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+ Got rid of zip lib requirement in G3D...
Still can re-enable code by defining _HAVE_ZIP...
+ Remove silly X11 lib dependency from G3D
Code doesn't seem to do anything yet anyway, and even if, we don't want it :p
+ Fix another weird G3D build problem...
+ Remove some __asm usage in g3d, which is not available on Win64
My editor also decided to remove a ton of trailing white spaces...tss...
+ Reapply G3D fixes for 64bit VC
+ not use SSE specific header when SSE not enabled in *nix
+ Updated project files
+ New vmap_assembler VC90/VC80 Project
+ vmap assembler binaries updates
NOTE: Old vmap fikes expected work (as tests show) with new library version.
But better use new generated versions. Its different in small parts to bad or good...
(based on Lynx3d's repo commit 44798d3)
Signed-off-by: VladimirMangos <vladimir@getmangos.com>
195 lines
3.8 KiB
C++
195 lines
3.8 KiB
C++
/**
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@file Box.h
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Box class
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@maintainer Morgan McGuire, http://graphics.cs.williams.edu
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@cite Portions based on Dave Eberly's Magic Software Library at <A HREF="http://www.magic-software.com">http://www.magic-software.com</A>
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@created 2001-06-02
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@edited 2007-06-05
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Copyright 2000-2006, Morgan McGuire.
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All rights reserved.
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*/
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#ifndef G3D_BOX_H
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#define G3D_BOX_H
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#include "G3D/platform.h"
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#include "G3D/Vector3.h"
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#include "G3D/Array.h"
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#include "G3D/Plane.h"
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namespace G3D {
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class CoordinateFrame;
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/**
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An arbitrary 3D box, useful as a bounding box.
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To construct a box from a coordinate frame, center and extent, use the idiom:
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<CODE>Box box = cframe.toObjectSpace(Box(center - extent/2, center + extent/2));</CODE>
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*/
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class Box {
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private:
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static int32 dummy;
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friend class CoordinateFrame;
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/**
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<PRE>
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3 2 7 6
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0 1 4 5
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front back (seen through front)
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</PRE>
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*/
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Vector3 _corner[8];
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/**
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Unit axes.
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*/
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Vector3 _axis[3];
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Vector3 _center;
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/**
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Extent along each axis.
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*/
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Vector3 _extent;
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float _area;
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float _volume;
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void init(
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const Vector3& min,
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const Vector3& max);
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public:
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/**
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Does not initialize the fields.
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*/
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Box();
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/**
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Constructs a box from two opposite corners.
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*/
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Box(
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const Vector3& min,
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const Vector3& max);
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static Box inf();
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Box(class BinaryInput& b);
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Box(const class AABox& b);
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void serialize(class BinaryOutput& b) const;
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void deserialize(class BinaryInput& b);
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/**
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Returns the object to world transformation for
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this box. localFrame().worldToObject(...) takes
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objects into the space where the box axes are
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(1,0,0), (0,1,0), (0,0,1). Note that there
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is no scaling in this transformation.
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*/
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CoordinateFrame localFrame() const;
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void getLocalFrame(CoordinateFrame& frame) const;
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/**
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Returns the centroid of the box.
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*/
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inline Vector3 center() const {
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return _center;
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}
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inline Vector3 corner(int i) const {
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debugAssert(i < 8);
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return _corner[i];
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}
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/**
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Unit length.
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*/
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inline Vector3 axis(int a) const {
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debugAssert(a < 3);
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return _axis[a];
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}
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/**
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Distance from corner(0) to the next corner
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along the box's local axis a.
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*/
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inline float extent(int a) const {
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debugAssert(a < 3);
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return (float)_extent[a];
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}
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inline Vector3 extent() const {
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return _extent;
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}
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/**
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Returns the four corners of a face (0 <= f < 6).
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The corners are returned to form a counter clockwise quad facing outwards.
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*/
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void getFaceCorners(
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int f,
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Vector3& v0,
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Vector3& v1,
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Vector3& v2,
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Vector3& v3) const;
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/**
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See AABox::culledBy
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*/
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bool culledBy
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(
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const Array<Plane>& plane,
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int32& cullingPlaneIndex,
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const uint32 testMask,
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uint32& childMask) const;
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/**
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Conservative culling test that does not produce a mask for children.
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*/
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bool culledBy
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(
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const Array<Plane>& plane,
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int32& cullingPlaneIndex = dummy,
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const uint32 testMask = -1) const;
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bool contains(
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const Vector3& point) const;
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float area() const;
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float volume() const;
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void getRandomSurfacePoint(Vector3& P, Vector3& N = Vector3::ignore()) const;
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/**
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Uniformly distributed on the interior (includes surface)
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*/
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Vector3 randomInteriorPoint() const;
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void getBounds(class AABox&) const;
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bool isFinite() const {
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return G3D::isFinite(_volume);
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}
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};
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}
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#endif
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