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// Copyright 2013 The Chromium Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
#ifndef COBALT_MATH_BOX_F_H_
#define COBALT_MATH_BOX_F_H_
#include <iosfwd>
#include <string>
#include "cobalt/math/point3_f.h"
#include "cobalt/math/vector3d_f.h"
namespace cobalt {
namespace math {
// A 3d version of RectF, with the positive z-axis pointed towards the camera.
class BoxF {
public:
BoxF() : width_(0.f), height_(0.f), depth_(0.f) {}
BoxF(float width, float height, float depth)
: width_(width < 0 ? 0 : width),
height_(height < 0 ? 0 : height),
depth_(depth < 0 ? 0 : depth) {}
BoxF(const Point3F& origin, float width, float height, float depth)
: origin_(origin),
width_(width < 0 ? 0 : width),
height_(height < 0 ? 0 : height),
depth_(depth < 0 ? 0 : depth) {}
~BoxF() {}
void SetBox(float width, float height, float depth) {
origin_.SetPoint(0, 0, 0);
set_width(width);
set_height(height);
set_depth(depth);
}
void SetBox(const Point3F& origin, float width, float height, float depth) {
set_origin(origin);
set_width(width);
set_height(height);
set_depth(depth);
}
// Scales all three axes by the given scale.
void Scale(float scale) { Scale(scale, scale, scale); }
// Scales each axis by the corresponding given scale.
void Scale(float x_scale, float y_scale, float z_scale) {
origin_.Scale(x_scale, y_scale, z_scale);
set_size(width_ * x_scale, height_ * y_scale, depth_ * z_scale);
}
// Moves the box by the specified distance in each dimension.
void operator+=(const Vector3dF& offset) { origin_ += offset; }
// Returns true if the box has no interior points.
bool IsEmpty() const;
// Computes the union of this box with the given box. The union is the
// smallest box that contains both boxes.
void Union(const BoxF& box);
std::string ToString() const;
float x() const { return origin_.x(); }
void set_x(float x) { origin_.set_x(x); }
float y() const { return origin_.y(); }
void set_y(float y) { origin_.set_y(y); }
float z() const { return origin_.z(); }
void set_z(float z) { origin_.set_z(z); }
float width() const { return width_; }
void set_width(float width) { width_ = width < 0 ? 0 : width; }
float height() const { return height_; }
void set_height(float height) { height_ = height < 0 ? 0 : height; }
float depth() const { return depth_; }
void set_depth(float depth) { depth_ = depth < 0 ? 0 : depth; }
float right() const { return x() + width(); }
float bottom() const { return y() + height(); }
float front() const { return z() + depth(); }
void set_size(float width, float height, float depth) {
width_ = width < 0 ? 0 : width;
height_ = height < 0 ? 0 : height;
depth_ = depth < 0 ? 0 : depth;
}
const Point3F& origin() const { return origin_; }
void set_origin(const Point3F& origin) { origin_ = origin; }
// Expands |this| to contain the given point, if necessary. Please note, even
// if |this| is empty, after the function |this| will continue to contain its
// |origin_|.
void ExpandTo(const Point3F& point);
// Expands |this| to contain the given box, if necessary. Please note, even
// if |this| is empty, after the function |this| will continue to contain its
// |origin_|.
void ExpandTo(const BoxF& box);
private:
// Expands the box to contain the two given points. It is required that each
// component of |min| is less than or equal to the corresponding component in
// |max|. Precisely, what this function does is ensure that after the function
// completes, |this| contains origin_, min, max, and origin_ + (width_,
// height_, depth_), even if the box is empty. Emptiness checks are handled in
// the public function Union.
void ExpandTo(const Point3F& min, const Point3F& max);
Point3F origin_;
float width_;
float height_;
float depth_;
};
BoxF UnionBoxes(const BoxF& a, const BoxF& b);
inline BoxF ScaleBox(const BoxF& b, float x_scale, float y_scale,
float z_scale) {
return BoxF(ScalePoint(b.origin(), x_scale, y_scale, z_scale),
b.width() * x_scale, b.height() * y_scale, b.depth() * z_scale);
}
inline BoxF ScaleBox(const BoxF& b, float scale) {
return ScaleBox(b, scale, scale, scale);
}
inline bool operator==(const BoxF& a, const BoxF& b) {
return a.origin() == b.origin() && a.width() == b.width() &&
a.height() == b.height() && a.depth() == b.depth();
}
inline bool operator!=(const BoxF& a, const BoxF& b) { return !(a == b); }
inline BoxF operator+(const BoxF& b, const Vector3dF& v) {
return BoxF(b.origin() + v, b.width(), b.height(), b.depth());
}
} // namespace math
} // namespace cobalt
#endif // COBALT_MATH_BOX_F_H_