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PicoGK_BBox.cs
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PicoGK_BBox.cs
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//
// SPDX-License-Identifier: Apache-2.0
//
// PicoGK ("peacock") is a compact software kernel for computational geometry,
// specifically for use in Computational Engineering Models (CEM).
//
// For more information, please visit https://picogk.org
//
// PicoGK is developed and maintained by LEAP 71 - © 2023-2024 by LEAP 71
// https://leap71.com
//
// Computational Engineering will profoundly change our physical world in the
// years ahead. Thank you for being part of the journey.
//
// We have developed this library to be used widely, for both commercial and
// non-commercial projects alike. Therefore, we have released it under a
// permissive open-source license.
//
// The foundation of PicoGK is a thin layer on top of the powerful open-source
// OpenVDB project, which in turn uses many other Free and Open Source Software
// libraries. We are grateful to be able to stand on the shoulders of giants.
//
// LEAP 71 licenses this file to you under the Apache License, Version 2.0
// (the "License"); you may not use this file except in compliance with the
// License. You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, THE SOFTWARE IS
// PROVIDED “AS IS”, WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED.
//
// See the License for the specific language governing permissions and
// limitations under the License.
//
using System.Diagnostics;
using System.Numerics;
using System.Runtime.InteropServices;
namespace PicoGK
{
/// <summary>
/// 2D Bounding Box object
/// </summary>
[StructLayout(LayoutKind.Sequential, Pack = 1)]
public struct BBox2
{
/// <summary>
/// Creates an empty Bounding Box
/// </summary>
public BBox2()
{
vecMin.X = float.MaxValue;
vecMin.Y = float.MaxValue;
vecMax.X = float.MinValue;
vecMax.Y = float.MinValue;
}
public BBox2( float fMinX,
float fMinY,
float fMaxX,
float fMaxY)
{
vecMin.X = fMinX;
vecMin.Y = fMinY;
vecMax.X = fMaxX;
vecMax.Y = fMaxY;
// Making sure you have set this correctly
Debug.Assert(vecMin.X <= vecMax.X);
Debug.Assert(vecMin.Y <= vecMax.Y);
}
/// <summary>
/// Creates a Bounding Box with the specified min/max
/// </summary>
/// <param name="vecSetMin">Minimum Coord</param>
/// <param name="vecSetMax">Maximum Coord</param>
public BBox2( in Vector2 vecSetMin,
in Vector2 vecSetMax)
{
vecMin = vecSetMin;
vecMax = vecSetMax;
// Making sure you have set this correctly
Debug.Assert(vecMin.X <= vecMax.X);
Debug.Assert(vecMin.Y <= vecMax.Y);
}
/// <summary>
/// Is the BoundingBox empty?
/// </summary>
/// <returns>True: Empty</returns>
public bool bIsEmpty()
{
if (vecMin.X == float.MaxValue)
{
Debug.Assert(vecMin.Y == float.MaxValue);
Debug.Assert(vecMax.X == float.MinValue);
Debug.Assert(vecMax.Y == float.MinValue);
return true;
}
return false;
}
/// <summary>
/// Include the specified vector in the bounding box
/// </summary>
/// <param name="vec">Vector to include</param>
public void Include(Vector2 vec)
{
vecMin.X = Math.Min(vecMin.X, vec.X);
vecMin.Y = Math.Min(vecMin.Y, vec.Y);
vecMax.X = Math.Max(vecMax.X, vec.X);
vecMax.Y = Math.Max(vecMax.Y, vec.Y);
}
/// <summary>
/// Include the specified Bounding Box in this Box
/// </summary>
/// <param name="oBox">Bounding Box to include</param>
public void Include(BBox2 oBox)
{
Include(oBox.vecMin);
Include(oBox.vecMax);
}
/// <summary>
/// Grows the bounding box by the specified value on each side
/// I.E. the width, for example is width + 2*fGrowBy afterwards
/// </summary>
/// <param name="fGrowBy"></param>
public void Grow(float fGrowBy)
{
if (bIsEmpty())
{
vecMin.X = -fGrowBy;
vecMin.Y = -fGrowBy;
vecMax.X = fGrowBy;
vecMax.Y = fGrowBy;
}
else
{
vecMin.X -= fGrowBy;
vecMin.Y -= fGrowBy;
vecMax.X += fGrowBy;
vecMax.Y += fGrowBy;
}
}
/// <summary>
/// Size of the Bounding Box
/// </summary>
/// <returns>A vector corresponding to width and height</returns>
public Vector2 vecSize()
{
return vecMax - vecMin;
}
/// <summary>
/// Center point of the bounding box
/// </summary>
/// <returns>Vector representing the center point</returns>
public Vector2 vecCenter()
{
return vecMin + vecSize() / 2;
}
/// <summary>
/// A string representation of the Bounding Box
/// </summary>
/// <returns></returns>
public override string ToString()
{
return "<Min: " + vecMin.ToString() + " | Max: " + vecMax.ToString() + ">";
}
public Vector2 vecMin;
public Vector2 vecMax;
}
[StructLayout(LayoutKind.Sequential, Pack = 1)]
public struct BBox3
{
/// <summary>
/// Create an empty Bounding Box
/// </summary>
public BBox3()
{
vecMin.X = float.MaxValue;
vecMin.Y = float.MaxValue;
vecMin.Z = float.MaxValue;
vecMax.X = float.MinValue;
vecMax.Y = float.MinValue;
vecMax.Z = float.MinValue;
}
public BBox3( float fMinX,
float fMinY,
float fMinZ,
float fMaxX,
float fMaxY,
float fMaxZ)
{
vecMin.X = fMinX;
vecMin.Y = fMinY;
vecMin.Z = fMinZ;
vecMax.X = fMaxX;
vecMax.Y = fMaxY;
vecMax.Z = fMaxZ;
// Making sure you have set this correctly
Debug.Assert(vecMin.X <= vecMax.X);
Debug.Assert(vecMin.Y <= vecMax.Y);
Debug.Assert(vecMin.Z <= vecMax.Z);
}
/// <summary>
/// Create a Bounding Box based on the specified min/max vectors
/// </summary>
/// <param name="vecSetMin">Minimum vector</param>
/// <param name="vecSetMax">Maximum vector</param>
public BBox3( in Vector3 vecSetMin,
in Vector3 vecSetMax)
{
vecMin = vecSetMin;
vecMax = vecSetMax;
// Making sure you have set this correctly
Debug.Assert(vecMin.X <= vecMax.X);
Debug.Assert(vecMin.Y <= vecMax.Y);
Debug.Assert(vecMin.Z <= vecMax.Z);
}
/// <summary>
/// Size of the Bounding Box
/// </summary>
/// <returns>A 3D Vector corresponding to width, height, depth of the box</returns>
public Vector3 vecSize()
{
return vecMax - vecMin;
}
/// <summary>
/// Is the Bounding Box empty>
/// </summary>
/// <returns>True: Empty</returns>
public bool bIsEmpty()
{
if (vecMin.X == float.MaxValue)
{
Debug.Assert(vecMin.Y == float.MaxValue);
Debug.Assert(vecMin.Z == float.MaxValue);
Debug.Assert(vecMax.X == float.MinValue);
Debug.Assert(vecMax.Y == float.MinValue);
Debug.Assert(vecMax.Z == float.MinValue);
return true;
}
return false;
}
/// <summary>
/// Include the specified vector in the Bounding Box
/// </summary>
/// <param name="vec">Vector to include</param>
public void Include(Vector3 vec)
{
Debug.Assert(!float.IsNaN(vec.X));
Debug.Assert(!float.IsNaN(vec.Y));
Debug.Assert(!float.IsNaN(vec.Z));
vecMin.X = Math.Min(vecMin.X, vec.X);
vecMin.Y = Math.Min(vecMin.Y, vec.Y);
vecMin.Z = Math.Min(vecMin.Z, vec.Z);
vecMax.X = Math.Max(vecMax.X, vec.X);
vecMax.Y = Math.Max(vecMax.Y, vec.Y);
vecMax.Z = Math.Max(vecMax.Z, vec.Z);
}
/// <summary>
/// Include the specified Bounding Box into this box
/// </summary>
/// <param name="oBox">The box to include</param>
public void Include(BBox3 oBox)
{
if (!oBox.bIsEmpty())
{
Include(oBox.vecMin);
Include(oBox.vecMax);
}
}
/// <summary>
/// Include the specified 2D Bounding Box, with optional Z coord
/// </summary>
/// <param name="oBox">2D Bounding Box to include</param>
/// <param name="fZ">At which Z coord</param>
public void Include(BBox2 oBox, float fZ = 0.0f)
{
if (oBox.bIsEmpty())
return;
Include(new Vector3(oBox.vecMin.X, oBox.vecMin.Y, fZ));
Include(new Vector3(oBox.vecMax.X, oBox.vecMax.Y, fZ));
}
/// <summary>
/// Grows the bounding box by the specified value on each side
/// I.E. the width, for example is width + 2*fGrowBy afterwards
/// </summary>
/// <param name="fGrowBy"></param>
public void Grow(float fGrowBy)
{
if (bIsEmpty())
{
vecMin.X = -fGrowBy;
vecMin.Y = -fGrowBy;
vecMin.Z = -fGrowBy;
vecMax.X = fGrowBy;
vecMax.Y = fGrowBy;
vecMax.Z = fGrowBy;
}
else
{
vecMin.X -= fGrowBy;
vecMin.Y -= fGrowBy;
vecMin.Z -= fGrowBy;
vecMax.X += fGrowBy;
vecMax.Y += fGrowBy;
vecMax.Z += fGrowBy;
}
}
/// <summary>
/// Center of the Bounding Box
/// </summary>
/// <returns>The center vector of the Bounding Box</returns>
public Vector3 vecCenter()
{
return vecMin + vecSize() / 2;
}
/// <summary>
/// Fit the specified Bounding Box into this box, returning Scale and Offset
/// </summary>
/// <param name="oBounds">Bounding box to fit into this box</param>
/// <param name="fScale">How much does it need to be scaled?</param>
/// <param name="vecOffset">How much does it need to be offset after scale</param>
/// <returns></returns>
public BBox3 oFitInto( in BBox3 oBounds,
out float fScale,
out Vector3 vecOffset)
{
Vector3 vecNewMin = vecMin;
Vector3 vecNewMax = vecMax;
float fScaleX = oBounds.vecSize().X / vecSize().X;
float fScaleY = oBounds.vecSize().Y / vecSize().Y;
float fScaleZ = oBounds.vecSize().Z / vecSize().Z;
fScale = Math.Min(Math.Min(fScaleX, fScaleY), fScaleZ);
vecNewMin *= fScale;
vecNewMax *= fScale;
BBox3 oBB = new BBox3(vecNewMin, vecNewMax);
vecOffset = oBounds.vecCenter() - oBB.vecCenter();
oBB.vecMin += vecOffset;
oBB.vecMax += vecOffset;
return oBB;
}
/// <summary>
/// A function to return a random point in a Bounding Box
/// </summary>
/// <param name="oRand">Random object</param>
/// <returns>A random vector inside of this Bounding Box</returns>
public Vector3 vecRandomVectorInside(ref Random oRand)
{
return new Vector3( oRand.NextSingle() * vecSize().X + vecMin.X,
oRand.NextSingle() * vecSize().Y + vecMin.Y,
oRand.NextSingle() * vecSize().Z + vecMin.Z);
}
/// <summary>
/// Return the 2D extent of this Bounding Box
/// </summary>
/// <returns>A 2D Bounding Box with the X/Y extent of this Bounding Box</returns>
public BBox2 oAsBoundingBox2()
{
BBox2 oBB2 = new();
oBB2.Include(new Vector2(vecMin.X, vecMin.Y));
oBB2.Include(new Vector2(vecMax.X, vecMax.Y));
return oBB2;
}
/// <summary>
/// Return the Bounding Box as string
/// </summary>
/// <returns>String with the extent of the box</returns>
public override string ToString()
{
return "<Min: " + vecMin.ToString() + " | Max: " + vecMax.ToString() + ">";
}
public Vector3 vecMin;
public Vector3 vecMax;
}
}