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CBBox.cpp
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CBBox.cpp
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/*
* This program source code file is part of KiCad, a free EDA CAD application.
*
* Copyright (C) 2015 Mario Luzeiro <[email protected]>
* Copyright (C) 1992-2015 KiCad Developers, see AUTHORS.txt for contributors.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program 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 General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, you may find one here:
* http://www.gnu.org/licenses/old-licenses/gpl-2.0.html
* or you may search the http://www.gnu.org website for the version 2 license,
* or you may write to the Free Software Foundation, Inc.,
* 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA
*/
/**
* @file CBBox.cpp
* @brief Bounding Box class implementation
*/
#include "CBBox.h"
// openGL includes used for debug the bounding box
#ifdef __WXMAC__
# ifdef __DARWIN__
# include <OpenGL/glu.h>
# else
# include <glu.h>
# endif
#else
# include <GL/glu.h>
#endif
CBBOX::CBBOX()
{
Reset();
}
CBBOX::CBBOX( const S3D_VERTEX &aPbInit )
{
m_min = aPbInit;
m_max = aPbInit;
m_initialized = true;
}
CBBOX::CBBOX( const S3D_VERTEX &aPbMin, const S3D_VERTEX &aPbMax )
{
Set( aPbMin, aPbMax );
}
CBBOX::~CBBOX()
{
}
void CBBOX::Set( const S3D_VERTEX &aPbMin, const S3D_VERTEX &aPbMax )
{
m_min.x = glm::min( aPbMin.x, aPbMax.x );
m_min.y = glm::min( aPbMin.y, aPbMax.y );
m_min.z = glm::min( aPbMin.z, aPbMax.z );
m_max.x = glm::max( aPbMin.x, aPbMax.x );
m_max.y = glm::max( aPbMin.y, aPbMax.y );
m_max.z = glm::max( aPbMin.z, aPbMax.z );
m_initialized = true;
}
bool CBBOX::IsInitialized() const
{
return m_initialized;
}
void CBBOX::Reset()
{
m_min = S3D_VERTEX( 0.0f, 0.0f, 0.0f );
m_max = S3D_VERTEX( 0.0f, 0.0f, 0.0f );
m_initialized = false;
}
void CBBOX::Union( const S3D_VERTEX &aPoint )
{
if( !m_initialized )
{
m_initialized = true;
// Initialize the bounding box with the given point
m_min = aPoint;
m_max = aPoint;
}
else
{
// get the minimun value between the added point and the existent bounding box
m_min.x = glm::min( m_min.x, aPoint.x );
m_min.y = glm::min( m_min.y, aPoint.y );
m_min.z = glm::min( m_min.z, aPoint.z );
// get the maximun value between the added point and the existent bounding box
m_max.x = glm::max( m_max.x, aPoint.x );
m_max.y = glm::max( m_max.y, aPoint.y );
m_max.z = glm::max( m_max.z, aPoint.z );
}
}
void CBBOX::Union( const CBBOX &aBBox )
{
if( aBBox.m_initialized == false )
return;
if( !m_initialized )
{
// Initialize the bounding box with the given bounding box
m_initialized = true;
m_min = aBBox.m_min;
m_max = aBBox.m_max;
}
else
{
// get the minimun value between the added bounding box and the existent bounding box
m_min.x = glm::min( m_min.x, aBBox.m_min.x );
m_min.y = glm::min( m_min.y, aBBox.m_min.y );
m_min.z = glm::min( m_min.z, aBBox.m_min.z );
// get the maximun value between the added bounding box and the existent bounding box
m_max.x = glm::max( m_max.x, aBBox.m_max.x );
m_max.y = glm::max( m_max.y, aBBox.m_max.y );
m_max.z = glm::max( m_max.z, aBBox.m_max.z );
}
}
S3D_VERTEX CBBOX::GetCenter() const
{
return (m_max + m_min) * 0.5f;
}
S3D_VERTEX CBBOX::Min() const
{
return m_min;
}
S3D_VERTEX CBBOX::Max() const
{
return m_max;
}
void CBBOX::Scale( float aScale )
{
if( m_initialized == false )
return;
S3D_VERTEX scaleV = S3D_VERTEX( aScale, aScale, aScale );
S3D_VERTEX centerV = GetCenter();
m_min = (m_min - centerV) * scaleV + centerV;
m_max = (m_max - centerV) * scaleV + centerV;
}
bool CBBOX::OverlapsBox( const CBBOX &aBBox ) const
{
if( aBBox.m_initialized == false )
return false;
bool x = ( m_max.x >= aBBox.m_min.x ) && ( m_min.x <= aBBox.m_max.x );
bool y = ( m_max.y >= aBBox.m_min.y ) && ( m_min.y <= aBBox.m_max.y );
bool z = ( m_max.z >= aBBox.m_min.z ) && ( m_min.z <= aBBox.m_max.z );
return ( x && y && z );
}
bool CBBOX::Inside( const S3D_VERTEX &aPoint ) const
{
if( m_initialized == false )
return false;
return (( aPoint.x >= m_min.x ) && ( aPoint.x <= m_max.x ) &&
( aPoint.y >= m_min.y ) && ( aPoint.y <= m_max.y ) &&
( aPoint.z >= m_min.z ) && ( aPoint.z <= m_max.z ));
}
float CBBOX::Volume() const
{
if( m_initialized == false )
return 0.0f;
S3D_VERTEX d = m_max - m_min;
return d.x * d.y * d.z;
}
void CBBOX::ApplyTransformation( glm::mat4 aTransformMatrix )
{
if( m_initialized == false )
return;
S3D_VERTEX v1 = S3D_VERTEX( aTransformMatrix * glm::vec4( m_min.x, m_min.y, m_min.z, 1.0f ) );
S3D_VERTEX v2 = S3D_VERTEX( aTransformMatrix * glm::vec4( m_max.x, m_max.y, m_max.z, 1.0f ) );
Reset();
Union( v1 );
Union( v2 );
}
void CBBOX::ApplyTransformationAA( glm::mat4 aTransformMatrix )
{
if( m_initialized == false )
return;
// apply the transformation matrix for each of vertices of the bounding box
// and make a union with all vertices
CBBOX tmpBBox = CBBOX( S3D_VERTEX( aTransformMatrix * glm::vec4( m_min.x, m_min.y, m_min.z, 1.0f ) ) );
tmpBBox.Union( S3D_VERTEX( aTransformMatrix * glm::vec4( m_max.x, m_min.y, m_min.z, 1.0f ) ) );
tmpBBox.Union( S3D_VERTEX( aTransformMatrix * glm::vec4( m_min.x, m_max.y, m_min.z, 1.0f ) ) );
tmpBBox.Union( S3D_VERTEX( aTransformMatrix * glm::vec4( m_min.x, m_min.y, m_max.z, 1.0f ) ) );
tmpBBox.Union( S3D_VERTEX( aTransformMatrix * glm::vec4( m_min.x, m_max.y, m_max.z, 1.0f ) ) );
tmpBBox.Union( S3D_VERTEX( aTransformMatrix * glm::vec4( m_max.x, m_max.y, m_min.z, 1.0f ) ) );
tmpBBox.Union( S3D_VERTEX( aTransformMatrix * glm::vec4( m_max.x, m_min.y, m_max.z, 1.0f ) ) );
tmpBBox.Union( S3D_VERTEX( aTransformMatrix * glm::vec4( m_max.x, m_max.y, m_max.z, 1.0f ) ) );
m_min = tmpBBox.m_min;
m_max = tmpBBox.m_max;
}
void CBBOX::GLdebug() const
{
if( m_initialized == false )
return;
glBegin( GL_LINE_LOOP );
glVertex3f( m_min.x, m_min.y, m_min.z );
glVertex3f( m_max.x, m_min.y, m_min.z );
glVertex3f( m_max.x, m_max.y, m_min.z );
glVertex3f( m_min.x, m_max.y, m_min.z );
glEnd();
glBegin( GL_LINE_LOOP );
glVertex3f( m_min.x, m_min.y, m_max.z );
glVertex3f( m_max.x, m_min.y, m_max.z );
glVertex3f( m_max.x, m_max.y, m_max.z );
glVertex3f( m_min.x, m_max.y, m_max.z );
glEnd();
glBegin( GL_LINE_STRIP );
glVertex3f( m_min.x, m_min.y, m_min.z );
glVertex3f( m_min.x, m_min.y, m_max.z );
glEnd();
glBegin( GL_LINE_STRIP );
glVertex3f( m_max.x, m_min.y, m_min.z );
glVertex3f( m_max.x, m_min.y, m_max.z );
glEnd();
glBegin( GL_LINE_STRIP );
glVertex3f( m_max.x, m_max.y, m_min.z );
glVertex3f( m_max.x, m_max.y, m_max.z );
glEnd();
glBegin( GL_LINE_STRIP );
glVertex3f( m_min.x, m_max.y, m_min.z );
glVertex3f( m_min.x, m_max.y, m_max.z );
glEnd();
}