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235 | /**
* MOAB, a Mesh-Oriented datABase, is a software component for creating,
* storing and accessing finite element mesh data.
*
* Copyright 2004 Sandia Corporation. Under the terms of Contract
* DE-AC04-94AL85000 with Sandia Corporation, the U.S. Government
* retains certain rights in this software.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
*/
#ifndef MB_AXIS_BOX_HPP
#define MB_AXIS_BOX_HPP
#include <limits>
#include "moab/Interface.hpp"
namespace moab
{
/**
* \brief Class representing axis-aligned bounding box
* \author Jason Kraftcheck ([email protected])
* \date August, 2006
*/
class AxisBox
{
public:
inline AxisBox();
inline AxisBox( const double* min, const double* max );
inline AxisBox( const double* point );<--- Class 'AxisBox' has a constructor with 1 argument that is not explicit. [+]Class 'AxisBox' has a constructor with 1 argument that is not explicit. Such constructors should in general be explicit for type safety reasons. Using the explicit keyword in the constructor means some mistakes when using the class can be avoided.
static ErrorCode get_tag( Tag& tag_handle_out, Interface* interface, const char* tag_name = 0 );
/** Calculate a box bounding the entities contained in the passed set */
static ErrorCode calculate( AxisBox& box_out, EntityHandle set, Interface* interface );
/** Calculate a box bounding the vertices/elements in the passed Range */
static ErrorCode calculate( AxisBox& box_out, const Range& elements, Interface* interface );
/** intersect */
inline AxisBox& operator&=( const AxisBox& other );
/** unite */
inline AxisBox& operator|=( const AxisBox& other );
/** unite */
inline AxisBox& operator|=( const double* point );
inline const double* minimum() const
{
return minVect;
}
inline const double* maximum() const
{
return maxVect;
}
inline double* minimum()
{
return minVect;
}
inline double* maximum()
{
return maxVect;
}
inline void center( double* center_out ) const;
inline void diagonal( double* diagonal_out ) const;
/**\brief Check if two boxes intersect.
*
* Check if two boxes are within the specified tolerance of
* each other. If tolerance is less than zero, then boxes must
* overlap by at least the magnitude of the tolerance to be
* considered intersecting.
*/
inline bool intersects( const AxisBox& other, double tolerance ) const;
/**\brief Check if box contains point
*
* Check if a position is in or on the box, within the specified tolerance
*/
inline bool intersects( const double* point, double tolerance ) const;
/**\brief Check that box is valid
*
* Check that box is defined (contains at least a single point.)
*/
inline bool valid() const;
/**\brief Find closest position on/within box to input position.
*
* Find the closest position in the solid box to the input position.
* If the input position is on or within the box, then the output
* position will be the same as the input position. If the input
* position is outside the box, the outside position will be the
* closest point on the box boundary to the input position.
*/
inline void closest_position_within_box( const double* input_position, double* output_position ) const;
private:
double minVect[3], maxVect[3];
};
/** intersect */
inline AxisBox operator&( const AxisBox& a, const AxisBox& b )
{
return AxisBox( a ) &= b;
}
/** unite */
inline AxisBox operator|( const AxisBox& a, const AxisBox& b )
{
return AxisBox( a ) |= b;
}
/** intersects */
inline bool operator||( const AxisBox& a, const AxisBox& b )
{
return a.minimum()[0] <= b.maximum()[0] && a.minimum()[1] <= b.maximum()[1] && a.minimum()[2] <= b.maximum()[2] &&
a.maximum()[0] >= b.minimum()[0] && a.maximum()[1] >= b.minimum()[1] && a.maximum()[2] >= b.minimum()[2];
}
inline AxisBox::AxisBox()
{
minVect[0] = minVect[1] = minVect[2] = std::numeric_limits< double >::max();
maxVect[0] = maxVect[1] = maxVect[2] = -std::numeric_limits< double >::max();
}
inline AxisBox::AxisBox( const double* min, const double* max )
{
minVect[0] = min[0];
minVect[1] = min[1];
minVect[2] = min[2];
maxVect[0] = max[0];
maxVect[1] = max[1];
maxVect[2] = max[2];
}
inline AxisBox::AxisBox( const double* point )
{
minVect[0] = maxVect[0] = point[0];
minVect[1] = maxVect[1] = point[1];
minVect[2] = maxVect[2] = point[2];
}
inline AxisBox& AxisBox::operator&=( const AxisBox& other )
{
for( int i = 0; i < 3; ++i )
{
if( minVect[i] < other.minVect[i] ) minVect[i] = other.minVect[i];
if( maxVect[i] > other.maxVect[i] ) maxVect[i] = other.maxVect[i];
}
return *this;
}
inline AxisBox& AxisBox::operator|=( const AxisBox& other )
{
for( int i = 0; i < 3; ++i )
{
if( minVect[i] > other.minVect[i] ) minVect[i] = other.minVect[i];
if( maxVect[i] < other.maxVect[i] ) maxVect[i] = other.maxVect[i];
}
return *this;
}
inline AxisBox& AxisBox::operator|=( const double* point )
{
for( int i = 0; i < 3; ++i )
{
if( minVect[i] > point[i] ) minVect[i] = point[i];
if( maxVect[i] < point[i] ) maxVect[i] = point[i];
}
return *this;
}
inline void AxisBox::center( double* center_out ) const
{
center_out[0] = 0.5 * ( minVect[0] + maxVect[0] );
center_out[1] = 0.5 * ( minVect[1] + maxVect[1] );
center_out[2] = 0.5 * ( minVect[2] + maxVect[2] );
}
inline void AxisBox::diagonal( double* diagonal_out ) const
{
diagonal_out[0] = maxVect[0] - minVect[0];
diagonal_out[1] = maxVect[1] - minVect[1];
diagonal_out[2] = maxVect[2] - minVect[2];
}
inline bool AxisBox::intersects( const AxisBox& other, double tolerance ) const
{
return minVect[0] - other.maxVect[0] <= tolerance && minVect[1] - other.maxVect[1] <= tolerance &&
minVect[2] - other.maxVect[2] <= tolerance && other.minVect[0] - maxVect[0] <= tolerance &&
other.minVect[1] - maxVect[1] <= tolerance && other.minVect[2] - maxVect[2] <= tolerance;
}
inline bool AxisBox::intersects( const double* point, double tolerance ) const
{
return minVect[0] - point[0] <= tolerance && minVect[1] - point[1] <= tolerance &&
minVect[2] - point[2] <= tolerance && maxVect[0] - point[0] <= tolerance &&
maxVect[1] - point[1] <= tolerance && maxVect[2] - point[2] <= tolerance;
}
inline bool AxisBox::valid() const
{
return minVect[0] <= maxVect[0] && minVect[1] <= maxVect[1] && minVect[2] <= maxVect[2];
}
inline void AxisBox::closest_position_within_box( const double* input_position, double* output_position ) const
{
for( int i = 0; i < 3; ++i )
{
if( input_position[i] < minVect[i] )
output_position[i] = minVect[i];
else if( input_position[i] > maxVect[i] )
output_position[i] = maxVect[i];
else
output_position[i] = input_position[i];
}
}
} // namespace moab
#endif
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