/usr/include/wfmath-1.0/wfmath/axisbox.h is in libwfmath-1.0-dev 1.0.2+dfsg1-0.4.
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1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 | // axisbox.h (An axis-aligned box)
//
// The WorldForge Project
// Copyright (C) 2000, 2001 The WorldForge Project
//
// 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, write to the Free Software
// Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
//
// For information about WorldForge and its authors, please contact
// the Worldforge Web Site at http://www.worldforge.org.
//
// Author: Ron Steinke
// The implementation of this class is based on the geometric
// parts of the Tree and Placement classes from stage/shepherd/sylvanus
#ifndef WFMATH_AXIS_BOX_H
#define WFMATH_AXIS_BOX_H
#include <wfmath/intersect_decls.h>
#include <iosfwd>
namespace WFMath {
template<int dim>
bool Intersection(const AxisBox<dim>& a1, const AxisBox<dim>& a2, AxisBox<dim>& out);
template<int dim>
AxisBox<dim> Union(const AxisBox<dim>& a1, const AxisBox<dim>& a2);
template<int dim>
std::ostream& operator<<(std::ostream& os, const AxisBox<dim>& m);
template<int dim>
std::istream& operator>>(std::istream& is, AxisBox<dim>& m);
/// Get the axis-aligned bounding box for a set of boxes
template<int dim, template<class, class> class container>
AxisBox<dim> BoundingBox(const container<AxisBox<dim>, std::allocator<AxisBox<dim> > >& c);
/// Get the axis-aligned bounding box for a set of points
template<int dim, template<class, class> class container>
AxisBox<dim> BoundingBox(const container<Point<dim>, std::allocator<Point<dim> > >& c);
/// A dim dimensional axis-aligned box
/**
* This class implements the full shape interface, as described in
* the fake class Shape, with the exception of the rotation functions.
**/
template<int dim = 3>
class AxisBox
{
public:
/// Construct an uninitialized box
AxisBox() : m_low(), m_high() {}
/// Construct a box with opposite corners p1 and p2
AxisBox(const Point<dim>& p1, const Point<dim>& p2, bool ordered = false) :
m_low(), m_high()
{setCorners(p1, p2, ordered);}
/// Construct a copy of a box
AxisBox(const AxisBox& a) : m_low(a.m_low), m_high(a.m_high) {}
/// Construct a box from an object passed by Atlas
explicit AxisBox(const AtlasInType& a);
friend std::ostream& operator<< <dim>(std::ostream& os, const AxisBox& a);
friend std::istream& operator>> <dim>(std::istream& is, AxisBox& a);
/// Create an Atlas object from the box
AtlasOutType toAtlas() const;
/// Set the box's value to that given by an Atlas object
void fromAtlas(const AtlasInType& a);
AxisBox& operator=(const AxisBox& a)
{m_low = a.m_low; m_high = a.m_high; return *this;}
bool isEqualTo(const AxisBox& b, CoordType epsilon = numeric_constants<CoordType>::epsilon()) const;
bool operator==(const AxisBox& a) const {return isEqualTo(a);}
bool operator!=(const AxisBox& a) const {return !isEqualTo(a);}
bool isValid() const {return m_low.isValid() && m_high.isValid();}
// Descriptive characteristics
size_t numCorners() const {return 1 << dim;}
Point<dim> getCorner(size_t i) const;
Point<dim> getCenter() const {return Midpoint(m_low, m_high);}
/// Get a reference to corner 0
const Point<dim>& lowCorner() const {return m_low;}
Point<dim>& lowCorner() {return m_low;}
/// Get a reference to corner (2^dim)-1
const Point<dim>& highCorner() const {return m_high;}
Point<dim>& highCorner() {return m_high;}
/// Get the lower bound of the box on the i'th axis
CoordType lowerBound(const int axis) const {return m_low[axis];}
/// Get the upper bound of the box on the i'th axis
CoordType upperBound(const int axis) const {return m_high[axis];}
/// Set the box to have opposite corners p1 and p2
/**
* The 'ordered' variable may be set to true if p1[i] <= p2[i] for all
* i. It is always safe to leave 'ordered' as false, it is a speed
* optimization primarily intended for use inside the library.
**/
AxisBox& setCorners(const Point<dim>& p1, const Point<dim>& p2,
bool ordered = false);
// Movement functions
AxisBox& shift(const Vector<dim>& v)
{m_low += v; m_high += v; return *this;}
AxisBox& moveCornerTo(const Point<dim>& p, size_t corner)
{return shift(p - getCorner(corner));}
AxisBox& moveCenterTo(const Point<dim>& p)
{return shift(p - getCenter());}
// No rotation functions, this shape can't rotate
// Intersection functions
AxisBox boundingBox() const {return *this;}
Ball<dim> boundingSphere() const;
Ball<dim> boundingSphereSloppy() const;
AxisBox toParentCoords(const Point<dim>& origin) const
{return AxisBox(m_low.toParentCoords(origin), m_high.toParentCoords(origin), true);}
AxisBox toParentCoords(const AxisBox<dim>& coords) const
{return AxisBox(m_low.toParentCoords(coords), m_high.toParentCoords(coords), true);}
// toLocal is just like toParent, expect we reverse the order of
// translation and rotation and use the opposite sense of the rotation
// matrix
AxisBox toLocalCoords(const Point<dim>& origin) const
{return AxisBox(m_low.toLocalCoords(origin), m_high.toLocalCoords(origin), true);}
AxisBox toLocalCoords(const AxisBox<dim>& coords) const
{return AxisBox(m_low.toLocalCoords(coords), m_high.toLocalCoords(coords), true);}
/// Return true if the boxes intersect, and set 'out' to their intersection
friend bool Intersection<dim>(const AxisBox& a1, const AxisBox& a2, AxisBox& out);
/// Get the minimal box that contains a1 and a2
friend AxisBox Union<dim>(const AxisBox& a1, const AxisBox& a2);
friend bool Intersect<dim>(const AxisBox& b, const Point<dim>& p, bool proper);
friend bool Contains<dim>(const Point<dim>& p, const AxisBox& b, bool proper);
friend bool Intersect<dim>(const AxisBox& b1, const AxisBox& b2, bool proper);
friend bool Contains<dim>(const AxisBox& outer, const AxisBox& inner, bool proper);
friend bool Intersect<dim>(const Ball<dim>& b, const AxisBox& a, bool proper);
friend bool Contains<dim>(const Ball<dim>& b, const AxisBox& a, bool proper);
friend bool Contains<dim>(const AxisBox& a, const Ball<dim>& b, bool proper);
friend bool Intersect<dim>(const Segment<dim>& s, const AxisBox& b, bool proper);
friend bool Contains<dim>(const Segment<dim>& s, const AxisBox& b, bool proper);
friend bool Intersect<dim>(const RotBox<dim>& r, const AxisBox& b, bool proper);
friend bool Contains<dim>(const RotBox<dim>& r, const AxisBox& b, bool proper);
friend bool Contains<dim>(const AxisBox& b, const RotBox<dim>& r, bool proper);
friend bool Intersect<dim>(const Polygon<dim>& p, const AxisBox& b, bool proper);
friend bool Contains<dim>(const Polygon<dim>& p, const AxisBox& b, bool proper);
friend bool Contains<dim>(const AxisBox& b, const Polygon<dim>& p, bool proper);
private:
Point<dim> m_low, m_high;
};
template<int dim>
inline bool AxisBox<dim>::isEqualTo(const AxisBox<dim>& b, CoordType epsilon) const
{
return Equal(m_low, b.m_low, epsilon)
&& Equal(m_high, b.m_high, epsilon);
}
} // namespace WFMath
#endif // WFMATH_AXIS_BOX_H
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