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113 lines
3.5 KiB
113 lines
3.5 KiB
/*
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* Copyright (c) 2022, NVIDIA CORPORATION. All rights reserved.
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*
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* SPDX-FileCopyrightText: Copyright (c) 2022 NVIDIA CORPORATION
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* SPDX-License-Identifier: Apache-2.0
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*/
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namespace nvh {
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struct Bbox
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{
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Bbox() = default;
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Bbox(nvmath::vec3f _min, nvmath::vec3f _max)
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: m_min(_min)
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, m_max(_max)
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{
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}
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Bbox(const std::vector<nvmath::vec3f>& corners)
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{
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for(auto& c : corners)
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{
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insert(c);
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}
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}
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void insert(const nvmath::vec3f& v)
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{
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m_min = {std::min(m_min.x, v.x), std::min(m_min.y, v.y), std::min(m_min.z, v.z)};
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m_max = {std::max(m_max.x, v.x), std::max(m_max.y, v.y), std::max(m_max.z, v.z)};
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}
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void insert(const Bbox& b)
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{
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insert(b.m_min);
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insert(b.m_max);
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}
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inline Bbox& operator+=(float v)
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{
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m_min -= v;
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m_max += v;
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return *this;
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}
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inline bool isEmpty() const
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{
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return m_min == nvmath::vec3f{std::numeric_limits<float>::max()}
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|| m_max == nvmath::vec3f{std::numeric_limits<float>::lowest()};
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}
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inline uint32_t rank() const
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{
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uint32_t result{0};
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result += m_min.x < m_max.x;
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result += m_min.y < m_max.y;
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result += m_min.z < m_max.z;
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return result;
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}
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inline bool isPoint() const { return m_min == m_max; }
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inline bool isLine() const { return rank() == 1u; }
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inline bool isPlane() const { return rank() == 2u; }
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inline bool isVolume() const { return rank() == 3u; }
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inline nvmath::vec3f min() { return m_min; }
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inline nvmath::vec3f max() { return m_max; }
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inline nvmath::vec3f extents() { return m_max - m_min; }
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inline nvmath::vec3f center() { return (m_min + m_max) * 0.5f; }
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inline float radius() { return nvmath::length(m_max - m_min) * 0.5f; }
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Bbox transform(nvmath::mat4f mat)
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{
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// Make sure this is a 3D transformation + translation:
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auto r = mat.row(3);
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const float epsilon = 1e-6f;
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assert(fabs(r.x) < epsilon && fabs(r.y) < epsilon && fabs(r.z) < epsilon && fabs(r.w - 1.0f) < epsilon);
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std::vector<nvmath::vec3f> corners(8);
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corners[0] = nvmath::vec3f(mat * nvmath::vec3f(m_min.x, m_min.y, m_min.z));
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corners[1] = nvmath::vec3f(mat * nvmath::vec3f(m_min.x, m_min.y, m_max.z));
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corners[2] = nvmath::vec3f(mat * nvmath::vec3f(m_min.x, m_max.y, m_min.z));
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corners[3] = nvmath::vec3f(mat * nvmath::vec3f(m_min.x, m_max.y, m_max.z));
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corners[4] = nvmath::vec3f(mat * nvmath::vec3f(m_max.x, m_min.y, m_min.z));
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corners[5] = nvmath::vec3f(mat * nvmath::vec3f(m_max.x, m_min.y, m_max.z));
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corners[6] = nvmath::vec3f(mat * nvmath::vec3f(m_max.x, m_max.y, m_min.z));
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corners[7] = nvmath::vec3f(mat * nvmath::vec3f(m_max.x, m_max.y, m_max.z));
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Bbox result(corners);
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return result;
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}
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private:
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nvmath::vec3f m_min{std::numeric_limits<float>::max()};
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nvmath::vec3f m_max{-std::numeric_limits<float>::max()};
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};
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template <typename T, typename TFlag>
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inline bool hasFlag(T a, TFlag flag)
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{
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return (a & flag) == flag;
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}
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} // namespace nvh
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