// @(#)root/gl:$Name: $:$Id: TGLBoundingBox.cxx,v 1.8 2005/06/24 14:53:02 brun Exp $
// Author: Richard Maunder 25/05/2005
/*************************************************************************
* Copyright (C) 1995-2000, Rene Brun and Fons Rademakers. *
* All rights reserved. *
* *
* For the licensing terms see $ROOTSYS/LICENSE. *
* For the list of contributors see $ROOTSYS/README/CREDITS. *
*************************************************************************/
// TODO: Function descriptions
// TODO: Class def - same as header
#include "TGLBoundingBox.h"
#include "TGLIncludes.h"
#include "Riostream.h"
ClassImp(TGLBoundingBox)
//______________________________________________________________________________
TGLBoundingBox::TGLBoundingBox()
{
SetEmpty();
}
//______________________________________________________________________________
TGLBoundingBox::TGLBoundingBox(const TGLVertex3 vertex[8])
{
Set(vertex);
}
//______________________________________________________________________________
TGLBoundingBox::TGLBoundingBox(const Double_t vertex[8][3])
{
Set(vertex);
}
//______________________________________________________________________________
TGLBoundingBox::TGLBoundingBox(const TGLVertex3 & lowVertex, const TGLVertex3 & highVertex)
{
SetAligned(lowVertex, highVertex);
}
//______________________________________________________________________________
TGLBoundingBox::TGLBoundingBox(const TGLBoundingBox & other)
{
Set(other);
}
//______________________________________________________________________________
TGLBoundingBox::~TGLBoundingBox()
{
}
//______________________________________________________________________________
void TGLBoundingBox::Set(const TGLVertex3 vertex[8])
{
for (UInt_t v = 0; v < 8; v++) {
fVertex[v] = vertex[v];
}
UpdateVolume();
}
//______________________________________________________________________________
void TGLBoundingBox::Set(const Double_t vertex[8][3])
{
for (UInt_t v = 0; v < 8; v++) {
for (UInt_t a = 0; a < 3; a++) {
fVertex[v][a] = vertex[v][a];
}
}
UpdateVolume();
}
//______________________________________________________________________________
void TGLBoundingBox::Set(const TGLBoundingBox & other)
{
for (UInt_t v = 0; v < 8; v++) {
fVertex[v].Set(other.fVertex[v]);
}
UpdateVolume();
}
//______________________________________________________________________________
void TGLBoundingBox::SetEmpty()
{
for (UInt_t v = 0; v < 8; v++) {
fVertex[v].Fill(0.0);
}
UpdateVolume();
}
//______________________________________________________________________________
void TGLBoundingBox::SetAligned(const TGLVertex3 & lowVertex, const TGLVertex3 & highVertex)
{
// Set aligned box from two axis aligned low/high vertices
// 7-------6
// /| /|
// 3-------2 |
// | 4-----|-5
// |/ |/
// 0-------1
TGLVector3 diff = highVertex - lowVertex;
fVertex[0] = lowVertex;
fVertex[1] = lowVertex; fVertex[1].X() += diff.X();
fVertex[2] = lowVertex; fVertex[2].X() += diff.X(); fVertex[2].Y() += diff.Y();
fVertex[3] = lowVertex; fVertex[3].Y() += diff.Y();
fVertex[4] = highVertex; fVertex[4].X() -= diff.X(); fVertex[4].Y() -= diff.Y();
fVertex[5] = highVertex; fVertex[5].Y() -= diff.Y();
fVertex[6] = highVertex;
fVertex[7] = highVertex; fVertex[7].X() -= diff.X();
UpdateVolume();
}
//______________________________________________________________________________
void TGLBoundingBox::SetAligned(UInt_t nbPnts, const Double_t * pnts)
{
// Set aligned box using one or more points
if (nbPnts < 1 || !pnts) {
assert(false);
return;
}
// Single point gives a zero volume BB
TGLVertex3 low(pnts[0], pnts[1], pnts[2]);
TGLVertex3 high(pnts[0], pnts[1], pnts[2]);
for (UInt_t p = 1; p < nbPnts; p++) {
for (UInt_t i = 0; i < 3; i++) {
if (pnts[3*p + i] < low[i]) {
low[i] = pnts[3*p + i] ;
}
if (pnts[3*p + i] > high[i]) {
high[i] = pnts[3*p + i] ;
}
}
}
SetAligned(low, high);
}
//______________________________________________________________________________
void TGLBoundingBox::Scale(Double_t scale)
{
TGLVertex3 center = Center();
TGLVector3 newVector;
for (UInt_t v = 0; v < 8; v++) {
newVector.Set(fVertex[v] - center);
newVector *= scale;
fVertex[v].Set(center + newVector);
}
UpdateVolume();
}
//______________________________________________________________________________
void TGLBoundingBox::Translate(const TGLVector3 & offset)
{
for (UInt_t v = 0; v < 8; v++) {
fVertex[v] = fVertex[v] + offset;
}
// No volume change
}
//______________________________________________________________________________
void TGLBoundingBox::Transform(const TGLMatrix & matrix)
{
for (UInt_t v = 0; v < 8; v++) {
matrix.TransformVertex(fVertex[v]);
}
// Could change volume
UpdateVolume();
}
//______________________________________________________________________________
EOverlap TGLBoundingBox::Overlap(const TGLPlane & plane) const
{
// TODO: Cheaper sphere test
// Test all 8 box vertices against plane
Int_t VerticesInsidePlane = 8;
for (UInt_t v = 0; v < 8; v++) {
if (plane.DistanceTo(fVertex[v]) < 0.0) {
VerticesInsidePlane--;
}
}
if ( VerticesInsidePlane == 0 ) {
return kOutside;
} else if ( VerticesInsidePlane == 8 ) {
return kInside;
} else {
return kPartial;
}
}
//______________________________________________________________________________
Bool_t TGLBoundingBox::AlignedContains(const TGLBoundingBox & other) const
{
// Test is passed box is contained by us. This will ONLY work if we are axis aligned
// 7-------6
// /| /|
// 3-------2 |
// | 4-----|-5
// |/ |/
// 0-------1
// TODO: Rounding errors - need a better test anyway....
// This can probably be found as part of Intersect() with three overlap
// cases
//assert(fVertex[2].Z() == fVertex[0].Z()); // Front
//assert(fVertex[4].Z() == fVertex[6].Z()); // Back
//assert(fVertex[5].Y() == fVertex[0].Y()); // Bottom
//assert(fVertex[3].Y() == fVertex[6].Y()); // Top
//assert(fVertex[7].X() == fVertex[0].X()); // Left
//assert(fVertex[1].X() == fVertex[6].X()); // Right
// Just test the all other's vertexes lie within our axis limits
for (UInt_t v = 0; v < 8; v++) {
for (UInt_t a = 0; a < 3; a++)
{
if ((other.fVertex[v][a] < fVertex[0][a]) ||
(other.fVertex[v][a] > fVertex[6][a])) {
return kFALSE;
}
}
}
return kTRUE;
}
//______________________________________________________________________________
Bool_t TGLBoundingBox::Intersect(const TGLBoundingBox & a, const TGLBoundingBox & b)
{
// TODO: For some reason this intersection test gives incorrect result if first
// BB is smaller than other - no idea why as should be symetric - need to investigate.
//assert(Volume() > other.Volume());
TGLVector3 aHL = a.Extents() / 2.0; // Half length extents
TGLVector3 bHL = b.Extents() / 2.0; // Half length extents
// Perform seperating axes search - test is greatly simplified
// if we convert into our local frame
// Find translation in parent frame
TGLVector3 parentT = b.Center() - a.Center();
// Find translation in A's frame
TGLVector3 aT(Dot(parentT, a.Axis(0)), Dot(parentT, a.Axis(1)), Dot(parentT, a.Axis(2)));
// Find B's basis with respect to A's local frame
// Get rotation matrix
Double_t roaT[3][3];
UInt_t i, k;
for (i=0 ; i<3 ; i++) {
for (k=0; k<3; k++) {
roaT[i][k] = Dot(a.Axis(i), b.Axis(k));
}
}
// Perform separating axis test for all 15 potential
// axes. If no seperating axes found, the two boxes overlap.
Double_t ra, rb, t;
// A's 3 basis vectors
for (i=0; i<3; i++) {
ra = aHL[i];
rb = bHL[0]*fabs(roaT[i][0]) + bHL[1]*fabs(roaT[i][1]) + bHL[2]*fabs(roaT[i][2]);
t = fabs(aT[i]);
if (t > ra + rb)
return kFALSE;
}
// B's 3 basis vectors
for (k=0; k<3; k++) {
ra = aHL[0]*fabs(roaT[0][k]) + aHL[1]*fabs(roaT[1][k]) + aHL[2]*fabs(roaT[2][k]);
rb = bHL[k];
t = fabs(aT[0]*roaT[0][k] + aT[1]*roaT[1][k] + aT[2]*roaT[2][k]);
if (t > ra + rb)
return kFALSE;
}
// Now the 9 cross products
// A0 x B0
ra = aHL[1]*fabs(roaT[2][0]) + aHL[2]*fabs(roaT[1][0]);
rb = bHL[1]*fabs(roaT[0][2]) + bHL[2]*fabs(roaT[0][1]);
t = fabs(aT[2]*roaT[1][0] - aT[1]*roaT[2][0]);
if (t > ra + rb)
return kFALSE;
// A0 x B1
ra = aHL[1]*fabs(roaT[2][1]) + aHL[2]*fabs(roaT[1][1]);
rb = bHL[0]*fabs(roaT[0][2]) + bHL[2]*fabs(roaT[0][0]);
t = fabs(aT[2]*roaT[1][1] - aT[1]*roaT[2][1]);
if (t > ra + rb)
return kFALSE;
// A0 x B2
ra = aHL[1]*fabs(roaT[2][2]) + aHL[2]*fabs(roaT[1][2]);
rb = bHL[0]*fabs(roaT[0][1]) + bHL[1]*fabs(roaT[0][0]);
t = fabs(aT[2]*roaT[1][2] - aT[1]*roaT[2][2]);
if (t > ra + rb)
return kFALSE;
// A1 x B0
ra = aHL[0]*fabs(roaT[2][0]) + aHL[2]*fabs(roaT[0][0]);
rb = bHL[1]*fabs(roaT[1][2]) + bHL[2]*fabs(roaT[1][1]);
t = fabs(aT[0]*roaT[2][0] - aT[2]*roaT[0][0]);
if (t > ra + rb)
return kFALSE;
// A1 x B1
ra = aHL[0]*fabs(roaT[2][1]) + aHL[2]*fabs(roaT[0][1]);
rb = bHL[0]*fabs(roaT[1][2]) + bHL[2]*fabs(roaT[1][0]);
t = fabs(aT[0]*roaT[2][1] - aT[2]*roaT[0][1]);
if (t > ra + rb)
return kFALSE;
// A1 x B2
ra = aHL[0]*fabs(roaT[2][2]) + aHL[2]*fabs(roaT[0][2]);
rb = bHL[0]*fabs(roaT[1][1]) + bHL[1]*fabs(roaT[1][0]);
t = fabs(aT[0]*roaT[2][2] - aT[2]*roaT[0][2]);
if (t > ra + rb)
return kFALSE;
// A2 x B0
ra = aHL[0]*fabs(roaT[1][0]) + aHL[1]*fabs(roaT[0][0]);
rb = bHL[1]*fabs(roaT[2][2]) + bHL[2]*fabs(roaT[2][1]);
t = fabs(aT[1]*roaT[0][0] - aT[0]*roaT[1][0]);
if (t > ra + rb)
return kFALSE;
// A2 x B1
ra = aHL[0]*fabs(roaT[1][1]) + aHL[1]*fabs(roaT[0][1]);
rb = bHL[0]*fabs(roaT[2][2]) + bHL[2]*fabs(roaT[2][0]);
t = fabs(aT[1]*roaT[0][1] - aT[0]*roaT[1][1]);
if (t > ra + rb)
return kFALSE;
// A2 x B2
ra = aHL[0]*fabs(roaT[1][2]) + aHL[1]*fabs(roaT[0][2]);
rb = bHL[0]*fabs(roaT[2][1]) + bHL[1]*fabs(roaT[2][0]);
t = fabs(aT[1]*roaT[0][2] - aT[0]*roaT[1][2]);
if (t > ra + rb)
return kFALSE;
// No separating axis - two boxes overlap
return true;
}
//______________________________________________________________________________
void TGLBoundingBox::Draw() const
{
glBegin(GL_LINE_LOOP);
glVertex3dv(fVertex[0].CArr());
glVertex3dv(fVertex[1].CArr());
glVertex3dv(fVertex[2].CArr());
glVertex3dv(fVertex[3].CArr());
glVertex3dv(fVertex[7].CArr());
glVertex3dv(fVertex[6].CArr());
glVertex3dv(fVertex[5].CArr());
glVertex3dv(fVertex[4].CArr());
glEnd();
glBegin(GL_LINES);
glVertex3dv(fVertex[1].CArr());
glVertex3dv(fVertex[5].CArr());
glVertex3dv(fVertex[2].CArr());
glVertex3dv(fVertex[6].CArr());
glVertex3dv(fVertex[0].CArr());
glVertex3dv(fVertex[3].CArr());
glVertex3dv(fVertex[4].CArr());
glVertex3dv(fVertex[7].CArr());
glEnd();
}
//______________________________________________________________________________
Double_t TGLBoundingBox::Min(UInt_t index) const
{
Double_t min = fVertex[0][index];
for (UInt_t v = 1; v < 8; v++) {
if (fVertex[v][index] < min) {
min = fVertex[v][index];
}
}
return min;
}
//______________________________________________________________________________
Double_t TGLBoundingBox::Max(UInt_t index) const
{
Double_t max = fVertex[0][index];
for (UInt_t v = 1; v < 8; v++) {
if (fVertex[v][index] > max) {
max = fVertex[v][index];
}
}
return max;
}
//______________________________________________________________________________
void TGLBoundingBox::Dump() const
{
for (UInt_t i = 0; i<8; i++) {
std::cout << "[" << i << "] (" << fVertex[i].X() << "," << fVertex[i].Y() << "," << fVertex[i].Z() << ")" << std::endl;
}
std::cout << "Center ";
Center().Dump();
std::cout << " Volume " << Volume() << std::endl;
}
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