/usr/include/fcl/BV/AABB.h is in libfcl-dev 0.3.2-1.
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/** \author Jia Pan */
#ifndef FCL_AABB_H
#define FCL_AABB_H
#include "fcl/math/vec_3f.h"
namespace fcl
{
/// @brief A class describing the AABB collision structure, which is a box in 3D space determined by two diagonal points
class AABB
{
public:
/// @brief The min point in the AABB
Vec3f min_;
/// @brief The max point in the AABB
Vec3f max_;
/// @brief Creating an AABB with zero size (low bound +inf, upper bound -inf)
AABB();
/// @brief Creating an AABB at position v with zero size
AABB(const Vec3f& v) : min_(v), max_(v)
{
}
/// @brief Creating an AABB with two endpoints a and b
AABB(const Vec3f& a, const Vec3f&b) : min_(min(a, b)),
max_(max(a, b))
{
}
/// @brief Creating an AABB centered as core and is of half-dimension delta
AABB(const AABB& core, const Vec3f& delta) : min_(core.min_ - delta),
max_(core.max_ + delta)
{
}
/// @brief Creating an AABB contains three points
AABB(const Vec3f& a, const Vec3f& b, const Vec3f& c) : min_(min(min(a, b), c)),
max_(max(max(a, b), c))
{
}
/// @brief Check whether two AABB are overlap
inline bool overlap(const AABB& other) const
{
if(min_[0] > other.max_[0]) return false;
if(min_[1] > other.max_[1]) return false;
if(min_[2] > other.max_[2]) return false;
if(max_[0] < other.min_[0]) return false;
if(max_[1] < other.min_[1]) return false;
if(max_[2] < other.min_[2]) return false;
return true;
}
/// @brief Check whether the AABB contains another AABB
inline bool contain(const AABB& other) const
{
return (other.min_[0] >= min_[0]) && (other.max_[0] <= max_[0]) && (other.min_[1] >= min_[1]) && (other.max_[1] <= max_[1]) && (other.min_[2] >= min_[2]) && (other.max_[2] <= max_[2]);
}
/// @brief Check whether two AABB are overlapped along specific axis
inline bool axisOverlap(const AABB& other, int axis_id) const
{
if(min_[axis_id] > other.max_[axis_id]) return false;
if(max_[axis_id] < other.min_[axis_id]) return false;
return true;
}
/// @brief Check whether two AABB are overlap and return the overlap part
inline bool overlap(const AABB& other, AABB& overlap_part) const
{
if(!overlap(other))
{
return false;
}
overlap_part.min_ = max(min_, other.min_);
overlap_part.max_ = min(max_, other.max_);
return true;
}
/// @brief Check whether the AABB contains a point
inline bool contain(const Vec3f& p) const
{
if(p[0] < min_[0] || p[0] > max_[0]) return false;
if(p[1] < min_[1] || p[1] > max_[1]) return false;
if(p[2] < min_[2] || p[2] > max_[2]) return false;
return true;
}
/// @brief Merge the AABB and a point
inline AABB& operator += (const Vec3f& p)
{
min_.ubound(p);
max_.lbound(p);
return *this;
}
/// @brief Merge the AABB and another AABB
inline AABB& operator += (const AABB& other)
{
min_.ubound(other.min_);
max_.lbound(other.max_);
return *this;
}
/// @brief Return the merged AABB of current AABB and the other one
inline AABB operator + (const AABB& other) const
{
AABB res(*this);
return res += other;
}
/// @brief Width of the AABB
inline FCL_REAL width() const
{
return max_[0] - min_[0];
}
/// @brief Height of the AABB
inline FCL_REAL height() const
{
return max_[1] - min_[1];
}
/// @brief Depth of the AABB
inline FCL_REAL depth() const
{
return max_[2] - min_[2];
}
/// @brief Volume of the AABB
inline FCL_REAL volume() const
{
return width() * height() * depth();
}
/// @brief Size of the AABB (used in BV_Splitter to order two AABBs)
inline FCL_REAL size() const
{
return (max_ - min_).sqrLength();
}
/// @brief Radius of the AABB
inline FCL_REAL radius() const
{
return (max_ - min_).length() / 2;
}
/// @brief Center of the AABB
inline Vec3f center() const
{
return (min_ + max_) * 0.5;
}
/// @brief Distance between two AABBs; P and Q, should not be NULL, return the nearest points
FCL_REAL distance(const AABB& other, Vec3f* P, Vec3f* Q) const;
/// @brief Distance between two AABBs
FCL_REAL distance(const AABB& other) const;
/// @brief whether two AABB are equal
inline bool equal(const AABB& other) const
{
return min_.equal(other.min_) && max_.equal(other.max_);
}
/// @brief expand the half size of the AABB by delta, and keep the center unchanged.
inline AABB& expand(const Vec3f& delta)
{
min_ -= delta;
max_ += delta;
return *this;
}
/// @brief expand the aabb by increase the thickness of the plate by a ratio
inline AABB& expand(const AABB& core, FCL_REAL ratio)
{
min_ = min_ * ratio - core.min_;
max_ = max_ * ratio - core.max_;
return *this;
}
};
/// @brief translate the center of AABB by t
static inline AABB translate(const AABB& aabb, const Vec3f& t)
{
AABB res(aabb);
res.min_ += t;
res.max_ += t;
return res;
}
}
#endif
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