This file is indexed.

/usr/include/crystalspace-2.0/csgeom/box.h is in libcrystalspace-dev 2.0+dfsg-1build1.

This file is owned by root:root, with mode 0o644.

The actual contents of the file can be viewed below.

   1
   2
   3
   4
   5
   6
   7
   8
   9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
  31
  32
  33
  34
  35
  36
  37
  38
  39
  40
  41
  42
  43
  44
  45
  46
  47
  48
  49
  50
  51
  52
  53
  54
  55
  56
  57
  58
  59
  60
  61
  62
  63
  64
  65
  66
  67
  68
  69
  70
  71
  72
  73
  74
  75
  76
  77
  78
  79
  80
  81
  82
  83
  84
  85
  86
  87
  88
  89
  90
  91
  92
  93
  94
  95
  96
  97
  98
  99
 100
 101
 102
 103
 104
 105
 106
 107
 108
 109
 110
 111
 112
 113
 114
 115
 116
 117
 118
 119
 120
 121
 122
 123
 124
 125
 126
 127
 128
 129
 130
 131
 132
 133
 134
 135
 136
 137
 138
 139
 140
 141
 142
 143
 144
 145
 146
 147
 148
 149
 150
 151
 152
 153
 154
 155
 156
 157
 158
 159
 160
 161
 162
 163
 164
 165
 166
 167
 168
 169
 170
 171
 172
 173
 174
 175
 176
 177
 178
 179
 180
 181
 182
 183
 184
 185
 186
 187
 188
 189
 190
 191
 192
 193
 194
 195
 196
 197
 198
 199
 200
 201
 202
 203
 204
 205
 206
 207
 208
 209
 210
 211
 212
 213
 214
 215
 216
 217
 218
 219
 220
 221
 222
 223
 224
 225
 226
 227
 228
 229
 230
 231
 232
 233
 234
 235
 236
 237
 238
 239
 240
 241
 242
 243
 244
 245
 246
 247
 248
 249
 250
 251
 252
 253
 254
 255
 256
 257
 258
 259
 260
 261
 262
 263
 264
 265
 266
 267
 268
 269
 270
 271
 272
 273
 274
 275
 276
 277
 278
 279
 280
 281
 282
 283
 284
 285
 286
 287
 288
 289
 290
 291
 292
 293
 294
 295
 296
 297
 298
 299
 300
 301
 302
 303
 304
 305
 306
 307
 308
 309
 310
 311
 312
 313
 314
 315
 316
 317
 318
 319
 320
 321
 322
 323
 324
 325
 326
 327
 328
 329
 330
 331
 332
 333
 334
 335
 336
 337
 338
 339
 340
 341
 342
 343
 344
 345
 346
 347
 348
 349
 350
 351
 352
 353
 354
 355
 356
 357
 358
 359
 360
 361
 362
 363
 364
 365
 366
 367
 368
 369
 370
 371
 372
 373
 374
 375
 376
 377
 378
 379
 380
 381
 382
 383
 384
 385
 386
 387
 388
 389
 390
 391
 392
 393
 394
 395
 396
 397
 398
 399
 400
 401
 402
 403
 404
 405
 406
 407
 408
 409
 410
 411
 412
 413
 414
 415
 416
 417
 418
 419
 420
 421
 422
 423
 424
 425
 426
 427
 428
 429
 430
 431
 432
 433
 434
 435
 436
 437
 438
 439
 440
 441
 442
 443
 444
 445
 446
 447
 448
 449
 450
 451
 452
 453
 454
 455
 456
 457
 458
 459
 460
 461
 462
 463
 464
 465
 466
 467
 468
 469
 470
 471
 472
 473
 474
 475
 476
 477
 478
 479
 480
 481
 482
 483
 484
 485
 486
 487
 488
 489
 490
 491
 492
 493
 494
 495
 496
 497
 498
 499
 500
 501
 502
 503
 504
 505
 506
 507
 508
 509
 510
 511
 512
 513
 514
 515
 516
 517
 518
 519
 520
 521
 522
 523
 524
 525
 526
 527
 528
 529
 530
 531
 532
 533
 534
 535
 536
 537
 538
 539
 540
 541
 542
 543
 544
 545
 546
 547
 548
 549
 550
 551
 552
 553
 554
 555
 556
 557
 558
 559
 560
 561
 562
 563
 564
 565
 566
 567
 568
 569
 570
 571
 572
 573
 574
 575
 576
 577
 578
 579
 580
 581
 582
 583
 584
 585
 586
 587
 588
 589
 590
 591
 592
 593
 594
 595
 596
 597
 598
 599
 600
 601
 602
 603
 604
 605
 606
 607
 608
 609
 610
 611
 612
 613
 614
 615
 616
 617
 618
 619
 620
 621
 622
 623
 624
 625
 626
 627
 628
 629
 630
 631
 632
 633
 634
 635
 636
 637
 638
 639
 640
 641
 642
 643
 644
 645
 646
 647
 648
 649
 650
 651
 652
 653
 654
 655
 656
 657
 658
 659
 660
 661
 662
 663
 664
 665
 666
 667
 668
 669
 670
 671
 672
 673
 674
 675
 676
 677
 678
 679
 680
 681
 682
 683
 684
 685
 686
 687
 688
 689
 690
 691
 692
 693
 694
 695
 696
 697
 698
 699
 700
 701
 702
 703
 704
 705
 706
 707
 708
 709
 710
 711
 712
 713
 714
 715
 716
 717
 718
 719
 720
 721
 722
 723
 724
 725
 726
 727
 728
 729
 730
 731
 732
 733
 734
 735
 736
 737
 738
 739
 740
 741
 742
 743
 744
 745
 746
 747
 748
 749
 750
 751
 752
 753
 754
 755
 756
 757
 758
 759
 760
 761
 762
 763
 764
 765
 766
 767
 768
 769
 770
 771
 772
 773
 774
 775
 776
 777
 778
 779
 780
 781
 782
 783
 784
 785
 786
 787
 788
 789
 790
 791
 792
 793
 794
 795
 796
 797
 798
 799
 800
 801
 802
 803
 804
 805
 806
 807
 808
 809
 810
 811
 812
 813
 814
 815
 816
 817
 818
 819
 820
 821
 822
 823
 824
 825
 826
 827
 828
 829
 830
 831
 832
 833
 834
 835
 836
 837
 838
 839
 840
 841
 842
 843
 844
 845
 846
 847
 848
 849
 850
 851
 852
 853
 854
 855
 856
 857
 858
 859
 860
 861
 862
 863
 864
 865
 866
 867
 868
 869
 870
 871
 872
 873
 874
 875
 876
 877
 878
 879
 880
 881
 882
 883
 884
 885
 886
 887
 888
 889
 890
 891
 892
 893
 894
 895
 896
 897
 898
 899
 900
 901
 902
 903
 904
 905
 906
 907
 908
 909
 910
 911
 912
 913
 914
 915
 916
 917
 918
 919
 920
 921
 922
 923
 924
 925
 926
 927
 928
 929
 930
 931
 932
 933
 934
 935
 936
 937
 938
 939
 940
 941
 942
 943
 944
 945
 946
 947
 948
 949
 950
 951
 952
 953
 954
 955
 956
 957
 958
 959
 960
 961
 962
 963
 964
 965
 966
 967
 968
 969
 970
 971
 972
 973
 974
 975
 976
 977
 978
 979
 980
 981
 982
 983
 984
 985
 986
 987
 988
 989
 990
 991
 992
 993
 994
 995
 996
 997
 998
 999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
1072
1073
1074
1075
1076
1077
1078
1079
1080
1081
1082
1083
1084
1085
1086
1087
1088
1089
1090
1091
1092
1093
1094
1095
1096
1097
1098
1099
1100
1101
1102
1103
1104
1105
1106
1107
1108
1109
1110
1111
1112
1113
1114
1115
1116
1117
1118
1119
1120
1121
1122
1123
1124
1125
1126
1127
1128
1129
1130
1131
1132
1133
1134
1135
1136
1137
1138
1139
1140
1141
1142
1143
1144
1145
1146
1147
1148
1149
1150
1151
1152
1153
1154
1155
1156
1157
1158
1159
1160
1161
1162
1163
1164
1165
1166
1167
1168
1169
1170
1171
1172
1173
1174
1175
1176
1177
1178
1179
1180
1181
1182
1183
1184
1185
1186
1187
1188
1189
1190
1191
1192
1193
1194
1195
1196
1197
1198
1199
1200
1201
1202
1203
1204
1205
1206
1207
1208
1209
1210
1211
1212
1213
1214
1215
1216
1217
1218
1219
1220
1221
1222
1223
1224
1225
1226
1227
1228
1229
1230
1231
1232
1233
1234
1235
1236
1237
1238
1239
1240
1241
1242
1243
1244
1245
1246
1247
1248
1249
1250
1251
1252
1253
/*
    Copyright (C) 1998-2002 by Jorrit Tyberghein
    Largely rewritten by Ivan Avramovic <ivan@avramovic.com>

    This library is free software; you can redistribute it and/or
    modify it under the terms of the GNU Library General Public
    License as published by the Free Software Foundation; either
    version 2 of the License, or (at your option) any later version.

    This library is distributed in the hope that it will be useful,
    but WITHOUT ANY WARRANTY; without even the implied warranty of
    MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
    Library General Public License for more details.

    You should have received a copy of the GNU Library General Public
    License along with this library; if not, write to the Free
    Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
*/

#ifndef __CS_BOX_H__
#define __CS_BOX_H__

/**\file 
 * Bounding boxes for 2D and 3D space.
 */
/**
 * \addtogroup geom_utils
 * @{ */

#include "csextern.h"
#include "cstypes.h"	// for bool

#include "csgeom/csrect.h"
#include "csgeom/math.h"
#include "csgeom/matrix4.h"
#include "csgeom/vector2.h"
#include "csgeom/vector3.h"
#include "csgeom/segment.h"

#include "csutil/array.h"

class csPoly2D;
class csString;
class csTransform;

/**
 * The maximum value that a coordinate in the bounding box can use.
 * This is considered the 'infinity' value used for empty bounding boxes.
 */
#define CS_BOUNDINGBOX_MAXVALUE 1000000000.

/**\name Corner indices
 * For csBox2::GetCorner().
 * @{ */
enum 
{
  /// min X, min Y
  CS_BOX_CORNER_xy = 0,
  /// min X, max Y
  CS_BOX_CORNER_xY = 1,
  /// max X, min Y
  CS_BOX_CORNER_Xy = 2,
  /// max X, max Y
  CS_BOX_CORNER_XY = 3,
  /// center
  CS_BOX_CENTER2 = 4
};
/** @} */

/**
 * \name Indices of edges for csBox2.
 * Index e+1 is opposite edge of e (with e even).
 * @{ */
enum 
{
  /// from min X, min Y to max X, min Y
  CS_BOX_EDGE_xy_Xy = 0,
  /// from max X, min Y to min X, min Y
  CS_BOX_EDGE_Xy_xy = 1,
  /// from max X, min Y to max X, max Y
  CS_BOX_EDGE_Xy_XY = 2,
  /// from max X, max Y to max X, min Y
  CS_BOX_EDGE_XY_Xy = 3,
  /// from max X, max Y to min X, max Y
  CS_BOX_EDGE_XY_xY = 4,
  /// from min X, max Y to max X, max Y
  CS_BOX_EDGE_xY_XY = 5,
  /// from min X, max Y to min X, min Y
  CS_BOX_EDGE_xY_xy = 6,
  /// from min X, min Y to min X, max Y
  CS_BOX_EDGE_xy_xY = 7
};
/** @} */

/**
 * A bounding box in 2D space.
 * In order to operate correctly, this bounding box assumes that all values
 * entered or compared against lie within the range
 * (-#CS_BOUNDINGBOX_MAXVALUE, #CS_BOUNDINGBOX_MAXVALUE).  It is not
 * recommended to use points outside of this range.
 */
class CS_CRYSTALSPACE_EXPORT csBox2
{
private:
  struct bEdge
  {
    uint8 v1, v2; // Indices of vertex in bounding box (CS_BOX_CORNER_...)
  };
  // Index by edge number. Edge e and e+1 with e even are opposite edges.
  // (CS_BOX_EDGE_...)
  static const bEdge edges[8];

protected:
  /// The top-left coordinate of the bounding box.
  csVector2 minbox;
  /// The bottom-right coordinate of the bounding box.
  csVector2 maxbox;

public:
  /// Get the minimum X value of the box
  inline float MinX () const { return minbox.x; }
  /// Get the minimum Y value of the box
  inline float MinY () const { return minbox.y; }
  /// Get the maximum X value of the box
  inline float MaxX () const { return maxbox.x; }
  /// Get the maximum Y value of the box
  inline float MaxY () const { return maxbox.y; }
  /// Get Min component for 0 (x) or 1 (y).
  inline float Min (int idx) const { return idx ? minbox.y : minbox.x; }
  /// Get Max component for 0 (x) or 1 (y).
  inline float Max (int idx) const { return idx ? maxbox.y : maxbox.x; }
  /// Get the 2d vector of minimum (x, y) values
  inline const csVector2& Min () const { return minbox; }
  /// Get the 2d vector of maximum (x, y) values
  inline const csVector2& Max () const { return maxbox; }
  /// Compute area of box
  inline float Area () const { return (MaxX()-MinX())*(MaxY()-MinY()); }

  /**
   * Return every corner of this bounding box from 0
   * to 3. This contrasts with Min() and Max() because
   * those are only the min and max corners.
   * Corner 0 = xy, 1 = xY, 2 = Xy, 3 = XY.
   * Use #CS_BOX_CORNER_xy etc. defines.
   * #CS_BOX_CENTER2 also works.
   */
  csVector2 GetCorner (int corner) const;

  /**
   * Get the center of this box.
   */
  inline csVector2 GetCenter () const { return (minbox+maxbox)/2; }

  /**
   * Set the center of this box. This will not change the size
   * of the box but just relocate the center.
   */
  void SetCenter (const csVector2& c);

  /**
   * Set the size of the box but keep the center intact.
   */
  void SetSize (const csVector2& s);

  /**
   * Given an edge index (#CS_BOX_EDGE_xy_Xy etc.) return the two vertices
   * (index #CS_BOX_CORNER_xy etc.).
   */
  inline void GetEdgeInfo (int edge, int& v1, int& v2) const
  {
    v1 = edges[edge].v1;
    v2 = edges[edge].v2;
  }

  /**
   * Return every edge (segment) of this bounding box
   * from 0 to 7 (#CS_BOX_EDGE_xy_Xy etc.).
   */
  inline csSegment2 GetEdge (int edge) const
  {
    return csSegment2 (GetCorner (edges[edge].v1), GetCorner (edges[edge].v2));
  }

  /**
   * Return every edge (segment) of this bounding box
   * from 0 to 7 (#CS_BOX_EDGE_xy_Xy etc.).
   */
  inline void GetEdge (int edge, csSegment2& e) const
  {
    e.SetStart (GetCorner (edges[edge].v1));
    e.SetEnd (GetCorner (edges[edge].v2));
  }

  /**
   * Test if a polygon if visible in the box. This
   * function does not test the case where the box is
   * fully contained in the polygon. But all other
   * cases are tested.
   */
  static bool Intersect (float minx, float miny, float maxx, float maxy,
    csVector2* poly, int num_poly);

  /**
   * Test if a polygon if visible in the box. This
   * function does not test the case where the box is
   * fully contained in the polygon. But all other
   * cases are tested.
   */
  static inline bool Intersect (const csVector2& minbox, const csVector2& maxbox,
    csVector2* poly, int num_poly)
  {
    return Intersect (minbox.x, minbox.y, maxbox.x, maxbox.y, poly, num_poly);
  }

  /**
   * Test if a polygon if visible in the box. This
   * function does not test the case where the box is
   * fully contained in the polygon. But all other
   * cases are tested.
   */
  inline bool Intersect (csVector2* poly, int num_poly) const
  {
    return Intersect (minbox, maxbox, poly, num_poly);
  }

  /// Test if the given coordinate is in this box.
  inline bool In (float x, float y) const
  {
    if (x < minbox.x || x > maxbox.x) return false;
    if (y < minbox.y || y > maxbox.y) return false;
    return true;
  }

  /// Test if the given coordinate is in this box.
  inline bool In (const csVector2& v) const
  {
    return In (v.x, v.y);
  }

  /// Test if this box overlaps with the given box.
  inline bool Overlap (const csBox2& box) const
  {
    if (maxbox.x < box.minbox.x || minbox.x > box.maxbox.x) return false;
    if (maxbox.y < box.minbox.y || minbox.y > box.maxbox.y) return false;
    return true;
  }

  /// Test if this box contains the other box.
  inline bool Contains (const csBox2& box) const
  {
    return (box.minbox.x >= minbox.x && box.maxbox.x <= maxbox.x) &&
           (box.minbox.y >= minbox.y && box.maxbox.y <= maxbox.y);
  }

  /// Test if this box is empty.
  inline bool Empty () const
  {
    if (minbox.x > maxbox.x) return true;
    if (minbox.y > maxbox.y) return true;
    return false;
  }

  /**
   * Calculate the squared distance between (0,0) and the box
   * on the box which is nearest to (0,0).
   * This routine is extremely efficient.
   */
  float SquaredOriginDist () const;

  /**
   * Calculate the squared distance between (0,0) and the point
   * on the box which is furthest away from (0,0).
   * This routine is extremely efficient.
   */
  float SquaredOriginMaxDist () const;

  /**
   * Calculate the squared distance between \a pos and the box
   * on the box which is nearest to \a pos.
   * This routine is extremely efficient.
   */
  float SquaredPosDist (const csVector2& pos) const;

  /**
   * Calculate the squared distance between \a pos and the point
   * on the box which is furthest away from \a pos.
   * This routine is extremely efficient.
   */
  float SquaredPosMaxDist (const csVector2& pos) const;

  /// Initialize this box to empty.
  inline void StartBoundingBox ()
  {
    minbox.x =  CS_BOUNDINGBOX_MAXVALUE;  minbox.y =  CS_BOUNDINGBOX_MAXVALUE;
    maxbox.x = -CS_BOUNDINGBOX_MAXVALUE;  maxbox.y = -CS_BOUNDINGBOX_MAXVALUE;
  }

  /// Initialize this box to one vertex.
  inline void StartBoundingBox (const csVector2& v)
  {
    minbox = v;
    maxbox = v;
  }

  /// Same but given some coordinates.
  inline void StartBoundingBox (float x, float y)
  {
    minbox.x = maxbox.x = x;
    minbox.y = maxbox.y = y;
  }

  /// Add a new vertex and recalculate the bounding box.
  inline void AddBoundingVertex (float x, float y)
  {
    if (x < minbox.x) minbox.x = x;  if (x > maxbox.x) maxbox.x = x;
    if (y < minbox.y) minbox.y = y;  if (y > maxbox.y) maxbox.y = y;
  }

  /// Add a new vertex and recalculate the bounding box.
  inline void AddBoundingVertex (const csVector2& v)
  {
    AddBoundingVertex (v.x, v.y);
  }

  /**
   * Add a new vertex and recalculate the bounding box.
   * This version is a little more optimal. It assumes however
   * that at least one point has been added to the bounding box.
   */
  inline void AddBoundingVertexSmart (float x, float y)
  {
    if (x < minbox.x) minbox.x = x; else if (x > maxbox.x) maxbox.x = x;
    if (y < minbox.y) minbox.y = y; else if (y > maxbox.y) maxbox.y = y;
  }

  /**
   * Add a new vertex and recalculate the bounding box.
   * This version is a little more optimal. It assumes however
   * that at least one point has been added to the bounding box.
   */
  inline void AddBoundingVertexSmart (const csVector2& v)
  {
    AddBoundingVertexSmart (v.x, v.y);
  }

  /**
   * Add a new vertex and recalculate the bounding box.
   * Return true if the box was modified.
   */
  inline bool AddBoundingVertexTest (float x, float y)
  {
    bool rc = false;
    if (x < minbox.x) { minbox.x = x; rc = true; }
    if (x > maxbox.x) { maxbox.x = x; rc = true; }
    if (y < minbox.y) { minbox.y = y; rc = true; }
    if (y > maxbox.y) { maxbox.y = y; rc = true; }
    return rc;
  }

  /**
   * Add a new vertex and recalculate the bounding box.
   * Return true if the box was modified.
   */
  inline bool AddBoundingVertexTest (const csVector2& v)
  {
    return AddBoundingVertexTest (v.x, v.y);
  }

  /**
   * Add a new vertex and recalculate the bounding box.
   * This version is a little more optimal. It assumes however
   * that at least one point has been added to the bounding box.
   * Return true if the box was modified.
   */
  inline bool AddBoundingVertexSmartTest (float x, float y)
  {
    bool rc = false;
    if (x < minbox.x) { minbox.x = x; rc = true; }
    else if (x > maxbox.x) { maxbox.x = x; rc = true; }
    if (y < minbox.y) { minbox.y = y; rc = true; }
    else if (y > maxbox.y) { maxbox.y = y; rc = true; }
    return rc;
  }

  /**
   * Add a new vertex and recalculate the bounding box.
   * This version is a little more optimal. It assumes however
   * that at least one point has been added to the bounding box.
   * Return true if the box was modified.
   */
  inline bool AddBoundingVertexSmartTest (const csVector2& v)
  {
    return AddBoundingVertexSmartTest (v.x, v.y);
  }

  /// Initialize this box to empty.
  csBox2 () : minbox (CS_BOUNDINGBOX_MAXVALUE, CS_BOUNDINGBOX_MAXVALUE),
	     maxbox (-CS_BOUNDINGBOX_MAXVALUE, -CS_BOUNDINGBOX_MAXVALUE) 
  {}

  /// Initialize this box with one point.
  csBox2 (const csVector2& v) : minbox (v.x, v.y), maxbox (v.x, v.y) 
  {}

  /// Initialize this box with the given values.
  csBox2 (float x1, float y1, float x2, float y2) :
    minbox (x1, y1), maxbox (x2, y2)
  { if (Empty ()) StartBoundingBox (); }

  /// Initialize this box from the given csRect.
  csBox2 (const csRect& r) : minbox (r.xmin, r.ymin), maxbox (r.xmax, r.ymax)
  { }
  
  /// Sets the bounds of the box with the given values.
  inline void Set (const csVector2& bmin, const csVector2& bmax)
  {
    minbox = bmin;
    maxbox = bmax;
  }

  /// Sets the bounds of the box with the given values.
  inline void Set (float x1, float y1, float x2, float y2)
  {
    if (x1>x2 || y1>y2) StartBoundingBox();
    else { minbox.x = x1;  minbox.y = y1;  maxbox.x = x2;  maxbox.y = y2; }
  }

  /// Set Min component for 0 (x) or 1 (y).
  inline void SetMin (int idx, float val)
  {
    if (idx == 1) minbox.y = val;
    else minbox.x = val;
  }

  /// Set Max component for 0 (x) or 1 (y).
  inline void SetMax (int idx, float val)
  {
    if (idx == 1) maxbox.y = val;
    else maxbox.x = val;
  }

  /**
   * Return a textual representation of the box in the form
   * "(minx,miny)-(maxx,maxy)".
   */
  csString Description() const;

  /// Compute the union of two bounding boxes.
  csBox2& operator+= (const csBox2& box);
  /// Compute the union of a point with this bounding box.
  csBox2& operator+= (const csVector2& point);
  /// Compute the intersection of two bounding boxes.
  csBox2& operator*= (const csBox2& box);
  /// Test if the two boxes have an intersection.
  bool TestIntersect (const csBox2& box) const;

  /// Compute the union of two bounding boxes.
  friend CS_CRYSTALSPACE_EXPORT csBox2 operator+ (const csBox2& box1, 
    const csBox2& box2);
  /// Compute the union of a bounding box and a point.
  friend CS_CRYSTALSPACE_EXPORT csBox2 operator+ (const csBox2& box, 
    const csVector2& point);
  /// Compute the intersection of two bounding boxes.
  friend CS_CRYSTALSPACE_EXPORT csBox2 operator* (const csBox2& box1, 
    const csBox2& box2);

  /// Tests if two bounding boxes are equal.
  friend CS_CRYSTALSPACE_EXPORT bool operator== (const csBox2& box1, 
    const csBox2& box2);
  /// Tests if two bounding boxes are unequal.
  friend CS_CRYSTALSPACE_EXPORT bool operator!= (const csBox2& box1, 
    const csBox2& box2);
  /// Tests if box1 is a subset of box2.
  friend CS_CRYSTALSPACE_EXPORT bool operator< (const csBox2& box1, 
    const csBox2& box2);
  /// Tests if box1 is a superset of box2.
  friend CS_CRYSTALSPACE_EXPORT bool operator> (const csBox2& box1, 
    const csBox2& box2);
  /// Tests if a point is contained in a box.
  friend CS_CRYSTALSPACE_EXPORT bool operator< (const csVector2& point, 
    const csBox2& box);
};

/**
 * \name Indices of corner vertices for csBox3.
 * Used by csBox3::GetCorner().
 * @{ */
enum
{
  /// min X, min Y, min Z
  CS_BOX_CORNER_xyz = 0,
  /// min X, min Y, max Z
  CS_BOX_CORNER_xyZ = 1,
  /// min X, max Y, min Z
  CS_BOX_CORNER_xYz = 2,
  /// min X, max Y, max Z
  CS_BOX_CORNER_xYZ = 3,
  /// min X, min Y, min Z
  CS_BOX_CORNER_Xyz = 4,
  /// max X, min Y, max Z
  CS_BOX_CORNER_XyZ = 5,
  /// max X, max Y, min Z
  CS_BOX_CORNER_XYz = 6,
  /// max X, max Y, max Z
  CS_BOX_CORNER_XYZ = 7,
  /// center
  CS_BOX_CENTER3 = 8
};
/** @} */

/**
 * \name Indices of faces for csBox3.
 * Used by csBox3::GetSide().
 * @{ */
enum
{
  /// min X
  CS_BOX_SIDE_x = 0,
  /// max X
  CS_BOX_SIDE_X = 1,
  /// min Y
  CS_BOX_SIDE_y = 2,
  /// max Y
  CS_BOX_SIDE_Y = 3,
  /// min Z
  CS_BOX_SIDE_z = 4,
  /// max Z
  CS_BOX_SIDE_Z = 5,
  /// inside
  CS_BOX_INSIDE = 6
};
/** @} */

/**
 * \name Indices of edges for csBox3.
 * Index e+1 is opposite edge of e (with e even).
 * @{ */
enum
{
  /// from max X, min Y, min Z to min X, min Y, min Z
  CS_BOX_EDGE_Xyz_xyz = 0,
  /// from min X, min Y, min Z to max X, min Y, min Z
  CS_BOX_EDGE_xyz_Xyz = 1,
  /// from min X, min Y, min Z to min X, max Y, min Z
  CS_BOX_EDGE_xyz_xYz = 2,
  /// from min X, max Y, min Z to min X, min Y, min Z
  CS_BOX_EDGE_xYz_xyz = 3,
  /// from min X, max Y, min Z to max X, max Y, min Z
  CS_BOX_EDGE_xYz_XYz = 4,
  /// from max X, max Y, min Z to min X, max Y, min Z
  CS_BOX_EDGE_XYz_xYz = 5,
  /// from max X, max Y, min Z to max X, min Y, min Z
  CS_BOX_EDGE_XYz_Xyz = 6,
  /// from max X, min Y min Z to max X, max Y, min Z
  CS_BOX_EDGE_Xyz_XYz = 7,
  /// from max X, min Y, min Z to max X, min Y, max Z
  CS_BOX_EDGE_Xyz_XyZ = 8,
  /// from max X, min Y, max Z to max X, min Y, min Z
  CS_BOX_EDGE_XyZ_Xyz = 9,
  /// from max X, min Y, max Z to max X, max Y, max Z
  CS_BOX_EDGE_XyZ_XYZ = 10,
  /// from max X, max Y, max Z to max X, min Y, max Z
  CS_BOX_EDGE_XYZ_XyZ = 11,
  /// from max X, max Y, max Z to max X, max Y, min Z
  CS_BOX_EDGE_XYZ_XYz = 12,
  /// from max X, max Y, min Z to max X, max Y, max Z
  CS_BOX_EDGE_XYz_XYZ = 13,
  /// from max X, max Y, max Z to min X, max Y, max Z
  CS_BOX_EDGE_XYZ_xYZ = 14,
  /// from min X, max Y, max Z to max X, max Y, max Z
  CS_BOX_EDGE_xYZ_XYZ = 15,
  /// from min X, max Y, max Z to min X, max Y, min Z
  CS_BOX_EDGE_xYZ_xYz = 16,
  /// from min X, max Y, min Z to min X, max Y, max Z
  CS_BOX_EDGE_xYz_xYZ = 17,
  /// from min X, max Y, max Z to min X, min Y, max Z
  CS_BOX_EDGE_xYZ_xyZ = 18,
  /// from min X, min Y, max Z to min X, max Y, max Z
  CS_BOX_EDGE_xyZ_xYZ = 19,
  /// from min X, min Y, max Z to min X, min Y, min Z
  CS_BOX_EDGE_xyZ_xyz = 20,
  /// from min X, min Y, min Z to min X, min Y, max Z
  CS_BOX_EDGE_xyz_xyZ = 21,
  /// from min X, min Y, max Z to max X, min Y, max Z
  CS_BOX_EDGE_xyZ_XyZ = 22,
  /// from max X, min Y, max Z to min X, min Y, max Z
  CS_BOX_EDGE_XyZ_xyZ = 23
};
/** @} */

/**
 * A bounding box in 3D space.
 * In order to operate correctly, this bounding box assumes that all values
 * entered or compared against lie within the range
 * (-#CS_BOUNDINGBOX_MAXVALUE, #CS_BOUNDINGBOX_MAXVALUE).  It is not
 * recommended to use points outside of this range.
 */
class CS_CRYSTALSPACE_EXPORT csBox3
{
protected:
  /// The top-left of this bounding box.
  csVector3 minbox;
  /// The bottom-right.
  csVector3 maxbox;
  /** \internal
   * A csBox3 edge.
   */
  struct bEdge
  {
    uint8 v1, v2; // Indices of vertex in bounding box (CS_BOX_CORNER_...)
    uint8 fl, fr; // Indices of left/right faces sharing edge (CS_BOX_SIDE_...)
  };
  /// Indices of four clock-wise edges (0..23)
  typedef uint8 bFace[4];	
  /**
   * Index by edge number. Edge e and e+1 with e even are opposite edges.
   * (CS_BOX_EDGE_...) 
   */
  static const bEdge edges[24];
  /// Index by CS_BOX_SIDE_? number.
  static const bFace faces[6];
  /// This table also contains an array of sides visible from that region.
  struct Outline
  {
    int num;
    int vertices[8];
    int num_sides;
    int sides[3];
  };
  /// Outline lookup table.
  static const Outline outlines[27];
public:
  /// Get the minimum X value of the box
  inline float MinX () const { return minbox.x; }
  /// Get the minimum Y value of the box
  inline float MinY () const { return minbox.y; }
  /// Get the minimum Z value of the box
  inline float MinZ () const { return minbox.z; }
  /// Get the maximum X value of the box
  inline float MaxX () const { return maxbox.x; }
  /// Get the maximum Y value of the box
  inline float MaxY () const { return maxbox.y; }
  /// Get the maximum Z value of the box
  inline float MaxZ () const { return maxbox.z; }
  /// Get Min component for 0 (x), 1 (y), or 2 (z).
  inline float Min (size_t idx) const
  { return minbox[idx]; }
  /// Get Max component for 0 (x), 1 (y), or 2 (z).
  inline float Max (size_t idx) const
  { return maxbox[idx]; }
  /// Get the 3d vector of minimum (x, y, z) values
  inline const csVector3& Min () const { return minbox; }
  /// Get the 3d vector of maximum (x, y, z) values
  inline const csVector3& Max () const { return maxbox; }
  /// Compute volume of box
  inline float Volume () const
  { return (MaxX()-MinX())*(MaxY()-MinY())*(MaxZ()-MinZ()); }
  /// Compute area of box
  inline float Area () const
  {
    float x = MaxX()-MinX();
    float y = MaxY()-MinY();
    float z = MaxZ()-MinZ();
    return 2.0f*(x*y + x*z + y*z);
  }

  /**
   * Return true if this box contains invalid numbers (NaN).
   */
  bool IsNaN () const
  {
    if (CS::IsNaN (minbox.x)) return true;
    if (CS::IsNaN (minbox.y)) return true;
    if (CS::IsNaN (minbox.z)) return true;
    if (CS::IsNaN (maxbox.x)) return true;
    if (CS::IsNaN (maxbox.y)) return true;
    if (CS::IsNaN (maxbox.z)) return true;
    return false;
  }

  /**
   * Return every corner of this bounding box from 0
   * to 7. This contrasts with Min() and Max() because
   * those are only the min and max corners.
   * Corner 0 = xyz, 1 = xyZ, 2 = xYz, 3 = xYZ,
   *        4 = Xyz, 5 = XyZ, 6 = XYz, 7 = XYZ.
   * Use #CS_BOX_CORNER_xyz etc. defines.
   * #CS_BOX_CENTER3 also works.
   */
  csVector3 GetCorner (int corner) const;

  /**
   * Given an edge index (#CS_BOX_EDGE_Xyz_xyz etc.) return the two vertices
   * (index #CS_BOX_CORNER_xyz, etc.) and left/right faces
   * (#CS_BOX_SIDE_x, etc.).
   */
  inline void GetEdgeInfo (int edge, int& v1, int& v2, int& fleft, int& fright) const
  {
    v1 = edges[edge].v1;
    v2 = edges[edge].v2;
    fleft = edges[edge].fl;
    fright = edges[edge].fr;
  }

  /**
   * Given a face index (#CS_BOX_SIDE_x etc.) return the four edges oriented
   * clockwise around this face (#CS_BOX_EDGE_Xyz_xyz etc.).
   */
  inline const uint8* GetFaceEdges (int face) const
  {
    return faces[face];
  }

  /**
   * Get the center of this box.
   */
  inline csVector3 GetCenter () const { return (minbox+maxbox)/2; }

  /**
   * Set the center of this box. This will not change the size
   * of the box but just relocate the center.
   */
  void SetCenter (const csVector3& c);

  /**
   * Set the size of the box but keep the center intact.
   */
  void SetSize (const csVector3& s);

  /**
   * Get the size of the box 
   */
  inline csVector3 GetSize () const { return (maxbox-minbox); }

  /**
   * Get a side of this box as a 2D box.
   * Use #CS_BOX_SIDE_x etc. defines.
   */
  csBox2 GetSide (int side) const;

  /**
   * Get axis aligned plane information from a side of this box.
   * Side is one of #CS_BOX_SIDE_x. Axis will be one of #CS_AXIS_X, #CS_AXIS_Y
   * or #CS_AXIS_Z.
   */
  void GetAxisPlane (int side, int& axis, float& where) const;

  /**
   * Fill the array (which should be three long at least)
   * with all visible sides (#CS_BOX_SIDE_x etc. defines) as seen
   * from the given point.
   * Returns the number of visible sides.
   */
  int GetVisibleSides (const csVector3& pos, int* visible_sides) const;

  /**
   * Static function to get the 'other' side (i.e. #CS_BOX_SIDE_X
   * to #CS_BOX_SIDE_x, ...).
   */
  static inline int OtherSide (int side)
  {
    return side ^ 1;
  }

  /**
   * Return every edge (segment) of this bounding box
   * from 0 to 23 (use one of the #CS_BOX_EDGE_Xyz_xyz etc. indices).
   * The returned edge is undefined for any other index.
   */
  inline csSegment3 GetEdge (int edge) const
  {
    return csSegment3 (GetCorner (edges[edge].v1), GetCorner (edges[edge].v2));
  }

  /**
   * Return every edge (segment) of this bounding box
   * from 0 to 23 (use one of the #CS_BOX_EDGE_Xyz_xyz etc. indices).
   * The returned edge is undefined for any other index.
   */
  inline void GetEdge (int edge, csSegment3& e) const
  {
    e.SetStart (GetCorner (edges[edge].v1));
    e.SetEnd (GetCorner (edges[edge].v2));
  }

  /// Test if the given coordinate is in this box.
  inline bool In (float x, float y, float z) const
  {
    if (x < minbox.x || x > maxbox.x) return false;
    if (y < minbox.y || y > maxbox.y) return false;
    if (z < minbox.z || z > maxbox.z) return false;
    return true;
  }

  /// Test if the given coordinate is in this box.
  inline bool In (const csVector3& v) const
  {
    return In (v.x, v.y, v.z);
  }

  /// Test if this box overlaps with the given box.
  inline bool Overlap (const csBox3& box) const
  {
    if (maxbox.x < box.minbox.x || minbox.x > box.maxbox.x) return false;
    if (maxbox.y < box.minbox.y || minbox.y > box.maxbox.y) return false;
    if (maxbox.z < box.minbox.z || minbox.z > box.maxbox.z) return false;
    return true;
  }

  /// Test if this box contains the other box.
  inline bool Contains (const csBox3& box) const
  {
    return (box.minbox.x >= minbox.x && box.maxbox.x <= maxbox.x) &&
           (box.minbox.y >= minbox.y && box.maxbox.y <= maxbox.y) &&
           (box.minbox.z >= minbox.z && box.maxbox.z <= maxbox.z);
  }

  /// Test if this box is empty.
  inline bool Empty () const
  {
    if (minbox.x > maxbox.x) return true;
    if (minbox.y > maxbox.y) return true;
    if (minbox.z > maxbox.z) return true;
    return false;
  }

  /// Initialize this box to empty.
  inline void StartBoundingBox ()
  {
    minbox.x =  CS_BOUNDINGBOX_MAXVALUE;
    minbox.y =  CS_BOUNDINGBOX_MAXVALUE;
    minbox.z =  CS_BOUNDINGBOX_MAXVALUE;
    maxbox.x = -CS_BOUNDINGBOX_MAXVALUE;
    maxbox.y = -CS_BOUNDINGBOX_MAXVALUE;
    maxbox.z = -CS_BOUNDINGBOX_MAXVALUE;
  }

  /// Initialize this box to one vertex.
  inline void StartBoundingBox (const csVector3& v)
  {
    minbox = v; maxbox = v;
  }

  /// Add a new vertex and recalculate the bounding box.
  inline void AddBoundingVertex (float x, float y, float z)
  {
    if (x < minbox.x) minbox.x = x; if (x > maxbox.x) maxbox.x = x;
    if (y < minbox.y) minbox.y = y; if (y > maxbox.y) maxbox.y = y;
    if (z < minbox.z) minbox.z = z; if (z > maxbox.z) maxbox.z = z;
  }

  /// Add a new vertex and recalculate the bounding box.
  inline void AddBoundingVertex (const csVector3& v)
  {
    AddBoundingVertex (v.x, v.y, v.z);
  }

  /**
   * Add a new vertex and recalculate the bounding box.
   * This version is a little more optimal. It assumes however
   * that at least one point has been added to the bounding box.
   */
  inline void AddBoundingVertexSmart (float x, float y, float z)
  {
    if (x < minbox.x) minbox.x = x; else if (x > maxbox.x) maxbox.x = x;
    if (y < minbox.y) minbox.y = y; else if (y > maxbox.y) maxbox.y = y;
    if (z < minbox.z) minbox.z = z; else if (z > maxbox.z) maxbox.z = z;
  }

  /**
   * Add a new vertex and recalculate the bounding box.
   * This version is a little more optimal. It assumes however
   * that at least one point has been added to the bounding box.
   */
  inline void AddBoundingVertexSmart (const csVector3& v)
  {
    AddBoundingVertexSmart (v.x, v.y, v.z);
  }

  /**
   * Add a new vertex and recalculate the bounding box.
   * Returns true if box was modified.
   */
  inline bool AddBoundingVertexTest (float x, float y, float z)
  {
    bool rc = false;
    if (x < minbox.x) { minbox.x = x; rc = true; }
    if (x > maxbox.x) { maxbox.x = x; rc = true; }
    if (y < minbox.y) { minbox.y = y; rc = true; }
    if (y > maxbox.y) { maxbox.y = y; rc = true; }
    if (z < minbox.z) { minbox.z = z; rc = true; }
    if (z > maxbox.z) { maxbox.z = z; rc = true; }
    return rc;
  }

  /**
   * Add a new vertex and recalculate the bounding box.
   * Returns true if box was modified.
   */
  inline bool AddBoundingVertexTest (const csVector3& v)
  {
    return AddBoundingVertexTest (v.x, v.y, v.z);
  }

  /**
   * Add a new vertex and recalculate the bounding box.
   * This version is a little more optimal. It assumes however
   * that at least one point has been added to the bounding box.
   * Returns true if box was modified.
   */
  inline bool AddBoundingVertexSmartTest (float x, float y, float z)
  {
    bool rc = false;
    if (x < minbox.x) { minbox.x = x; rc = true; }
    else if (x > maxbox.x) { maxbox.x = x; rc = true; }
    if (y < minbox.y) { minbox.y = y; rc = true; }
    else if (y > maxbox.y) { maxbox.y = y; rc = true; }
    if (z < minbox.z) { minbox.z = z; rc = true; }
    else if (z > maxbox.z) { maxbox.z = z; rc = true; }
    return rc;
  }

  /**
   * Add a new vertex and recalculate the bounding box.
   * This version is a little more optimal. It assumes however
   * that at least one point has been added to the bounding box.
   * Returns true if box was modified.
   */
  inline bool AddBoundingVertexSmartTest (const csVector3& v)
  {
    return AddBoundingVertexSmartTest (v.x, v.y, v.z);
  }

  /**
   * Add another bounding box into this one, combining the two of them
   */
  inline void AddBoundingBox (const csBox3& box)
  {
    minbox.x = csMin(minbox.x, box.minbox.x);
    minbox.y = csMin(minbox.y, box.minbox.y);
    minbox.z = csMin(minbox.z, box.minbox.z);

    maxbox.x = csMax(maxbox.x, box.maxbox.x);
    maxbox.y = csMax(maxbox.y, box.maxbox.y);
    maxbox.z = csMax(maxbox.z, box.maxbox.z);
  }

  /// Initialize this box to empty.
  csBox3 () :
    minbox ( CS_BOUNDINGBOX_MAXVALUE,
             CS_BOUNDINGBOX_MAXVALUE,
	     CS_BOUNDINGBOX_MAXVALUE),
    maxbox (-CS_BOUNDINGBOX_MAXVALUE,
            -CS_BOUNDINGBOX_MAXVALUE,
	    -CS_BOUNDINGBOX_MAXVALUE) {}

  /// Initialize this box with one point.
  csBox3 (const csVector3& v) : minbox (v), maxbox (v) 
  { }

  /// Initialize this box with two points.
  csBox3 (const csVector3& v1, const csVector3& v2) :
  	minbox (v1), maxbox (v2)
  { if (Empty ()) StartBoundingBox (); }

  /// Initialize this box with the given values.
  csBox3 (float x1, float y1, float z1, float x2, float y2, float z2) :
    minbox (x1, y1, z1), maxbox (x2, y2, z2)
  { if (Empty ()) StartBoundingBox (); }

  /// Sets the bounds of the box with the given values.
  inline void Set (const csVector3& bmin, const csVector3& bmax)
  {
    minbox = bmin;
    maxbox = bmax;
  }

  /// Sets the bounds of the box with the given values.
  inline void Set (float x1, float y1, float z1, float x2, float y2, float z2)
  {
    if (x1>x2 || y1>y2 || z1>z2) StartBoundingBox();
    else
    {
      minbox.x = x1; minbox.y = y1; minbox.z = z1;
      maxbox.x = x2; maxbox.y = y2; maxbox.z = z2;
    }
  }

  /// Set Min component for 0 (x), 1 (y), or 2 (z).
  inline void SetMin (size_t idx, float val)
  {
    minbox[idx] = val;
  }

  /// Set Max component for 0 (x), 1 (y), or 2 (z).
  inline void SetMax (size_t idx, float val)
  {
    maxbox[idx] = val;
  }

  /// Get Min component for 0 (x), 1 (y), or 2 (z).
  inline float GetMin (size_t idx)
  {
    return minbox[idx];
  }

  /// Get Max component for 0 (x), 1 (y), or 2 (z).
  inline float GetMax (size_t idx)
  {
    return maxbox[idx];
  }

  /**
   * Return a textual representation of the box in the form
   * "(minx,miny,minz)-(maxx,maxy,maxz)".
   */
  csString Description() const;

  /**
   * Split this box along an axis and construct two new boxes.
   */
  inline void Split (int axis, float where, csBox3& bl, csBox3& br) const
  {
    switch (axis)
    {
      case CS_AXIS_X:
        bl.Set (minbox.x, minbox.y, minbox.z,
      	        where,    maxbox.y, maxbox.z);
        br.Set (where,    minbox.y, minbox.z,
      	        maxbox.x, maxbox.y, maxbox.z);
        break;
      case CS_AXIS_Y:
        bl.Set (minbox.x, minbox.y, minbox.z,
      	        maxbox.x, where,    maxbox.z);
        br.Set (minbox.x, where,    minbox.z,
      	        maxbox.x, maxbox.y, maxbox.z);
        break;
      case CS_AXIS_Z:
        bl.Set (minbox.x, minbox.y, minbox.z,
      	        maxbox.x, maxbox.y, where);
        br.Set (minbox.x, minbox.y, where,
      	        maxbox.x, maxbox.y, maxbox.z);
        break;
    }
  }

  /**
   * Test if this box intersects with the given axis aligned plane.
   * Returns < 0 if box is completely in left half.
   * Returns > 0 if box is completely in right half.
   * Returns 0 if box is intersected.
   */
  inline int TestSplit (int axis, float where) const
  {
    if (maxbox[axis] < where) return -1;
    if (minbox[axis] > where) return 1;
    return 0;
  }

  /**
   * Test if this box is adjacent to the other on the X side.
   */
  bool AdjacentX (const csBox3& other, float epsilon = SMALL_EPSILON) const;

  /**
   * Test if this box is adjacent to the other on the Y side.
   */
  bool AdjacentY (const csBox3& other, float epsilon = SMALL_EPSILON) const;

  /**
   * Test if this box is adjacent to the other on the Z side.
   */
  bool AdjacentZ (const csBox3& other, float epsilon = SMALL_EPSILON) const;

  /**
   * Test if this box is adjacent to the other one.
   * Return -1 if not adjacent or else any of the #CS_BOX_SIDE_x etc.
   * flags to indicate the side of this box that the other
   * box is adjacent with.
   * The epsilon value is used to decide when adjacency is ok.
   */
  int Adjacent (const csBox3& other, float epsilon = SMALL_EPSILON) const;

  /**
   * Assume that 3D space is divided into 27 areas. One is inside
   * the box. The other 26 are rectangular segments around the box.
   * This function will calculate the right segment for a given point
   * and return that.
   */
  int CalculatePointSegment (const csVector3& pos) const;

  /**
   * Get a convex outline (not a polygon unless projected to 2D)
   * for for this box as seen from the given position.
   * The coordinates returned are world space coordinates.
   * Note that you need place for at least six vectors in the array.
   * If you set bVisible true, you will get all visible corners - this
   * could be up to 7.
   */
  void GetConvexOutline (const csVector3& pos,
  	csVector3* array, int& num_array, bool bVisible=false) const;

  /**
   * Test if this box is between two others.
   */
  bool Between (const csBox3& box1, const csBox3& box2) const;

  /**
   * Calculate the minimum manhattan distance between this box
   * and another one.
   */
  void ManhattanDistance (const csBox3& other, csVector3& dist) const;

  /**
   * Calculate the squared distance between (0,0,0) and the box
   * This routine is extremely efficient.
   */
  float SquaredOriginDist () const;

  /**
   * Calculate the squared distance between (0,0,0) and the point
   * on the box which is furthest away from (0,0,0).
   * This routine is extremely efficient.
   */
  float SquaredOriginMaxDist () const;

  /**
   * Calculate the squared distance between pos and the box
   * This routine is extremely efficient.
   */
  float SquaredPosDist (const csVector3& pos) const;

  /**
   * Calculate the squared distance between pos and the point
   * on the box which is furthest away from pos.
   * This routine is extremely efficient.
   */
  float SquaredPosMaxDist (const csVector3& pos) const;

  /**
   * Project this box to a 2D bounding box given the view point
   * transformation and also the field-of-view and shift values (for
   * perspective projection). The transform should transform from world
   * to camera space (using Other2This). The minimum and maximum z
   * are also calculated. If the bounding box is behind the camera
   * then the 'sbox' will not be calculated (min_z and max_z are
   * still calculated) and the function will return false.
   * If the camera is inside the transformed box then this function will
   * return true and a conservative screen space bounding box is returned.
   */
  bool ProjectBox (const csTransform& trans, float fov, float sx, float sy,
  	csBox2& sbox, float& min_z, float& max_z) const;
 
  /**
   * Project this box to a 2D bounding box given the view point
   * transformation and also the projection matrix. 
   * The transform should transform from world
   * to camera space (using Other2This). The minimum and maximum z
   * are also calculated. If the bounding box is behind the camera
   * then the 'sbox' will not be calculated (min_z and max_z are
   * still calculated) and the function will return false.
   * If the camera is inside the transformed box then this function will
   * return true and a conservative screen space bounding box is returned.
   */
  bool ProjectBox (const csTransform& trans, const CS::Math::Matrix4& proj,
  	csBox2& sbox, float& min_z, float& max_z, int screenWidth,
  	int screenHeight) const;

  /**
   * Project this box to the 2D outline given the view point
   * transformation and also the field-of-view and shift values (for
   * perspective correction). The minimum and maximum z are also
   * calculated. If the box is fully behind the camera
   * then false is returned and this function will not do anything.
   * If the box is partially behind the camera you will get an outline
   * that is conservatively correct (i.e. it will overestimate the box).
   */
  bool ProjectOutline (const csTransform& trans, float fov, float sx, float sy,
  	csPoly2D& poly, float& min_z, float& max_z) const;

  /**
   * Project this box to the 2D outline given the origin and an axis aligned
   * plane. If this fails (because some of the points cannot be projected)
   * then it will return false. Note that this function will NOT clear
   * the input array. So it will add the projected vertices after the
   * vertices that may already be there.
   */
  bool ProjectOutline (const csVector3& origin,
	int axis, float where, csArray<csVector2>& poly) const;

  /**
   * Project this box to the 2D outline given the origin and an axis aligned
   * plane. If this fails (because some of the points cannot be projected)
   * then it will return false.
   */
  bool ProjectOutline (const csVector3& origin,
	int axis, float where, csPoly2D& poly) const;

  /**
   * Project this box to the 2D outline given the view point
   * transformation and also the field-of-view and shift values (for
   * perspective correction). The minimum and maximum z are also
   * calculated. If the box is fully behind the camera
   * then false is returned and this function will not do anything.
   * If the box is partially behind the camera you will get an outline
   * that is conservatively correct (i.e. it will overestimate the box).
   * In addition to the outline this function also returns the projected
   * screen-space box. So it is a combination of ProjectBox() and
   * ProjectOutline().
   */
  bool ProjectBoxAndOutline (const csTransform& trans, float fov,
  	float sx, float sy, csBox2& sbox, csPoly2D& poly,
	float& min_z, float& max_z) const;

  /// Compute the union of two bounding boxes.
  csBox3& operator+= (const csBox3& box);
  /// Compute the union of a point with this bounding box.
  csBox3& operator+= (const csVector3& point);
  /// Compute the intersection of two bounding boxes.
  csBox3& operator*= (const csBox3& box);
  /// Test if the two boxes have an intersection.
  bool TestIntersect (const csBox3& box) const;

  /// Compute the union of two bounding boxes.
  friend CS_CRYSTALSPACE_EXPORT csBox3 operator+ (const csBox3& box1, 
    const csBox3& box2);
  /// Compute the union of a bounding box and a point.
  friend CS_CRYSTALSPACE_EXPORT csBox3 operator+ (const csBox3& box, 
    const csVector3& point);
  /// Compute the intersection of two bounding boxes.
  friend CS_CRYSTALSPACE_EXPORT csBox3 operator* (const csBox3& box1, 
    const csBox3& box2);

  /// Tests if two bounding boxes are equal.
  friend CS_CRYSTALSPACE_EXPORT bool operator== (const csBox3& box1, 
    const csBox3& box2);
  /// Tests if two bounding boxes are unequal.
  friend CS_CRYSTALSPACE_EXPORT bool operator!= (const csBox3& box1, 
    const csBox3& box2);
  /// Tests if box1 is a subset of box2.
  friend CS_CRYSTALSPACE_EXPORT bool operator< (const csBox3& box1, 
    const csBox3& box2);
  /// Tests if box1 is a superset of box2.
  friend CS_CRYSTALSPACE_EXPORT bool operator> (const csBox3& box1, 
    const csBox3& box2);
  /// Tests if a point is contained in a box.
  friend CS_CRYSTALSPACE_EXPORT bool operator< (const csVector3& point, 
    const csBox3& box);
};

/** @} */

#endif // __CS_BOX_H__