 */
	inline	const QVector2D&    Min() const			{ return m_Min; }
	/** Access to the upper boundaries of the box.
	 *
	 *	\return		Box upper boundaries.
	 */
	inline	QVector2D&	        Max()				{ return m_Max; }
	/** Access to the upper boundaries of the box (read only version).
	 *
	 *	\return		Box upper boundaries.
	 */
	inline	const QVector2D&	Max() const			{ return m_Max; }
	/** Recovery of the dimensions of the box.
	 *
	 *	\return		Box dimensions.
	 */
	inline	QVector2D		    Dimensions() const	    { return m_Max - m_Min; }
	/** Recovery of diagonal length of the box.
	 *
	 *	\return		Diagonal length.
	 */
    inline  float               Diagonal() const        { return Dimensions().length(); }
	/** Recovery of the center point of the box.
	 *
	 *	\return		Box center.
	 */
	inline	QVector2D		    Center() const		    { return 0.5f*( m_Min + m_Max ); }
	/** Recovery of the height points representing the corners of the box.
	 *
	 *	\return		Set of corner points.
	 */
	inline void	    		    Corners( CornerSet &corners ) const;

	/**	Explicit specification of the box boundaries.
	 *
	 *	\param[in]	min	Lower boundary.
	 *	\param[in]	max	Upper boundary.
	 */
	inline	void			    SetBoundaries( const QVector2D& min, const QVector2D& max );
	/**	Explicit specification of the box boundaries.
	 *
	 *	\param[in]	xMin	Lower boundary along axis X.
	 *	\param[in]	xMax	Upper boundary along axis X.
	 *	\param[in]	yMin	Lower boundary along axis Y.
	 *	\param[in]	yMax	Upper boundary along axis Y.
	 */
	inline	void			    SetBoundaries( const float xMin, const float xMax,
										       const float yMin, const float yMax );
    /** Recovery of the area of the box.
     *
     *  \return     Box area.
     */
    inline float                Area() const;
};


/*
 *
 *	INLINE MEMBER FUNCTIONS DEFINITIONS.
 *
 */


inline void Box2f::SetNull()
{
    m_Min.setX(  std::numeric_limits<float>::max() );
    m_Min.setY(  std::numeric_limits<float>::max() );

    m_Max.setX( -std::numeric_limits<float>::max() );
    m_Max.setY( -std::numeric_limits<float>::max() );
}


inline void Box2f::Add( const QVector2D& v )
{
	if( v.x() < m_Min.x() )
		m_Min.setX( v.x() );
	if( v.x() > m_Max.x() )
		m_Max.setX( v.x() );

	if( v.y() < m_Min.y() )
		m_Min.setY( v.y() );
	if( v.y() > m_Max.y() )
		m_Max.setY( v.y() );
}


inline void Box2f::Add( const QVector2D* v )
{
	Add( *v );
}


inline void Box2f::Add( const Box2f& b )
{
	if( b.m_Min.x() < m_Min.x() )
		m_Min.setX( b.m_Min.x() );
	if( b.m_Max.x() > m_Max.x() )
		m_Max.setX( b.m_Max.x() );

	if( b.m_Min.y() < m_Min.y() )
		m_Min.setY( b.m_Min.y() );
	if( b.m_Max.y() > m_Max.y() )
		m_Max.setY( b.m_Max.y() );
}


inline void Box2f::Add( const Box2f* b )
{
	Add( *b );
}


inline bool Box2f::Contains( const QVector2D& v ) const
{
	return v.x() >= m_Min.x()  &&  v.x() <= m_Max.x()  &&
		   v.y() >= m_Min.y()  &&  v.y() <= m_Max.y();
}


inline bool Box2f::Contains( const Box2f& b ) const
{
	return b.m_Min.x() >= m_Min.x()  &&  b.m_Max.x() <= m_Max.x()  &&
		   b.m_Min.y() >= m_Min.y()  &&  b.m_Max.y() <= m_Max.y();
}


inline bool Box2f::Intersects( const Box2f& b ) const
{
	return b.m_Min.x() < m_Max.x()  &&  b.m_Max.x() > m_Min.x()  &&
		   b.m_Min.y() < m_Max.y()  &&  b.m_Max.y() > m_Min.y();
}


inline void Box2f::SetBoundaries( const QVector2D& min, const QVector2D& max )
{
	m_Min = min;
	m_Max = max;
}


inline void Box2f::SetBoundaries( const float xMin, const float xMax,
                                  const float yMin, const float yMax )
{
	m_Min = QVector2D( xMin, yMin );
	m_Max = QVector2D( xMax, yMax );
}


inline void Box2f::Corners( CornerSet &corners ) const
{
	corners.xy = m_Min;
	corners.Xy = QVector2D( m_Max.x(), m_Min.y() );
	corners.xY = QVector2D( m_Min.x(), m_Max.y() );
	corners.XY = m_Max;
}


inline float Box2f::Area() const
{
    return IsNull()?  0.0f  :  (m_Max.x()-m_Min.x()) * (m_Max.y()-m_Min.y());
}















/*
 *
 *	CLASSES DECLARATIONS.
 *
 */

/**	Axis-aligned bounding box in 3D.
 *	\ingroup Acquisition
 */
class Box3f
{
	/******************\
	| Internal type(s) |
	\******************/
public:
	/** Set of 3D coordinates representing the corners of a bounding box.
	 *
	 *	Provided by the BoundingBox::GetCorners function.
	 */
	class CornerSet
	{
	public:
        typedef QVector3D       *iterator;
        typedef const QVector3D *const_iterator;

		QVector3D xyz;	/**< Corner on ( X_min, Y_min, Z_min ). */
		QVector3D xyZ;	/**< Corner on ( X_min, Y_min, Z_max ). */
		QVector3D xYz;	/**< Corner on ( X_min, Y_max, Z_min ). */
		QVector3D xYZ;	/**< Corner on ( X_min, Y_max, Z_max ). */
		QVector3D Xyz;	/**< Corner on ( X_max, Y_min, Z_min ). */
		QVector3D XyZ;	/**< Corner on ( X_max, Y_min, Z_max ). */
		QVector3D XYz;	/**< Corner on ( X_max, Y_max, Z_min ). */
		QVector3D XYZ;	/**< Corner on ( X_max, Y_max, Z_max ). */

		/** Indexed access to the box corners. */
		inline	QVector3D&		    operator[]( const unsigned int i )			{ return (&xyz)[i]; }
		/** Indexed access to the box corners (read-only version). */
		inline	const QVector3D&    operator[]( const unsigned int i ) const	{ return (&xyz)[i]; }

        inline iterator             begin()                                     { return &xyz; }
        inline const_iterator       begin() const                               { return &xyz; }
        inline iterator             end()                                       { return (&XYZ)+1; }
        inline const_iterator       end() const                                 { return (&XYZ)+1; }
	};


	/********************\
	| Member variable(s) |
	\********************/
private:
#ifdef _WIN32
#pragma warning(disable: 4251)
#endif
	QVector3D	m_Min, m_Max;


	/*****************************\
	| Constructor(s) / destructor |
	\*****************************/
public:
	inline	Box3f()			{ SetNull(); }
	inline	~Box3f()			{ }


	/********************\
	| Member function(s) |
	\********************/
public:
	/**	Initialization to an "unbounding box". */
	inline	void			    SetNull();

	/**	Check if the bounding box has been initialized. */
    inline	bool                IsNull() const      { return m_Min.x() > m_Max.x(); }

	/**	Box boundaries extension so as to bound the specified 3D point.
	 *
	 *	\param[in]	v	Coordinates of the 3D point to bound.
	 */
	inline	void			    Add( const QVector3D& v );
	/**	Box boundaries extension so as to bound the specified 3D point.
	 *
	 *	\param[in]	v	Pointer to the coordinates of the 3D point to bound.
	 */
	inline	void			    Add( const QVector3D* v );
	/**	Box boundaries extension so as to bound the specified box.
	 *
	 *	\param[in]	b	Bounding box to bound.
	 */
	inline	void			    Add( const Box3f& b );
	/**	Box boundaries extension so as to bound the specified box.
	 *
	 *	\param[in]	b	Pointer to the bounding box to bound.
	 */
	inline	void			    Add( const Box3f* b );

	/**	Check if a point is included in the box.
	 *
	 *	\param[in]	v	Coordinates of the 3D point to check.
	 *	\return			True if the point is included in the box, false otherwise.
	 */
	inline	bool			    Contains( const QVector3D& v ) const;
	/**	Check if a box is included in the box.
	 *
	 *	\param[in]	b	Bounding box to check.
	 *	\return			True if the query box is included in the current one, false otherwise.
	 */
	inline	bool			    Contains( const Box3f& b ) const;
	/**	Check if a box intersects the box.
	 *
	 *	\param[in]	b	Bounding box to check.
	 *	\return			True if the query box intersects the current one, false otherwise.
	 */
	inline	bool			    Intersects( const Box3f& b ) const;

	/** Access to the lower boundaries of the box.
	 *
	 *	\return		Box lower boundaries.
	 */
	inline	QVector3D&	        Min()				    { return m_Min; }
	/** Access to the lower boundaries of the box (read only version).
	 *
	 *	\return		Box lower boundaries.
	 */
	inline	const QVector3D&	Min() const			    { return m_Min; }
	/** Access to the upper boundaries of the box.
	 *
	 *	\return		Box upper boundaries.
	 */
	inline	QVector3D&		    Max()				    { return m_Max; }
	/** Access to the upper boundaries of the box (read only version).
	 *
	 *	\return		Box upper boundaries.
	 */
	inline	const QVector3D&    Max() const			    { return m_Max; }
	/** Recovery of the dimensions of the box.
	 *
	 *	\return		Box dimensions.
	 */
	inline	QVector3D		    Dimensions() const	    { return m_Max - m_Min; }
	/** Recovery of diagonal length of the box.
	 *
	 *	\return		Diagonal length.
	 */
    inline  float               Diagonal() const        { return Dimensions().length(); }
	/** Recovery of the center point of the box.
	 *
	 *	\return		Box center.
	 */
	inline	QVector3D		    Center() const		    { return 0.5f*( m_Min + m_Max ); }
	/** Recovery of the height points representing the corners of the box.
	 *
	 *	\return		Set of corner points.
	 */
	inline void	    		    Corners( CornerSet &corners ) const;

	/**	Explicit specification of the box boundaries.
	 *
	 *	\param[in]	min	Lower boundary.
	 *	\param[in]	max	Upper boundary.
	 */
	inline	void			    SetBoundaries( const QVector3D& min, const QVector3D& max );
	/**	Explicit specification of the box boundaries.
	 *
	 *	\param[in]	xMin	Lower boundary along axis X.
	 *	\param[in]	xMax	Upper boundary along axis X.
	 *	\param[in]	yMin	Lower boundary along axis Y.
	 *	\param[in]	yMax	Upper boundary along axis Y.
	 *	\param[in]	zMin	Lower boundary along axis Z.
	 *	\param[in]	zMax	Upper boundary along axis Z.
	 */
	inline	void			    SetBoundaries( const float xMin, const float xMax,
							    			   const float yMin, const float yMax,
							    			   const float zMin, const float zMax );
    /** Recovery of the volume of the box.
     *
     *  \return     Box volume.
     */
    inline float                Volume() const;
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    /** Performs an intersection between a ray and the box.
     *
     *  \param[in]
     */
    inline bool                 Intersects( const QVector3D& rayOrigin,
                                            const QVector3D& rayDirection,
                                            QVector3D& intersectionCoords,
                                            float& intersectionDist );
    inline bool                 Intersects( const QVector3D& rayOrigin,
                                            const QVector3D& rayDirection );
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};


/*
 *
 *	INLINE MEMBER FUNCTIONS DEFINITIONS.
 *
 */


inline void Box3f::SetNull()
{
    m_Min.setX(  std::numeric_limits<float>::max() );
    m_Min.setY(  std::numeric_limits<float>::max() );
    m_Min.setZ(  std::numeric_limits<float>::max() );

    m_Max.setX( -std::numeric_limits<float>::max() );
    m_Max.setY( -std::numeric_limits<float>::max() );
    m_Max.setZ( -std::numeric_limits<float>::max() );
}


inline void Box3f::Add( const QVector3D& v )
{
	if( v.x() < m_Min.x() )
		m_Min.setX( v.x() );
	if( v.x() > m_Max.x() )
		m_Max.setX( v.x() );

	if( v.y() < m_Min.y() )
		m_Min.setY( v.y() );
	if( v.y() > m_Max.y() )
		m_Max.setY( v.y() );
	
	if( v.z() < m_Min.z() )
		m_Min.setZ( v.z() );
	if( v.z() > m_Max.z() )
		m_Max.setZ( v.z() );
}


inline void Box3f::Add( const QVector3D* v )
{
	Add( *v );
}


inline void Box3f::Add( const Box3f& b )
{
	if( b.m_Min.x() < m_Min.x() )
		m_Min.setX( b.m_Min.x() );
	if( b.m_Max.x() > m_Max.x() )
		m_Max.setX( b.m_Max.x() );

	if( b.m_Min.y() < m_Min.y() )
		m_Min.setY( b.m_Min.y() );
	if( b.m_Max.y() > m_Max.y() )
		m_Max.setY( b.m_Max.y() );

	if( b.m_Min.z() < m_Min.z() )
		m_Min.setZ( b.m_Min.z() );
	if( b.m_Max.z() > m_Max.z() )
		m_Max.setZ( b.m_Max.z() );
}


inline void Box3f::Add( const Box3f* b )
{
	Add( *b );
}


inline bool Box3f::Contains( const QVector3D& v ) const
{
	return v.x() >= m_Min.x()  &&  v.x() <= m_Max.x()  &&
		   v.y() >= m_Min.y()  &&  v.y() <= m_Max.y()  &&
		   v.z() >= m_Min.z()  &&  v.z() <= m_Max.z();
}


inline bool Box3f::Contains( const Box3f& b ) const
{
	return b.m_Min.x() >= m_Min.x()  &&  b.m_Max.x() <= m_Max.x()  &&
		   b.m_Min.y() >= m_Min.y()  &&  b.m_Max.y() <= m_Max.y()  &&
		   b.m_Min.z() >= m_Min.z()  &&  b.m_Max.z() <= m_Max.z();
}


inline bool Box3f::Intersects( const Box3f& b ) const
{
	return b.m_Min.x() < m_Max.x()  &&  b.m_Max.x() > m_Min.x()  &&
		   b.m_Min.y() < m_Max.y()  &&  b.m_Max.y() > m_Min.y()  &&
		   b.m_Min.z() < m_Max.z()  &&  b.m_Max.z() > m_Min.z();
}


inline void Box3f::SetBoundaries( const QVector3D& min, const QVector3D& max )
{
	m_Min = min;
	m_Max = max;
}


inline void Box3f::SetBoundaries( const float xMin, const float xMax,
                                  const float yMin, const float yMax,
                                  const float zMin, const float zMax )
{
	m_Min = QVector3D( xMin, yMin, zMin );
	m_Max = QVector3D( xMax, yMax, zMax );
}


inline void Box3f::Corners( CornerSet &corners ) const
{
	corners.xyz = m_Min;
	corners.xyZ = QVector3D( m_Min.x(), m_Min.y(), m_Max.z() );
	corners.xYz = QVector3D( m_Min.x(), m_Max.y(), m_Min.z() );
	corners.xYZ = QVector3D( m_Min.x(), m_Max.y(), m_Max.z() );
	corners.Xyz = QVector3D( m_Max.x(), m_Min.y(), m_Min.z() );
	corners.XyZ = QVector3D( m_Max.x(), m_Min.y(), m_Max.z() );
	corners.XYz = QVector3D( m_Max.x(), m_Max.y(), m_Min.z() );
	corners.XYZ = m_Max;
}


inline float Box3f::Volume() const
{
    return IsNull()?  0.0f  :  (m_Max.x()-m_Min.x()) * (m_Max.y()-m_Min.y()) * (m_Max.z()-m_Min.z());
}


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inline bool Box3f::Intersects( const QVector3D& rayOrigin,
                               const QVector3D& rayDirection,
                               QVector3D& intersectionCoords,
                               float& intersectionDist )
{
    // For each of the three dimensions, only the plane that faces the ray is checked. This leads to three possible intersection
    // points, but only the farthest positive one may correspond to the real ray/cube intersection, if it exists.

    int intersectionPlaneId = -1;
    intersectionDist = 0.0f;

    for( int i=0; i<3; ++i )
    {
        float frontFacingPlane = (rayDirection[i] > 0.0f)?  m_Min[i]  :  m_Max[i];
        float t = (frontFacingPlane - rayOrigin[i]) / rayDirection[i];
        if( t > intersectionDist )
        {
            intersectionDist = t;
            intersectionPlaneId = i;
        }
    }

    if( intersectionPlaneId < 0 )
        return false;

    // Computes the coordinates of this ray/plane intersection, as well as its distance to the observer.

    intersectionCoords = rayOrigin + intersectionDist * rayDirection;

    // If the intersection point on the plane is inside the bounds of the cube face, the ray effectively intersects the cube.

    int planeX = (intersectionPlaneId + 1) % 3;
    int planeY = (intersectionPlaneId + 2) % 3;

    bool isIntersecting = intersectionCoords[planeX] >= m_Min[planeX]  &&
                          intersectionCoords[planeX] <= m_Max[planeX]  &&
                          intersectionCoords[planeY] >= m_Min[planeY]  &&
                          intersectionCoords[planeY] <= m_Max[planeY];

    return isIntersecting;
}


inline bool Box3f::Intersects( const QVector3D& rayOrigin,
                               const QVector3D& rayDirection )
{
    QVector3D intersectionCoords;
    float intersectionDist;
    return Intersects( rayOrigin, rayDirection, intersectionCoords, intersectionDist );
}


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#endif /*__BOX_H__*/