/usr/include/crystalspace-2.0/csgeom/obb.h is in libcrystalspace-dev 2.0+dfsg-1build1.
This file is owned by root:root, with mode 0o644.
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Copyright (C) 2002 by Jorrit Tyberghein
Copyright (C) 2002 by Daniel Duhprey
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_OBB_H__
#define __CS_OBB_H__
/**\file
* Oriented bounding box.
*/
/**
* \addtogroup geom_utils
* @{ */
#include "csextern.h"
#include "csgeom/box.h"
#include "csgeom/matrix3.h"
class csVector3;
class csReversibleTransform;
/**
* Oriented bounding box (OBB). This is basically
* a csBox3 with a matrix to rotate it.
*/
class CS_CRYSTALSPACE_EXPORT csOBB : public csBox3
{
private:
csMatrix3 mMat;
public:
/**
* Initialize the OBB to empty with identity transform.
*/
csOBB () {}
/**
* Copy constructor.
*/
csOBB (const csOBB &b) : csBox3 (b), mMat (b.mMat) { }
/**
* Initialize the OBB to the given AABB with identity transform.
*/
csOBB (const csBox3 &b) : csBox3 (b) { }
/**
* Construct an OBB from the three given vectors. This will
* setup the orientation.
* dir1 are the two vertices furthest appart.
* dir2 is the two vertices after moving them to the plane perpendicular
* to dir1 and dir3 is the cross of dir1 and dir2.
*/
csOBB (const csVector3 &dir1, const csVector3 &dir2,
const csVector3 &dir3);
void AddBoundingVertex (const csVector3 &v);
csVector3 GetCorner (int corner) const;
/**
* Get the rotation matrix for the OBB
*/
inline const csMatrix3 &GetMatrix () const
{ return mMat; }
/**
* Get the rotation matrix for the OBB
*/
inline csMatrix3 &GetMatrix ()
{ return mMat; }
/**
* Get the diameter of this OBB.
*/
float Diameter ();
/**
* Get the volume of this OBB.
*/
float Volume ();
/**
* Given the table of vertices find a csOBB that matches this table.
* This is a faster version that FindOBBAccurate() but it is less
* accurate.
*/
void FindOBB (const csVector3 *vertex_table, int num, float eps = 0.0);
/**
* Given the table of vertices find a csOBB that matches this table.
* This version is a lot slower than FindOBB but it gives a more accurate
* OBB.
*/
void FindOBBAccurate (const csVector3 *vertex_table, int num);
};
/**
* Version of the csOBB with frozen corners (for optimization purposes).
*/
class CS_CRYSTALSPACE_EXPORT csOBBFrozen
{
private:
csVector3 corners[8];
public:
/**
* Copy a normal OBB and freeze the corners.
*/
inline void Copy (const csOBB& obb)
{
for (int i = 0 ; i < 8 ; i++)
{
corners[i] = obb.GetCorner (i);
}
}
/**
* Copy a normal OBB and freeze the corners.
*/
void Copy (const csOBB& obb, const csReversibleTransform& trans);
/**
* Create an empty csOBBFrozen which is not initialized.
*/
csOBBFrozen ()
{
}
/**
* Create a frozen OBB from a normal OBB.
*/
csOBBFrozen (const csOBB& obb)
{
Copy (obb);
}
/**
* Create a frozen OBB from a normal OBB.
* The given transform is applied to the vertices
* AFTER the matrix of the obb is applied (using
* Other2This).
*/
csOBBFrozen (const csOBB& obb, const csReversibleTransform& trans)
{
Copy (obb, trans);
}
/**
* Get one corner from the OBB.
*/
inline const csVector3& GetCorner (int corner) const
{
CS_ASSERT (corner >= 0 && corner < 8);
return corners[corner];
}
//@{
/**
* Project this OBB to a 2D screen space box.
* Returns false if OBB is not on screen.
*/
bool ProjectOBB (float fov, float sx, float sy, csBox2& sbox,
float& min_z, float& max_z);
bool ProjectOBB (const CS::Math::Matrix4& projection, csBox2& sbox,
float& min_z, float& max_z, int screenWidth, int screenHeight);
//@}
};
/** @} */
#endif // __CS_OBB_H__
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