blender/intern/cycles/util/util_boundbox.h
Sergey Sharybin 0579eaae1f Cycles: Make all #include statements relative to cycles source directory
The idea is to make include statements more explicit and obvious where the
file is coming from, additionally reducing chance of wrong header being
picked up.

For example, it was not obvious whether bvh.h was refferring to builder
or traversal, whenter node.h is a generic graph node or a shader node
and cases like that.

Surely this might look obvious for the active developers, but after some
time of not touching the code it becomes less obvious where file is coming
from.

This was briefly mentioned in T50824 and seems @brecht is fine with such
explicitness, but need to agree with all active developers before committing
this.

Please note that this patch is lacking changes related on GPU/OpenCL
support. This will be solved if/when we all agree this is a good idea to move
forward.

Reviewers: brecht, lukasstockner97, maiself, nirved, dingto, juicyfruit, swerner

Reviewed By: lukasstockner97, maiself, nirved, dingto

Subscribers: brecht

Differential Revision: https://developer.blender.org/D2586
2017-03-29 13:41:11 +02:00

287 lines
6.1 KiB
C++

/*
* Copyright 2011-2013 Blender Foundation
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#ifndef __UTIL_BOUNDBOX_H__
#define __UTIL_BOUNDBOX_H__
#include <math.h>
#include <float.h>
#include "util/util_math.h"
#include "util/util_string.h"
#include "util/util_transform.h"
#include "util/util_types.h"
CCL_NAMESPACE_BEGIN
/* 3D BoundBox */
class BoundBox
{
public:
float3 min, max;
__forceinline BoundBox()
{
}
__forceinline BoundBox(const float3& pt)
: min(pt), max(pt)
{
}
__forceinline BoundBox(const float3& min_, const float3& max_)
: min(min_), max(max_)
{
}
enum empty_t { empty = 0};
__forceinline BoundBox(empty_t)
: min(make_float3(FLT_MAX, FLT_MAX, FLT_MAX)), max(make_float3(-FLT_MAX, -FLT_MAX, -FLT_MAX))
{
}
__forceinline void grow(const float3& pt)
{
/* the order of arguments to min is such that if pt is nan, it will not
* influence the resulting bounding box */
min = ccl::min(pt, min);
max = ccl::max(pt, max);
}
__forceinline void grow(const float3& pt, float border)
{
float3 shift = make_float3(border, border, border);
min = ccl::min(pt - shift, min);
max = ccl::max(pt + shift, max);
}
__forceinline void grow(const BoundBox& bbox)
{
grow(bbox.min);
grow(bbox.max);
}
__forceinline void grow_safe(const float3& pt)
{
/* the order of arguments to min is such that if pt is nan, it will not
* influence the resulting bounding box */
if(isfinite(pt.x) && isfinite(pt.y) && isfinite(pt.z)) {
min = ccl::min(pt, min);
max = ccl::max(pt, max);
}
}
__forceinline void grow_safe(const float3& pt, float border)
{
if(isfinite(pt.x) && isfinite(pt.y) && isfinite(pt.z) && isfinite(border)) {
float3 shift = make_float3(border, border, border);
min = ccl::min(pt - shift, min);
max = ccl::max(pt + shift, max);
}
}
__forceinline void grow_safe(const BoundBox& bbox)
{
grow_safe(bbox.min);
grow_safe(bbox.max);
}
__forceinline void intersect(const BoundBox& bbox)
{
min = ccl::max(min, bbox.min);
max = ccl::min(max, bbox.max);
}
/* todo: avoid using this */
__forceinline float safe_area() const
{
if(!((min.x <= max.x) && (min.y <= max.y) && (min.z <= max.z)))
return 0.0f;
return area();
}
__forceinline float area() const
{
return half_area()*2.0f;
}
__forceinline float half_area() const
{
float3 d = max - min;
return (d.x*d.z + d.y*d.z + d.x*d.y);
}
__forceinline float3 center() const
{
return 0.5f*(min + max);
}
__forceinline float3 center2() const
{
return min + max;
}
__forceinline float3 size() const
{
return max - min;
}
__forceinline bool valid() const
{
return (min.x <= max.x) && (min.y <= max.y) && (min.z <= max.z) &&
(isfinite(min.x) && isfinite(min.y) && isfinite(min.z)) &&
(isfinite(max.x) && isfinite(max.y) && isfinite(max.z));
}
BoundBox transformed(const Transform *tfm) const
{
BoundBox result = BoundBox::empty;
for(int i = 0; i < 8; i++) {
float3 p;
p.x = (i & 1)? min.x: max.x;
p.y = (i & 2)? min.y: max.y;
p.z = (i & 4)? min.z: max.z;
result.grow(transform_point(tfm, p));
}
return result;
}
__forceinline bool intersects(const BoundBox& other)
{
float3 center_diff = center() - other.center(),
total_size = (size() + other.size()) * 0.5f;
return fabsf(center_diff.x) <= total_size.x &&
fabsf(center_diff.y) <= total_size.y &&
fabsf(center_diff.z) <= total_size.z;
}
};
__forceinline BoundBox merge(const BoundBox& bbox, const float3& pt)
{
return BoundBox(min(bbox.min, pt), max(bbox.max, pt));
}
__forceinline BoundBox merge(const BoundBox& a, const BoundBox& b)
{
return BoundBox(min(a.min, b.min), max(a.max, b.max));
}
__forceinline BoundBox merge(const BoundBox& a, const BoundBox& b, const BoundBox& c, const BoundBox& d)
{
return merge(merge(a, b), merge(c, d));
}
__forceinline BoundBox intersect(const BoundBox& a, const BoundBox& b)
{
return BoundBox(max(a.min, b.min), min(a.max, b.max));
}
__forceinline BoundBox intersect(const BoundBox& a, const BoundBox& b, const BoundBox& c)
{
return intersect(a, intersect(b, c));
}
/* 2D BoundBox */
class BoundBox2D {
public:
float left;
float right;
float bottom;
float top;
BoundBox2D()
: left(0.0f), right(1.0f), bottom(0.0f), top(1.0f)
{
}
bool operator==(const BoundBox2D& other) const
{
return (left == other.left && right == other.right &&
bottom == other.bottom && top == other.top);
}
float width()
{
return right - left;
}
float height()
{
return top - bottom;
}
BoundBox2D operator*(float f) const
{
BoundBox2D result;
result.left = left*f;
result.right = right*f;
result.bottom = bottom*f;
result.top = top*f;
return result;
}
BoundBox2D subset(const BoundBox2D& other) const
{
BoundBox2D subset;
subset.left = left + other.left*(right - left);
subset.right = left + other.right*(right - left);
subset.bottom = bottom + other.bottom*(top - bottom);
subset.top = bottom + other.top*(top - bottom);
return subset;
}
BoundBox2D make_relative_to(const BoundBox2D& other) const
{
BoundBox2D result;
result.left = ((left - other.left) / (other.right - other.left));
result.right = ((right - other.left) / (other.right - other.left));
result.bottom = ((bottom - other.bottom) / (other.top - other.bottom));
result.top = ((top - other.bottom) / (other.top - other.bottom));
return result;
}
BoundBox2D clamp(float mn = 0.0f, float mx = 1.0f)
{
BoundBox2D result;
result.left = ccl::clamp(left, mn, mx);
result.right = ccl::clamp(right, mn, mx);
result.bottom = ccl::clamp(bottom, mn, mx);
result.top = ccl::clamp(top, mn, mx);
return result;
}
};
CCL_NAMESPACE_END
#endif /* __UTIL_BOUNDBOX_H__ */