Open Source Computer Vision Library https://opencv.org/
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///////////////////////////////////////////////////////////////////////////
//
// Copyright (c) 2004, Industrial Light & Magic, a division of Lucas
// Digital Ltd. LLC
//
// All rights reserved.
//
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions are
// met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above
// copyright notice, this list of conditions and the following disclaimer
// in the documentation and/or other materials provided with the
// distribution.
// * Neither the name of Industrial Light & Magic nor the names of
// its contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
// "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
// LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
// A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
// OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
// SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
// LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
// DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
// THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
///////////////////////////////////////////////////////////////////////////
#ifndef INCLUDED_IMATHBOX_H
#define INCLUDED_IMATHBOX_H
//-------------------------------------------------------------------
//
// class Imath::Box<class T>
// --------------------------------
//
// This class imposes the following requirements on its
// parameter class:
//
// 1) The class T must implement these operators:
// + - < > <= >= =
// with the signature (T,T) and the expected
// return values for a numeric type.
//
// 2) The class T must implement operator=
// with the signature (T,float and/or double)
//
// 3) The class T must have a constructor which takes
// a float (and/or double) for use in initializing the box.
//
// 4) The class T must have a function T::dimensions()
// which returns the number of dimensions in the class
// (since its assumed its a vector) -- preferably, this
// returns a constant expression.
//
//-------------------------------------------------------------------
#include "ImathVec.h"
namespace Imath {
template <class T>
class Box
{
public:
//-------------------------
// Data Members are public
//-------------------------
T min;
T max;
//-----------------------------------------------------
// Constructors - an "empty" box is created by default
//-----------------------------------------------------
Box ();
Box (const T &point);
Box (const T &minT, const T &maxT);
//--------------------
// Operators: ==, !=
//--------------------
bool operator == (const Box<T> &src) const;
bool operator != (const Box<T> &src) const;
//------------------
// Box manipulation
//------------------
void makeEmpty ();
void extendBy (const T &point);
void extendBy (const Box<T> &box);
void makeInfinite ();
//---------------------------------------------------
// Query functions - these compute results each time
//---------------------------------------------------
T size () const;
T center () const;
bool intersects (const T &point) const;
bool intersects (const Box<T> &box) const;
unsigned int majorAxis () const;
//----------------
// Classification
//----------------
bool isEmpty () const;
bool hasVolume () const;
bool isInfinite () const;
};
//--------------------
// Convenient typedefs
//--------------------
typedef Box <V2s> Box2s;
typedef Box <V2i> Box2i;
typedef Box <V2f> Box2f;
typedef Box <V2d> Box2d;
typedef Box <V3s> Box3s;
typedef Box <V3i> Box3i;
typedef Box <V3f> Box3f;
typedef Box <V3d> Box3d;
//----------------
// Implementation
template <class T>
inline Box<T>::Box()
{
makeEmpty();
}
template <class T>
inline Box<T>::Box (const T &point)
{
min = point;
max = point;
}
template <class T>
inline Box<T>::Box (const T &minT, const T &maxT)
{
min = minT;
max = maxT;
}
template <class T>
inline bool
Box<T>::operator == (const Box<T> &src) const
{
return (min == src.min && max == src.max);
}
template <class T>
inline bool
Box<T>::operator != (const Box<T> &src) const
{
return (min != src.min || max != src.max);
}
template <class T>
inline void Box<T>::makeEmpty()
{
min = T(T::baseTypeMax());
max = T(T::baseTypeMin());
}
template <class T>
inline void Box<T>::makeInfinite()
{
min = T(T::baseTypeMin());
max = T(T::baseTypeMax());
}
template <class T>
inline void
Box<T>::extendBy(const T &point)
{
for (unsigned int i = 0; i < min.dimensions(); i++)
{
if (point[i] < min[i])
min[i] = point[i];
if (point[i] > max[i])
max[i] = point[i];
}
}
template <class T>
inline void
Box<T>::extendBy(const Box<T> &box)
{
for (unsigned int i = 0; i < min.dimensions(); i++)
{
if (box.min[i] < min[i])
min[i] = box.min[i];
if (box.max[i] > max[i])
max[i] = box.max[i];
}
}
template <class T>
inline bool
Box<T>::intersects(const T &point) const
{
for (unsigned int i = 0; i < min.dimensions(); i++)
{
if (point[i] < min[i] || point[i] > max[i])
return false;
}
return true;
}
template <class T>
inline bool
Box<T>::intersects(const Box<T> &box) const
{
for (unsigned int i = 0; i < min.dimensions(); i++)
{
if (box.max[i] < min[i] || box.min[i] > max[i])
return false;
}
return true;
}
template <class T>
inline T
Box<T>::size() const
{
if (isEmpty())
return T (0);
return max - min;
}
template <class T>
inline T
Box<T>::center() const
{
return (max + min) / 2;
}
template <class T>
inline bool
Box<T>::isEmpty() const
{
for (unsigned int i = 0; i < min.dimensions(); i++)
{
if (max[i] < min[i])
return true;
}
return false;
}
template <class T>
inline bool
Box<T>::isInfinite() const
{
for (unsigned int i = 0; i < min.dimensions(); i++)
{
if (min[i] != T::baseTypeMin() || max[i] != T::baseTypeMax())
return false;
}
return true;
}
template <class T>
inline bool
Box<T>::hasVolume() const
{
for (unsigned int i = 0; i < min.dimensions(); i++)
{
if (max[i] <= min[i])
return false;
}
return true;
}
template<class T>
inline unsigned int
Box<T>::majorAxis() const
{
unsigned int major = 0;
T s = size();
for (unsigned int i = 1; i < min.dimensions(); i++)
{
if (s[i] > s[major])
major = i;
}
return major;
}
//-------------------------------------------------------------------
//
// Partial class specializations for Imath::Vec2<T> and Imath::Vec3<T>
//
//-------------------------------------------------------------------
template <typename T> class Box;
template <class T>
class Box<Vec2<T> >
{
public:
//-------------------------
// Data Members are public
//-------------------------
Vec2<T> min;
Vec2<T> max;
//-----------------------------------------------------
// Constructors - an "empty" box is created by default
//-----------------------------------------------------
Box();
Box (const Vec2<T> &point);
Box (const Vec2<T> &minT, const Vec2<T> &maxT);
//--------------------
// Operators: ==, !=
//--------------------
bool operator == (const Box<Vec2<T> > &src) const;
bool operator != (const Box<Vec2<T> > &src) const;
//------------------
// Box manipulation
//------------------
void makeEmpty();
void extendBy (const Vec2<T> &point);
void extendBy (const Box<Vec2<T> > &box);
void makeInfinite();
//---------------------------------------------------
// Query functions - these compute results each time
//---------------------------------------------------
Vec2<T> size() const;
Vec2<T> center() const;
bool intersects (const Vec2<T> &point) const;
bool intersects (const Box<Vec2<T> > &box) const;
unsigned int majorAxis() const;
//----------------
// Classification
//----------------
bool isEmpty() const;
bool hasVolume() const;
bool isInfinite() const;
};
//----------------
// Implementation
template <class T>
inline Box<Vec2<T> >::Box()
{
makeEmpty();
}
template <class T>
inline Box<Vec2<T> >::Box (const Vec2<T> &point)
{
min = point;
max = point;
}
template <class T>
inline Box<Vec2<T> >::Box (const Vec2<T> &minT, const Vec2<T> &maxT)
{
min = minT;
max = maxT;
}
template <class T>
inline bool
Box<Vec2<T> >::operator == (const Box<Vec2<T> > &src) const
{
return (min == src.min && max == src.max);
}
template <class T>
inline bool
Box<Vec2<T> >::operator != (const Box<Vec2<T> > &src) const
{
return (min != src.min || max != src.max);
}
template <class T>
inline void Box<Vec2<T> >::makeEmpty()
{
min = Vec2<T>(Vec2<T>::baseTypeMax());
max = Vec2<T>(Vec2<T>::baseTypeMin());
}
template <class T>
inline void Box<Vec2<T> >::makeInfinite()
{
min = Vec2<T>(Vec2<T>::baseTypeMin());
max = Vec2<T>(Vec2<T>::baseTypeMax());
}
template <class T>
inline void
Box<Vec2<T> >::extendBy (const Vec2<T> &point)
{
if (point[0] < min[0])
min[0] = point[0];
if (point[0] > max[0])
max[0] = point[0];
if (point[1] < min[1])
min[1] = point[1];
if (point[1] > max[1])
max[1] = point[1];
}
template <class T>
inline void
Box<Vec2<T> >::extendBy (const Box<Vec2<T> > &box)
{
if (box.min[0] < min[0])
min[0] = box.min[0];
if (box.max[0] > max[0])
max[0] = box.max[0];
if (box.min[1] < min[1])
min[1] = box.min[1];
if (box.max[1] > max[1])
max[1] = box.max[1];
}
template <class T>
inline bool
Box<Vec2<T> >::intersects (const Vec2<T> &point) const
{
if (point[0] < min[0] || point[0] > max[0] ||
point[1] < min[1] || point[1] > max[1])
return false;
return true;
}
template <class T>
inline bool
Box<Vec2<T> >::intersects (const Box<Vec2<T> > &box) const
{
if (box.max[0] < min[0] || box.min[0] > max[0] ||
box.max[1] < min[1] || box.min[1] > max[1])
return false;
return true;
}
template <class T>
inline Vec2<T>
Box<Vec2<T> >::size() const
{
if (isEmpty())
return Vec2<T> (0);
return max - min;
}
template <class T>
inline Vec2<T>
Box<Vec2<T> >::center() const
{
return (max + min) / 2;
}
template <class T>
inline bool
Box<Vec2<T> >::isEmpty() const
{
if (max[0] < min[0] ||
max[1] < min[1])
return true;
return false;
}
template <class T>
inline bool
Box<Vec2<T> > ::isInfinite() const
{
if (min[0] != limits<T>::min() || max[0] != limits<T>::max() ||
min[1] != limits<T>::min() || max[1] != limits<T>::max())
return false;
return true;
}
template <class T>
inline bool
Box<Vec2<T> >::hasVolume() const
{
if (max[0] <= min[0] ||
max[1] <= min[1])
return false;
return true;
}
template <class T>
inline unsigned int
Box<Vec2<T> >::majorAxis() const
{
unsigned int major = 0;
Vec2<T> s = size();
if (s[1] > s[major])
major = 1;
return major;
}
template <class T>
class Box<Vec3<T> >
{
public:
//-------------------------
// Data Members are public
//-------------------------
Vec3<T> min;
Vec3<T> max;
//-----------------------------------------------------
// Constructors - an "empty" box is created by default
//-----------------------------------------------------
Box();
Box (const Vec3<T> &point);
Box (const Vec3<T> &minT, const Vec3<T> &maxT);
//--------------------
// Operators: ==, !=
//--------------------
bool operator == (const Box<Vec3<T> > &src) const;
bool operator != (const Box<Vec3<T> > &src) const;
//------------------
// Box manipulation
//------------------
void makeEmpty();
void extendBy (const Vec3<T> &point);
void extendBy (const Box<Vec3<T> > &box);
void makeInfinite ();
//---------------------------------------------------
// Query functions - these compute results each time
//---------------------------------------------------
Vec3<T> size() const;
Vec3<T> center() const;
bool intersects (const Vec3<T> &point) const;
bool intersects (const Box<Vec3<T> > &box) const;
unsigned int majorAxis() const;
//----------------
// Classification
//----------------
bool isEmpty() const;
bool hasVolume() const;
bool isInfinite() const;
};
//----------------
// Implementation
template <class T>
inline Box<Vec3<T> >::Box()
{
makeEmpty();
}
template <class T>
inline Box<Vec3<T> >::Box (const Vec3<T> &point)
{
min = point;
max = point;
}
template <class T>
inline Box<Vec3<T> >::Box (const Vec3<T> &minT, const Vec3<T> &maxT)
{
min = minT;
max = maxT;
}
template <class T>
inline bool
Box<Vec3<T> >::operator == (const Box<Vec3<T> > &src) const
{
return (min == src.min && max == src.max);
}
template <class T>
inline bool
Box<Vec3<T> >::operator != (const Box<Vec3<T> > &src) const
{
return (min != src.min || max != src.max);
}
template <class T>
inline void Box<Vec3<T> >::makeEmpty()
{
min = Vec3<T>(Vec3<T>::baseTypeMax());
max = Vec3<T>(Vec3<T>::baseTypeMin());
}
template <class T>
inline void Box<Vec3<T> >::makeInfinite()
{
min = Vec3<T>(Vec3<T>::baseTypeMin());
max = Vec3<T>(Vec3<T>::baseTypeMax());
}
template <class T>
inline void
Box<Vec3<T> >::extendBy (const Vec3<T> &point)
{
if (point[0] < min[0])
min[0] = point[0];
if (point[0] > max[0])
max[0] = point[0];
if (point[1] < min[1])
min[1] = point[1];
if (point[1] > max[1])
max[1] = point[1];
if (point[2] < min[2])
min[2] = point[2];
if (point[2] > max[2])
max[2] = point[2];
}
template <class T>
inline void
Box<Vec3<T> >::extendBy (const Box<Vec3<T> > &box)
{
if (box.min[0] < min[0])
min[0] = box.min[0];
if (box.max[0] > max[0])
max[0] = box.max[0];
if (box.min[1] < min[1])
min[1] = box.min[1];
if (box.max[1] > max[1])
max[1] = box.max[1];
if (box.min[2] < min[2])
min[2] = box.min[2];
if (box.max[2] > max[2])
max[2] = box.max[2];
}
template <class T>
inline bool
Box<Vec3<T> >::intersects (const Vec3<T> &point) const
{
if (point[0] < min[0] || point[0] > max[0] ||
point[1] < min[1] || point[1] > max[1] ||
point[2] < min[2] || point[2] > max[2])
return false;
return true;
}
template <class T>
inline bool
Box<Vec3<T> >::intersects (const Box<Vec3<T> > &box) const
{
if (box.max[0] < min[0] || box.min[0] > max[0] ||
box.max[1] < min[1] || box.min[1] > max[1] ||
box.max[2] < min[2] || box.min[2] > max[2])
return false;
return true;
}
template <class T>
inline Vec3<T>
Box<Vec3<T> >::size() const
{
if (isEmpty())
return Vec3<T> (0);
return max - min;
}
template <class T>
inline Vec3<T>
Box<Vec3<T> >::center() const
{
return (max + min) / 2;
}
template <class T>
inline bool
Box<Vec3<T> >::isEmpty() const
{
if (max[0] < min[0] ||
max[1] < min[1] ||
max[2] < min[2])
return true;
return false;
}
template <class T>
inline bool
Box<Vec3<T> >::isInfinite() const
{
if (min[0] != limits<T>::min() || max[0] != limits<T>::max() ||
min[1] != limits<T>::min() || max[1] != limits<T>::max() ||
min[2] != limits<T>::min() || max[2] != limits<T>::max())
return false;
return true;
}
template <class T>
inline bool
Box<Vec3<T> >::hasVolume() const
{
if (max[0] <= min[0] ||
max[1] <= min[1] ||
max[2] <= min[2])
return false;
return true;
}
template <class T>
inline unsigned int
Box<Vec3<T> >::majorAxis() const
{
unsigned int major = 0;
Vec3<T> s = size();
if (s[1] > s[major])
major = 1;
if (s[2] > s[major])
major = 2;
return major;
}
} // namespace Imath
#endif