520 lines
18 KiB
C++

/*******************************************************************************
* The MIT License (MIT)
*
* Copyright (c) 2015 David Williams and Matthew Williams
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in all
* copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*******************************************************************************/
#include <algorithm>
#include <limits>
namespace PolyVox
{
/**
*/
inline Region Region::MaxRegion()
{
return Region(
(std::numeric_limits<int32_t>::min)(), (std::numeric_limits<int32_t>::min)(), (std::numeric_limits<int32_t>::min)(),
(std::numeric_limits<int32_t>::max)(), (std::numeric_limits<int32_t>::max)(), (std::numeric_limits<int32_t>::max)());
}
/**
* This Region is not considered valid as defined by isValid(). It's main application
* is to initialise a Region to this value and then() accumulate positions. The result
* of this will be a Region which encompasses all positions specified.
*/
inline Region Region::InvertedRegion()
{
return Region(
(std::numeric_limits<int32_t>::max)(), (std::numeric_limits<int32_t>::max)(), (std::numeric_limits<int32_t>::max)(),
(std::numeric_limits<int32_t>::min)(), (std::numeric_limits<int32_t>::min)(), (std::numeric_limits<int32_t>::min)());
}
/**
* \param iX The 'x' component of the position to accumulate.
* \param iY The 'y' component of the position to accumulate.
* \param iZ The 'z' component of the position to accumulate.
*/
inline void Region::accumulate(int32_t iX, int32_t iY, int32_t iZ)
{
m_iLowerX = ((std::min)(m_iLowerX, iX));
m_iLowerY = ((std::min)(m_iLowerY, iY));
m_iLowerZ = ((std::min)(m_iLowerZ, iZ));
m_iUpperX = ((std::max)(m_iUpperX, iX));
m_iUpperY = ((std::max)(m_iUpperY, iY));
m_iUpperZ = ((std::max)(m_iUpperZ, iZ));
}
/**
* \param v3dPos The position to accumulate.
*/
inline void Region::accumulate(const Vector3DInt32& v3dPos)
{
accumulate(v3dPos.getX(), v3dPos.getY(), v3dPos.getZ());
}
/**
* Note that this is not the same as computing the union of two Regions (as the result of
* such a union may not be a shape which can be exactly represented by a Region). Instead,
* the result is simply big enough to contain both this Region and the one passed as a parameter.
* \param reg The Region to accumulate. This must be valid as defined by the isValid() function.
* \sa isValid()
*/
inline void Region::accumulate(const Region& reg)
{
if (!reg.isValid())
{
POLYVOX_THROW(invalid_operation, "You cannot accumulate an invalid region."); //The result of accumulating an invalid region is not defined.
}
m_iLowerX = ((std::min)(m_iLowerX, reg.getLowerX()));
m_iLowerY = ((std::min)(m_iLowerY, reg.getLowerY()));
m_iLowerZ = ((std::min)(m_iLowerZ, reg.getLowerZ()));
m_iUpperX = ((std::max)(m_iUpperX, reg.getUpperX()));
m_iUpperY = ((std::max)(m_iUpperY, reg.getUpperY()));
m_iUpperZ = ((std::max)(m_iUpperZ, reg.getUpperZ()));
}
/**
* Constructs a Region and clears all extents to zero.
*/
inline Region::Region()
:m_iLowerX(0)
, m_iLowerY(0)
, m_iLowerZ(0)
, m_iUpperX(0)
, m_iUpperY(0)
, m_iUpperZ(0)
{
}
/**
* Constructs a Region and sets the lower and upper corners to the specified values.
* \param v3dLowerCorner The desired lower corner of the Region.
* \param v3dUpperCorner The desired upper corner of the Region.
*/
inline Region::Region(const Vector3DInt32& v3dLowerCorner, const Vector3DInt32& v3dUpperCorner)
:m_iLowerX(v3dLowerCorner.getX())
, m_iLowerY(v3dLowerCorner.getY())
, m_iLowerZ(v3dLowerCorner.getZ())
, m_iUpperX(v3dUpperCorner.getX())
, m_iUpperY(v3dUpperCorner.getY())
, m_iUpperZ(v3dUpperCorner.getZ())
{
}
/**
* Constructs a Region and sets the extents to the specified values.
* \param iLowerX The desired lower 'x' extent of the Region.
* \param iLowerY The desired lower 'y' extent of the Region.
* \param iLowerZ The desired lower 'z' extent of the Region.
* \param iUpperX The desired upper 'x' extent of the Region.
* \param iUpperY The desired upper 'y' extent of the Region.
* \param iUpperZ The desired upper 'z' extent of the Region.
*/
inline Region::Region(int32_t iLowerX, int32_t iLowerY, int32_t iLowerZ, int32_t iUpperX, int32_t iUpperY, int32_t iUpperZ)
:m_iLowerX(iLowerX)
, m_iLowerY(iLowerY)
, m_iLowerZ(iLowerZ)
, m_iUpperX(iUpperX)
, m_iUpperY(iUpperY)
, m_iUpperZ(iUpperZ)
{
}
/**
* Two regions are considered equal if all their extents match.
* \param rhs The Region to compare to.
* \return true if the Regions match.
* \sa operator!=
*/
inline bool Region::operator==(const Region& rhs) const
{
return ((m_iLowerX == rhs.m_iLowerX) && (m_iLowerY == rhs.m_iLowerY) && (m_iLowerZ == rhs.m_iLowerZ)
&& (m_iUpperX == rhs.m_iUpperX) && (m_iUpperY == rhs.m_iUpperY) && (m_iUpperZ == rhs.m_iUpperZ));
}
/**
* Two regions are considered different if any of their extents differ.
* \param rhs The Region to compare to.
* \return true if the Regions are different.
* \sa operator==
*/
inline bool Region::operator!=(const Region& rhs) const
{
return !(*this == rhs);
}
/**
* The boundary value can be used to ensure a position is only considered to be inside
* the Region if it is that far in in all directions. Also, the test is inclusive such
* that positions lying exactly on the edge of the Region are considered to be inside it.
* \param fX The 'x' position of the point to test.
* \param fY The 'y' position of the point to test.
* \param fZ The 'z' position of the point to test.
* \param boundary The desired boundary value.
*/
inline bool Region::containsPoint(float fX, float fY, float fZ, float boundary) const
{
return (fX <= m_iUpperX - boundary)
&& (fY <= m_iUpperY - boundary)
&& (fZ <= m_iUpperZ - boundary)
&& (fX >= m_iLowerX + boundary)
&& (fY >= m_iLowerY + boundary)
&& (fZ >= m_iLowerZ + boundary);
}
/**
* The boundary value can be used to ensure a position is only considered to be inside
* the Region if it is that far in in all directions. Also, the test is inclusive such
* that positions lying exactly on the edge of the Region are considered to be inside it.
* \param pos The position to test.
* \param boundary The desired boundary value.
*/
inline bool Region::containsPoint(const Vector3DFloat& pos, float boundary) const
{
return containsPoint(pos.getX(), pos.getY(), pos.getZ(), boundary);
}
/**
* The boundary value can be used to ensure a position is only considered to be inside
* the Region if it is that far in in all directions. Also, the test is inclusive such
* that positions lying exactly on the edge of the Region are considered to be inside it.
* \param iX The 'x' position of the point to test.
* \param iY The 'y' position of the point to test.
* \param iZ The 'z' position of the point to test.
* \param boundary The desired boundary value.
*/
inline bool Region::containsPoint(int32_t iX, int32_t iY, int32_t iZ, uint8_t boundary) const
{
return (iX <= m_iUpperX - boundary)
&& (iY <= m_iUpperY - boundary)
&& (iZ <= m_iUpperZ - boundary)
&& (iX >= m_iLowerX + boundary)
&& (iY >= m_iLowerY + boundary)
&& (iZ >= m_iLowerZ + boundary);
}
/**
* The boundary value can be used to ensure a position is only considered to be inside
* the Region if it is that far in in all directions. Also, the test is inclusive such
* that positions lying exactly on the edge of the Region are considered to be inside it.
* \param pos The position to test.
* \param boundary The desired boundary value.
*/
inline bool Region::containsPoint(const Vector3DInt32& pos, uint8_t boundary) const
{
return containsPoint(pos.getX(), pos.getY(), pos.getZ(), boundary);
}
/**
* The boundary value can be used to ensure a position is only considered to be inside
* the Region if it is that far in in the 'x' direction. Also, the test is inclusive such
* that positions lying exactly on the edge of the Region are considered to be inside it.
* \param pos The position to test.
* \param boundary The desired boundary value.
*/
inline bool Region::containsPointInX(float pos, float boundary) const
{
return (pos <= m_iUpperX - boundary)
&& (pos >= m_iLowerX + boundary);
}
/**
* The boundary value can be used to ensure a position is only considered to be inside
* the Region if it is that far in in the 'x' direction. Also, the test is inclusive such
* that positions lying exactly on the edge of the Region are considered to be inside it.
* \param pos The position to test.
* \param boundary The desired boundary value.
*/
inline bool Region::containsPointInX(int32_t pos, uint8_t boundary) const
{
return (pos <= m_iUpperX - boundary)
&& (pos >= m_iLowerX + boundary);
}
/**
* The boundary value can be used to ensure a position is only considered to be inside
* the Region if it is that far in in the 'y' direction. Also, the test is inclusive such
* that positions lying exactly on the edge of the Region are considered to be inside it.
* \param pos The position to test.
* \param boundary The desired boundary value.
*/
inline bool Region::containsPointInY(float pos, float boundary) const
{
return (pos <= m_iUpperY - boundary)
&& (pos >= m_iLowerY + boundary);
}
/**
* The boundary value can be used to ensure a position is only considered to be inside
* the Region if it is that far in in the 'y' direction. Also, the test is inclusive such
* that positions lying exactly on the edge of the Region are considered to be inside it.
* \param pos The position to test.
* \param boundary The desired boundary value.
*/
inline bool Region::containsPointInY(int32_t pos, uint8_t boundary) const
{
return (pos <= m_iUpperY - boundary)
&& (pos >= m_iLowerY + boundary);
}
/**
* The boundary value can be used to ensure a position is only considered to be inside
* the Region if it is that far in in the 'z' direction. Also, the test is inclusive such
* that positions lying exactly on the edge of the Region are considered to be inside it.
* \param pos The position to test.
* \param boundary The desired boundary value.
*/
inline bool Region::containsPointInZ(float pos, float boundary) const
{
return (pos <= m_iUpperZ - boundary)
&& (pos >= m_iLowerZ + boundary);
}
/**
* The boundary value can be used to ensure a position is only considered to be inside
* the Region if it is that far in in the 'z' direction. Also, the test is inclusive such
* that positions lying exactly on the edge of the Region are considered to be inside it.
* \param pos The position to test.
* \param boundary The desired boundary value.
*/
inline bool Region::containsPointInZ(int32_t pos, uint8_t boundary) const
{
return (pos <= m_iUpperZ - boundary)
&& (pos >= m_iLowerZ + boundary);
}
/**
* The boundary value can be used to ensure a region is only considered to be inside
* another Region if it is that far in in all directions. Also, the test is inclusive such
* that a region is considered to be inside of itself.
* \param reg The region to test.
* \param boundary The desired boundary value.
*/
inline bool Region::containsRegion(const Region& reg, uint8_t boundary) const
{
return (reg.m_iUpperX <= m_iUpperX - boundary)
&& (reg.m_iUpperY <= m_iUpperY - boundary)
&& (reg.m_iUpperZ <= m_iUpperZ - boundary)
&& (reg.m_iLowerX >= m_iLowerX + boundary)
&& (reg.m_iLowerY >= m_iLowerY + boundary)
&& (reg.m_iLowerZ >= m_iLowerZ + boundary);
}
/**
* After calling this functions, the extents of this Region are given by the intersection
* of this Region and the one it was cropped to.
* \param other The Region to crop to.
*/
inline void Region::cropTo(const Region& other)
{
m_iLowerX = ((std::max)(m_iLowerX, other.m_iLowerX));
m_iLowerY = ((std::max)(m_iLowerY, other.m_iLowerY));
m_iLowerZ = ((std::max)(m_iLowerZ, other.m_iLowerZ));
m_iUpperX = ((std::min)(m_iUpperX, other.m_iUpperX));
m_iUpperY = ((std::min)(m_iUpperY, other.m_iUpperY));
m_iUpperZ = ((std::min)(m_iUpperZ, other.m_iUpperZ));
}
/**
* The same amount of growth is applied in all directions. Negative growth
* is possible but you should prefer the shrink() function for clarity.
* \param iAmount The amount to grow by.
*/
inline void Region::grow(int32_t iAmount)
{
m_iLowerX -= iAmount;
m_iLowerY -= iAmount;
m_iLowerZ -= iAmount;
m_iUpperX += iAmount;
m_iUpperY += iAmount;
m_iUpperZ += iAmount;
}
/**
* The amount can be specified seperatly for each direction. Negative growth
* is possible but you should prefer the shrink() function for clarity.
* \param iAmountX The amount to grow by in 'x'.
* \param iAmountY The amount to grow by in 'y'.
* \param iAmountZ The amount to grow by in 'z'.
*/
inline void Region::grow(int32_t iAmountX, int32_t iAmountY, int32_t iAmountZ)
{
m_iLowerX -= iAmountX;
m_iLowerY -= iAmountY;
m_iLowerZ -= iAmountZ;
m_iUpperX += iAmountX;
m_iUpperY += iAmountY;
m_iUpperZ += iAmountZ;
}
/**
* The amount can be specified seperatly for each direction. Negative growth
* is possible but you should prefer the shrink() function for clarity.
* \param v3dAmount The amount to grow by (one component for each direction).
*/
inline void Region::grow(const Vector3DInt32& v3dAmount)
{
grow(v3dAmount.getX(), v3dAmount.getY(), v3dAmount.getZ());
}
/**
*/
inline bool Region::isValid(void) const
{
return (m_iUpperX >= m_iLowerX) && (m_iUpperY >= m_iLowerY) && (m_iUpperZ >= m_iLowerZ);
}
/**
* \param iAmountX The amount to move the Region by in 'x'.
* \param iAmountY The amount to move the Region by in 'y'.
* \param iAmountZ The amount to move the Region by in 'z'.
*/
inline void Region::shift(int32_t iAmountX, int32_t iAmountY, int32_t iAmountZ)
{
shiftLowerCorner(iAmountX, iAmountY, iAmountZ);
shiftUpperCorner(iAmountX, iAmountY, iAmountZ);
}
/**
* \param v3dAmount The amount to move the Region by.
*/
inline void Region::shift(const Vector3DInt32& v3dAmount)
{
shiftLowerCorner(v3dAmount);
shiftUpperCorner(v3dAmount);
}
/**
* \param iAmountX The amount to move the lower corner by in 'x'.
* \param iAmountY The amount to move the lower corner by in 'y'.
* \param iAmountZ The amount to move the lower corner by in 'z'.
*/
inline void Region::shiftLowerCorner(int32_t iAmountX, int32_t iAmountY, int32_t iAmountZ)
{
m_iLowerX += iAmountX;
m_iLowerY += iAmountY;
m_iLowerZ += iAmountZ;
}
/**
* \param v3dAmount The amount to move the lower corner by.
*/
inline void Region::shiftLowerCorner(const Vector3DInt32& v3dAmount)
{
shiftLowerCorner(v3dAmount.getX(), v3dAmount.getY(), v3dAmount.getZ());
}
/**
* \param iAmountX The amount to move the upper corner by in 'x'.
* \param iAmountY The amount to move the upper corner by in 'y'.
* \param iAmountZ The amount to move the upper corner by in 'z'.
*/
inline void Region::shiftUpperCorner(int32_t iAmountX, int32_t iAmountY, int32_t iAmountZ)
{
m_iUpperX += iAmountX;
m_iUpperY += iAmountY;
m_iUpperZ += iAmountZ;
}
/**
* \param v3dAmount The amount to move the upper corner by.
*/
inline void Region::shiftUpperCorner(const Vector3DInt32& v3dAmount)
{
shiftUpperCorner(v3dAmount.getX(), v3dAmount.getY(), v3dAmount.getZ());
}
/**
* The same amount of shrinkage is applied in all directions. Negative shrinkage
* is possible but you should prefer the grow() function for clarity.
* \param iAmount The amount to shrink by.
*/
inline void Region::shrink(int32_t iAmount)
{
m_iLowerX += iAmount;
m_iLowerY += iAmount;
m_iLowerZ += iAmount;
m_iUpperX -= iAmount;
m_iUpperY -= iAmount;
m_iUpperZ -= iAmount;
}
/**
* The amount can be specified seperatly for each direction. Negative shrinkage
* is possible but you should prefer the grow() function for clarity.
* \param iAmountX The amount to shrink by in 'x'.
* \param iAmountY The amount to shrink by in 'y'.
* \param iAmountZ The amount to shrink by in 'z'.
*/
inline void Region::shrink(int32_t iAmountX, int32_t iAmountY, int32_t iAmountZ)
{
m_iLowerX += iAmountX;
m_iLowerY += iAmountY;
m_iLowerZ += iAmountZ;
m_iUpperX -= iAmountX;
m_iUpperY -= iAmountY;
m_iUpperZ -= iAmountZ;
}
/**
* The amount can be specified seperatly for each direction. Negative shrinkage
* is possible but you should prefer the grow() function for clarity.
* \param v3dAmount The amount to shrink by (one component for each direction).
*/
inline void Region::shrink(const Vector3DInt32& v3dAmount)
{
shrink(v3dAmount.getX(), v3dAmount.getY(), v3dAmount.getZ());
}
/**
* This function only returns true if the regions are really intersecting and not simply touching.
*/
inline bool intersects(const Region& a, const Region& b)
{
// No intersection if seperated along an axis.
if (a.getUpperX() < b.getLowerX() || a.getLowerX() > b.getUpperX()) return false;
if (a.getUpperY() < b.getLowerY() || a.getLowerY() > b.getUpperY()) return false;
if (a.getUpperZ() < b.getLowerZ() || a.getLowerZ() > b.getUpperZ()) return false;
// Overlapping on all axes means Regions are intersecting.
return true;
}
/**
* Enables the Region to be used intuitively with output streams such as cout.
* \param os The output stream to write to.
* \param region The Region to write to the stream.
* \return A reference to the output stream to allow chaining.
*/
inline std::ostream& operator<<(std::ostream& os, const Region& region)
{
os << "(" << region.getLowerX() << "," << region.getLowerY() << "," << region.getLowerZ() <<
") to (" << region.getUpperX() << "," << region.getUpperY() << "," << region.getUpperZ() << ")";
return os;
}
}