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Christophe Geuzaine authored
- fix bb computation to avoid model jumping around when adding points in z=0 plane - pass interpol matrices as ref
Christophe Geuzaine authored- fix bb computation to avoid model jumping around when adding points in z=0 plane - pass interpol matrices as ref
SBoundingBox3d.h 2.42 KiB
// Gmsh - Copyright (C) 1997-2009 C. Geuzaine, J.-F. Remacle
//
// See the LICENSE.txt file for license information. Please report all
// bugs and problems to <gmsh@geuz.org>.
#ifndef _SBOUNDING_BOX_3D_H_
#define _SBOUNDING_BOX_3D_H_
#include <float.h>
#include "SPoint3.h"
#if defined(WIN32)
#undef min
#undef max
#endif
// A bounding box class - add points and it grows to be the bounding
// box of the point set
class SBoundingBox3d {
public:
SBoundingBox3d()
: MinPt(DBL_MAX,DBL_MAX,DBL_MAX), MaxPt(-DBL_MAX,-DBL_MAX,-DBL_MAX) {}
SBoundingBox3d(const SPoint3 &pt)
: MinPt(pt), MaxPt(pt) {}
bool empty()
{
if(MinPt.x() == DBL_MAX || MinPt.y() == DBL_MAX || MinPt.z() == DBL_MAX ||
MaxPt.x() == -DBL_MAX || MaxPt.y() == -DBL_MAX || MaxPt.z() == -DBL_MAX)
return true;
return false;
}
void reset()
{
MinPt = SPoint3(DBL_MAX,DBL_MAX,DBL_MAX);
MaxPt = SPoint3(-DBL_MAX,-DBL_MAX,-DBL_MAX);
}
void operator+=(const SPoint3 &pt)
{
// note: it is possible for pt[i] to be both > MaxPt[i] and < MinPt[i]
// the first point always will be both
if(pt[0] < MinPt[0])
MinPt[0] = pt[0];
if (pt[0] > MaxPt[0])
MaxPt[0] = pt[0];
if(pt[1] < MinPt[1])
MinPt[1] = pt[1];
if (pt[1] > MaxPt[1])
MaxPt[1] = pt[1];
if(pt[2] < MinPt[2])
MinPt[2] = pt[2];
if (pt[2] > MaxPt[2])
MaxPt[2] = pt[2];
}
void operator+=(const SBoundingBox3d &box)
{
(*this) += box.MinPt;
(*this) += box.MaxPt;
}
void operator*=(double scale)
{
SPoint3 center = (MinPt + MaxPt) * .5;
MaxPt -= center;
MinPt -= center;
MaxPt *= scale;
MinPt *= scale;
MaxPt += center;
MinPt += center;
}
void scale(double sx, double sy, double sz)
{
SPoint3 center = (MinPt + MaxPt) * .5;
MaxPt -= center;
MinPt -= center;
MaxPt[0] *= sx; MaxPt[1] *= sy; MaxPt[2] *= sz;
MinPt[0] *= sx; MinPt[1] *= sy; MinPt[2] *= sz;
MaxPt += center;
MinPt += center;
}
SPoint3 min() const { return MinPt; }
SPoint3 max() const { return MaxPt; }
SPoint3 center() const { return (MinPt + MaxPt) * .5; }
void makeCube()
{
SPoint3 len = MaxPt - MinPt;
double scales[3];
double max = -1.0;
for(int i = 0; i < 3; i++)
max = len[i] > max ? len[i] : max;
for(int j = 0; j < 3; j++)
scales[j] = max/len[j];
scale(scales[0],scales[1],scales[2]);
}
private:
SPoint3 MinPt, MaxPt;
};
#endif