Library of Assembled Shared Sources
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your momma's axis aligned bounding box. More...
#include <aabb_2d.h>
Public Member Functions | |
Aabb2D () | |
Construct an empty bounding box. | |
Aabb2D (const TPoint &min, const TPoint &max) | |
Construct bounding box, spanned by min and max. | |
Aabb2D (const TPoint &point) | |
Construct bounding box around a single point (min == max) | |
template<class MMP2> | |
Aabb2D (const Aabb2D< T, MMP2 > &other) | |
copy constructor. | |
const TPoint & | min () const |
return corner with smallest component values | |
const TPoint & | max () const |
Return corner with largest component values. | |
void | setMin (const TPoint &min) |
set corner with smallest component values | |
void | setMax (const TPoint &max) |
set corner with larges component values | |
template<class MMP2> | |
TSelf & | operator= (const Aabb2D< T, MMP2 > &other) |
assign one bounding box to another. | |
TSelf & | operator+= (const TPoint &point) |
Expand bounding box so it contains point. | |
template<class MMP2> | |
TSelf & | operator+= (const Aabb2D< T, MMP2 > &other) |
Expand bounding box so it contains the other bounding box. | |
void | grow (TParam iDistance) |
Expand bounding box by distance iDistance. | |
void | scale (TParam iScale) |
Scale bounding box by scale iScale. | |
const TPointH | center () const |
Return the center point of the bounding box. | |
const TVector | size () const |
Return size of bounding box per axis, max - min. | |
const TValue | perimeter () const |
Returns perimeter of bounding box. | |
const TValue | area () const |
Returns area of bounding box. | |
Side | classify (const TPoint &point) const |
Classify if a point is in or outside the bounding box, or on its surface. | |
bool | contains (const TPoint &point) const |
Returns true if point is inside bounding box or on its surface. | |
template<class MMP2> | |
bool | contains (const Aabb2D< T, MMP2 > &other) const |
Returns true if the AABB other is inside (or on its surface) this AABB. | |
template<class MMP2> | |
bool | intersects (const Aabb2D< T, MMP2 > &other) const |
Check if two axis-aligned bounding boxes do intersect. | |
template<class MMP2> | |
bool | collides (const Aabb2D< T, MMP2 > &other) const |
Check if two axis-aligned bounding boxes do dollide. | |
template<class RandomGenerator> | |
const TPoint | random (RandomGenerator &random) const |
Return a random point so that bounding box contains it. | |
void | clear () |
set AABB to an empty box | |
bool | isEmpty () const |
Return true if bounding box contains no points. | |
bool | isValid () const |
internal check to see if AABB is valid. | |
template<typename MMP2> | |
void | swap (Aabb2D< T, MMP2 > &other) |
swap two bounding boxes. | |
Related Symbols | |
(Note that these are not member symbols.) | |
template<typename T, class MMPa, class MMPb> | |
const Aabb2D< T, MMPa > | operator+ (const Aabb2D< T, MMPa > &a, const Aabb2D< T, MMPb > &b) |
join two AABBs | |
template<typename T, class MMP> | |
const Aabb2D< T, MMP > | operator+ (const Aabb2D< T, MMP > &a, const Point2D< T > &b) |
add a point to an AABB | |
template<typename T, class MMP> | |
const Aabb2D< T, MMP > | operator+ (const Point2D< T > &a, const Aabb2D< T, MMP > &b) |
add a point to an AABB | |
template<typename T> | |
const Aabb2D< T > | aabb (const Point2D< T > &point) |
create an aabb with a single point in it | |
template<typename T, class MMP> | |
T | distance (const Aabb2D< T, MMP > &a, const Point2D< T > &b) |
distance between AABB and point | |
template<typename T, class MMPa, class MMPb> | |
T | distance (const Aabb2D< T, MMPa > &a, const Aabb2D< T, MMPb > &b) |
distance between two AABBs | |
template<typename T, class MMPa, class MMPb, class MMPr> | |
Result | intersect (const Aabb2D< T, MMPa > &a, const Aabb2D< T, MMPb > &b, Aabb2D< T, MMPr > &result) |
Calculate the intersection of two axis aligned bounding boxes. | |
template<typename T, class DegeneratePolicy> | |
Aabb2D< T > | aabb (const SimplePolygon2D< T, DegeneratePolicy > &polygon) |
determine axis aligned bounding box of a 2D simple polygon | |
your momma's axis aligned bounding box.
An AABB (Axis Aligned Bounding Box) is a rectangular box of a given dimension (in this case a 2D rectangle), that is often used as a simple bounding volume of another primitive or data structure.
"A form of a bounding box where the box is aligned to the axis therefore only two points in space are needed to define it. AABB's are much faster to use, and take up less memory, but are very limited in the sense that they can only be aligned to the axis.", http://www.gamedev.net/dict/term.asp?TermID=525
The way an AABB handles its minima and maxima can be set by the MinMaxPolicy
. On policy StrictPolicy will enforce you to use correct minima and maxima, and on any suspicious behaviour, it will throw an exception. The other policy AutoPolicy will try to correct misbehaviour without your notice. For more information on these policies, I refer to the documentation compagning these policies.
void lass::prim::Aabb2D< T, MMP >::grow | ( | TParam | iDistance | ) |
Expand bounding box by distance iDistance.
Negative values causing reversal of the bounding box will cause the box to shrink to the empty box.
Definition at line 219 of file aabb_2d.inl.
void lass::prim::Aabb2D< T, MMP >::scale | ( | TParam | iScale | ) |
Scale bounding box by scale iScale.
Fractions will shrink the bounding box. The origin of scaling is the center of the bounding box. Negative values of the scale have same effect as positive ones.
Definition at line 239 of file aabb_2d.inl.
References lass::num::abs(), isValid(), and size().
const Aabb2D< T, MMP >::TPointH lass::prim::Aabb2D< T, MMP >::center | ( | ) | const |
Return the center point of the bounding box.
We return a homogeneous point to avoid the division by two (that might not be supported by some types like integers)
Definition at line 255 of file aabb_2d.inl.
References isValid().
Side lass::prim::Aabb2D< T, MMP >::classify | ( | const TPoint & | point | ) | const |
Classify if a point is in or outside the bounding box, or on its surface.
Definition at line 313 of file aabb_2d.inl.
References isValid(), lass::prim::sInside, lass::prim::sOutside, and lass::prim::sSurface.
bool lass::prim::Aabb2D< T, MMP >::contains | ( | const TPoint & | point | ) | const |
Returns true if point is inside bounding box or on its surface.
Is equivalent to this->classify(point) != sOutside, but might be faster.
Definition at line 338 of file aabb_2d.inl.
References isValid().
Referenced by random().
bool lass::prim::Aabb2D< T, MMP >::contains | ( | const Aabb2D< T, MMP2 > & | other | ) | const |
Returns true if the AABB other is inside (or on its surface) this AABB.
Definition at line 354 of file aabb_2d.inl.
bool lass::prim::Aabb2D< T, MMP >::intersects | ( | const Aabb2D< T, MMP2 > & | other | ) | const |
Check if two axis-aligned bounding boxes do intersect.
this->intersects
(other) and this->collides
(other) ?area()==0
. In collision detection however, you don't want this degenerated case of intersection to be considered as a collision. Two bodies may touch, but the must not have an overlap thas has a non-zero area. That's why we have two methods: intersects
returns true on touching AABBs, collides
will return false. Of course, in the non-degenerate cases, they behave the same.Use the seperating axis test to test if two AABB's do intersect: GOMEZ M. (1999), Simple Intersection Tests For Games, Gamasutra, http://www.gamasutra.com, http://www.gamasutra.com/features/19991018/Gomez_3.htm
Definition at line 384 of file aabb_2d.inl.
References Aabb2D(), isValid(), max(), and min().
Referenced by intersect().
bool lass::prim::Aabb2D< T, MMP >::collides | ( | const Aabb2D< T, MMP2 > & | other | ) | const |
Check if two axis-aligned bounding boxes do dollide.
this->intersects
(other) and this->collides
(other) ?area()==0
. In collision detection however, you don't want this degenerated case of intersection to be considered as a collision. Two bodies may touch, but the must not have an overlap thas has a non-zero area. That's why we have two methods: intersects
returns true on touching AABBs, collides
will return false. Of course, in the non-degenerate cases, they behave the same.Use the seperating axis test to test if two AABB's do intersect: GOMEZ M. (1999), Simple Intersection Tests For Games, Gamasutra, http://www.gamasutra.com, http://www.gamasutra.com/features/19991018/Gomez_3.htm
Definition at line 415 of file aabb_2d.inl.
bool lass::prim::Aabb2D< T, MMP >::isEmpty | ( | ) | const |
Return true if bounding box contains no points.
i.e. this->contains(Point3D<T>(x, y, z)) will return false for all possible values of x, y and z.
Definition at line 459 of file aabb_2d.inl.
References isValid().
Referenced by Aabb2D(), area(), clear(), distance(), distance(), perimeter(), setMax(), size(), and lass::prim::Transformation3D< U >::transform().
bool lass::prim::Aabb2D< T, MMP >::isValid | ( | ) | const |
internal check to see if AABB is valid.
There are two valid states for the AABB:
max_.x < min_.x
which means the box is empty max_.x >= min_.x && max_.y >= min_.y
which means the box is not empty. That gives us an invalid state as well: max_.x >= min_.x && max_.y < min_.y
. This state would cause isEmpty()
to yield false, while there's still nothing in it (there's no single point for which contains(p)
would return true.When the regular minmax policies are used (StrictMinMax and AutoMinMax), there's no way any AABB would become invalid, and this test counts as an invariant to the box. However, when using the UncheckedMinMax policy, you're on your own.
Definition at line 481 of file aabb_2d.inl.
Referenced by Aabb2D(), Aabb2D(), Aabb2D(), center(), classify(), clear(), collides(), contains(), contains(), grow(), intersect(), intersects(), isEmpty(), operator+=(), operator+=(), random(), scale(), setMax(), and swap().
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distance between AABB and point
a | AABB |
b | point |
Definition at line 561 of file aabb_2d.inl.
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distance between two AABBs
a | AABB |
b | AABB |
Definition at line 578 of file aabb_2d.inl.
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Calculate the intersection of two axis aligned bounding boxes.
a | the first AABB :) |
b | the second AABB |
result | the intersection of a and b. In contrary to other intersection functions, this output argument will always be assigned, even if there's no result. By no result we mean: the intersection is empty. For most other intersection functions, we can't assign a meaning full value if there's no intersection, so we don't. However, in this case we can assign an empty AABB. And that's exactly what we do. So, the output argument is always valid, even if the return value suggests otherwise (in fact, you don't have to bother the return value this time) |
Definition at line 605 of file aabb_2d.inl.