Mesh Oriented datABase  (version 5.4.1)
Array-based unstructured mesh datastructure
AxisBox.hpp
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00001 /**
00002  * MOAB, a Mesh-Oriented datABase, is a software component for creating,
00003  * storing and accessing finite element mesh data.
00004  *
00005  * Copyright 2004 Sandia Corporation.  Under the terms of Contract
00006  * DE-AC04-94AL85000 with Sandia Corporation, the U.S. Government
00007  * retains certain rights in this software.
00008  *
00009  * This library is free software; you can redistribute it and/or
00010  * modify it under the terms of the GNU Lesser General Public
00011  * License as published by the Free Software Foundation; either
00012  * version 2.1 of the License, or (at your option) any later version.
00013  *
00014  */
00015 
00016 #ifndef MB_AXIS_BOX_HPP
00017 #define MB_AXIS_BOX_HPP
00018 
00019 #include <limits>
00020 #include "moab/Interface.hpp"
00021 
00022 namespace moab
00023 {
00024 
00025 /**
00026  * \brief Class representing axis-aligned bounding box
00027  * \author Jason Kraftcheck ([email protected])
00028  * \date August, 2006
00029  */
00030 class AxisBox
00031 {
00032   public:
00033     inline AxisBox();
00034 
00035     inline AxisBox( const double* min, const double* max );
00036 
00037     inline AxisBox( const double* point );
00038 
00039     static ErrorCode get_tag( Tag& tag_handle_out, Interface* interface, const char* tag_name = 0 );
00040 
00041     /** Calculate a box bounding the entities contained in the passed set */
00042     static ErrorCode calculate( AxisBox& box_out, EntityHandle set, Interface* interface );
00043 
00044     /** Calculate a box bounding the vertices/elements in the passed Range */
00045     static ErrorCode calculate( AxisBox& box_out, const Range& elements, Interface* interface );
00046 
00047     /** intersect */
00048     inline AxisBox& operator&=( const AxisBox& other );
00049 
00050     /** unite */
00051     inline AxisBox& operator|=( const AxisBox& other );
00052 
00053     /** unite */
00054     inline AxisBox& operator|=( const double* point );
00055 
00056     inline const double* minimum() const
00057     {
00058         return minVect;
00059     }
00060 
00061     inline const double* maximum() const
00062     {
00063         return maxVect;
00064     }
00065 
00066     inline double* minimum()
00067     {
00068         return minVect;
00069     }
00070 
00071     inline double* maximum()
00072     {
00073         return maxVect;
00074     }
00075 
00076     inline void center( double* center_out ) const;
00077 
00078     inline void diagonal( double* diagonal_out ) const;
00079 
00080     /**\brief Check if two boxes intersect.
00081      *
00082      * Check if two boxes are within the specified tolerance of
00083      * each other.  If tolerance is less than zero, then boxes must
00084      * overlap by at least the magnitude of the tolerance to be
00085      * considered intersecting.
00086      */
00087     inline bool intersects( const AxisBox& other, double tolerance ) const;
00088 
00089     /**\brief Check if box contains point
00090      *
00091      * Check if a position is in or on the box, within the specified tolerance
00092      */
00093     inline bool intersects( const double* point, double tolerance ) const;
00094 
00095     /**\brief Check that box is valid
00096      *
00097      * Check that box is defined (contains at least a single point.)
00098      */
00099     inline bool valid() const;
00100 
00101     /**\brief Find closest position on/within box to input position.
00102      *
00103      * Find the closest position in the solid box to the input position.
00104      * If the input position is on or within the box, then the output
00105      * position will be the same as the input position.  If the input
00106      * position is outside the box, the outside position will be the
00107      * closest point on the box boundary to the input position.
00108      */
00109     inline void closest_position_within_box( const double* input_position, double* output_position ) const;
00110 
00111   private:
00112     double minVect[3], maxVect[3];
00113 };
00114 
00115 /** intersect */
00116 inline AxisBox operator&( const AxisBox& a, const AxisBox& b )
00117 {
00118     return AxisBox( a ) &= b;
00119 }
00120 
00121 /** unite */
00122 inline AxisBox operator|( const AxisBox& a, const AxisBox& b )
00123 {
00124     return AxisBox( a ) |= b;
00125 }
00126 
00127 /** intersects */
00128 inline bool operator||( const AxisBox& a, const AxisBox& b )
00129 {
00130     return a.minimum()[0] <= b.maximum()[0] && a.minimum()[1] <= b.maximum()[1] && a.minimum()[2] <= b.maximum()[2] &&
00131            a.maximum()[0] >= b.minimum()[0] && a.maximum()[1] >= b.minimum()[1] && a.maximum()[2] >= b.minimum()[2];
00132 }
00133 
00134 inline AxisBox::AxisBox()
00135 {
00136     minVect[0] = minVect[1] = minVect[2] = std::numeric_limits< double >::max();
00137     maxVect[0] = maxVect[1] = maxVect[2] = -std::numeric_limits< double >::max();
00138 }
00139 
00140 inline AxisBox::AxisBox( const double* min, const double* max )
00141 {
00142     minVect[0] = min[0];
00143     minVect[1] = min[1];
00144     minVect[2] = min[2];
00145     maxVect[0] = max[0];
00146     maxVect[1] = max[1];
00147     maxVect[2] = max[2];
00148 }
00149 
00150 inline AxisBox::AxisBox( const double* point )
00151 {
00152     minVect[0] = maxVect[0] = point[0];
00153     minVect[1] = maxVect[1] = point[1];
00154     minVect[2] = maxVect[2] = point[2];
00155 }
00156 
00157 inline AxisBox& AxisBox::operator&=( const AxisBox& other )
00158 {
00159     for( int i = 0; i < 3; ++i )
00160     {
00161         if( minVect[i] < other.minVect[i] ) minVect[i] = other.minVect[i];
00162         if( maxVect[i] > other.maxVect[i] ) maxVect[i] = other.maxVect[i];
00163     }
00164     return *this;
00165 }
00166 
00167 inline AxisBox& AxisBox::operator|=( const AxisBox& other )
00168 {
00169     for( int i = 0; i < 3; ++i )
00170     {
00171         if( minVect[i] > other.minVect[i] ) minVect[i] = other.minVect[i];
00172         if( maxVect[i] < other.maxVect[i] ) maxVect[i] = other.maxVect[i];
00173     }
00174     return *this;
00175 }
00176 
00177 inline AxisBox& AxisBox::operator|=( const double* point )
00178 {
00179     for( int i = 0; i < 3; ++i )
00180     {
00181         if( minVect[i] > point[i] ) minVect[i] = point[i];
00182         if( maxVect[i] < point[i] ) maxVect[i] = point[i];
00183     }
00184     return *this;
00185 }
00186 
00187 inline void AxisBox::center( double* center_out ) const
00188 {
00189     center_out[0] = 0.5 * ( minVect[0] + maxVect[0] );
00190     center_out[1] = 0.5 * ( minVect[1] + maxVect[1] );
00191     center_out[2] = 0.5 * ( minVect[2] + maxVect[2] );
00192 }
00193 
00194 inline void AxisBox::diagonal( double* diagonal_out ) const
00195 {
00196     diagonal_out[0] = maxVect[0] - minVect[0];
00197     diagonal_out[1] = maxVect[1] - minVect[1];
00198     diagonal_out[2] = maxVect[2] - minVect[2];
00199 }
00200 
00201 inline bool AxisBox::intersects( const AxisBox& other, double tolerance ) const
00202 {
00203     return minVect[0] - other.maxVect[0] <= tolerance && minVect[1] - other.maxVect[1] <= tolerance &&
00204            minVect[2] - other.maxVect[2] <= tolerance && other.minVect[0] - maxVect[0] <= tolerance &&
00205            other.minVect[1] - maxVect[1] <= tolerance && other.minVect[2] - maxVect[2] <= tolerance;
00206 }
00207 
00208 inline bool AxisBox::intersects( const double* point, double tolerance ) const
00209 {
00210     return minVect[0] - point[0] <= tolerance && minVect[1] - point[1] <= tolerance &&
00211            minVect[2] - point[2] <= tolerance && maxVect[0] - point[0] <= tolerance &&
00212            maxVect[1] - point[1] <= tolerance && maxVect[2] - point[2] <= tolerance;
00213 }
00214 
00215 inline bool AxisBox::valid() const
00216 {
00217     return minVect[0] <= maxVect[0] && minVect[1] <= maxVect[1] && minVect[2] <= maxVect[2];
00218 }
00219 
00220 inline void AxisBox::closest_position_within_box( const double* input_position, double* output_position ) const
00221 {
00222     for( int i = 0; i < 3; ++i )
00223     {
00224         if( input_position[i] < minVect[i] )
00225             output_position[i] = minVect[i];
00226         else if( input_position[i] > maxVect[i] )
00227             output_position[i] = maxVect[i];
00228         else
00229             output_position[i] = input_position[i];
00230     }
00231 }
00232 
00233 }  // namespace moab
00234 
00235 #endif
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