text: /**************************************************************************\
   *
   *  This file is part of the Coin 3D visualization library.
   *  Copyright (C) by Kongsberg Oil & Gas Technologies.
   *
   *  This library is free software; you can redistribute it and/or
   *  modify it under the terms of the GNU General Public License
   *  ("GPL") version 2 as published by the Free Software Foundation.
   *  See the file LICENSE.GPL at the root directory of this source
   *  distribution for additional information about the GNU GPL.
   *
   *  For using Coin with software that can not be combined with the GNU
   *  GPL, and for taking advantage of the additional benefits of our
   *  support services, please contact Kongsberg Oil & Gas Technologies
   *  about acquiring a Coin Professional Edition License.
   *
   *  See http://www.coin3d.org/ for more information.
   *
   *  Kongsberg Oil & Gas Technologies, Bygdoy Alle 5, 0257 Oslo, NORWAY.
   *  http://www.sim.no/  sales@sim.no  coin-support@coin3d.org
   *
  \**************************************************************************/
  
  /*!
    \class SbBox3s SbBox.h Inventor/SbBox.h
    \brief The SbBox3s class is a 3 dimensional box with short
    integer coordinates.
    \ingroup base
  
    This box class is used by other classes in Coin for data
    exchange. It provides storage for two box corners with short integer
    coordinates, which is among other things useful for representing
    screen or canvas areas in absolute window coordinates.
  
    \sa SbBox2s, SbBox2f, SbBox2d, SbBox3f, SbBox3d, SbXfBox3f.
    \since Coin 2.0
    \since TGS Inventor ?.?
  */
  
  
  #include <Inventor/SbBox3s.h>
  
  #include <limits>
  #include <cassert>
  
  #include <Inventor/SbBox3i32.h>
  #include <Inventor/SbBox3f.h>
  #include <Inventor/SbBox3d.h>
  #if COIN_DEBUG
  #include <Inventor/errors/SoDebugError.h>
  #endif // COIN_DEBUG
  
  /*!
    \fn SbBox3s::SbBox3s(void)
    The default constructor makes an empty box.
  */
  
  /*!
    \fn SbBox3s::SbBox3s(short xmin, short ymin, short zmin, short xmax, short ymax, short zmax)
  
    Constructs a box with the given corner coordinates.
  
    \a xmin should be less than \a xmax, \a ymin should be less than \a
    ymax, and \a zmin should be less than \a zmax if you want to make a
    valid box.
  */
  
  /*!
    \fn SbBox3s::SbBox3s(const SbVec3s & minvec, const SbVec3s & maxvec)
  
    Constructs a box with the given corners.
  
    The coordinates of \a min should be less than the coordinates of
    \a max if you want to make a valid box.
  */
  
  /*!
    \fn SbBox3s & SbBox3s::setBounds(short xmin, short ymin, short zmin, short xmax, short ymax, short zmax)
  
    Reset the boundaries of the box.
  
    \a xmin should be less than \a xmax, \a ymin should be less than \a
    ymax, and \a zmin should be less than \a xmax if you want to make a
    valid box.
  
    Returns reference to self.
  
    \sa getBounds().  
  */
  
  /*!
    \fn SbBox3s & SbBox3s::setBounds(const SbVec3s & minvec, const SbVec3s & maxvec)
  
    Reset the boundaries of the box with the given corners.
  
    The coordinates of \a minvec should be less than the coordinates of
    \a maxvec if you want to make a valid box.
  
    Returns reference to self.
  
    \sa getBounds().
  */
  
  /*!
    Reset the boundaries to the boundaries of the given \a box.
  
    Returns reference to self.
  
    \sa getBounds().
  */
  
  SbBox3s &
  SbBox3s::setBounds(const SbBox3i32 & box)
  {
    if (box.isEmpty()) {
      makeEmpty();
    } else {
      minpt.setValue(box.getMin());
      maxpt.setValue(box.getMax());
    }
    return *this;
  }
  
  /*!
    Reset the boundaries to the boundaries of the given \a box.
  
    Returns reference to self.
  
    \sa getBounds().
  */
  
  SbBox3s &
  SbBox3s::setBounds(const SbBox3f & box)
  {
    if (box.isEmpty()) {
      makeEmpty();
    } else {
      minpt.setValue(box.getMin());
      maxpt.setValue(box.getMax());
    }
    return *this;
  }
  
  /*!
    Reset the boundaries to the boundaries of the given \a box.
  
    Returns reference to self.
  
    \sa getBounds().
  */
  
  SbBox3s &
  SbBox3s::setBounds(const SbBox3d & box)
  {
    if (box.isEmpty()) {
      makeEmpty();
    } else {
      minpt.setValue(box.getMin());
      maxpt.setValue(box.getMax());
    }
    return *this;
  }
  
  /*!
    Marks this as an empty box.
  
    \sa isEmpty().
  */
  void
  SbBox3s::makeEmpty(void)
  {
    this->minpt.setValue(std::numeric_limits<short>::max(), std::numeric_limits<short>::max(), std::numeric_limits<short>::max());
    this->maxpt.setValue(-std::numeric_limits<short>::max(), -std::numeric_limits<short>::max(), -std::numeric_limits<short>::max());
  }
  
  /*!
    \fn const SbVec3s & SbBox3s::getMin(void) const
  
    Returns the minimum point. This should usually be the lower left corner
    point of the box.
  
    \sa getOrigin(), getMax().
  */
  
  /*!
    \fn const SbVec3s & SbBox3s::getMax(void) const
  
    Returns the maximum point. This should usually be the upper right corner
    point of the box.
  
    \sa getMin().
  */
  
  /*!
    Extend the boundaries of the box by the given point, i.e. make the
    point fit inside the box if it isn't already within it.
   */
  void
  SbBox3s::extendBy(const SbVec3s & point)
  {
    // The explicit casts are done to humour the HPUX aCC compiler,
    // which will otherwise say ``Template deduction failed to find a
    // match for the call to 'SbMin'''. mortene.
    this->minpt.setValue(SbMin(static_cast<short>(point[0]), static_cast<short>(this->minpt[0])),
                         SbMin(static_cast<short>(point[1]), static_cast<short>(this->minpt[1])),
                         SbMin(static_cast<short>(point[2]), static_cast<short>(this->minpt[2])));
    this->maxpt.setValue(SbMax(static_cast<short>(point[0]), static_cast<short>(this->maxpt[0])),
                         SbMax(static_cast<short>(point[1]), static_cast<short>(this->maxpt[1])),
                         SbMax(static_cast<short>(point[2]), static_cast<short>(this->maxpt[2])));
  }
  
  /*!
    Extend the boundaries of the box by the given \a box parameter. This
    is equal to calling extendBy() twice with the corner points.
   */
  void
  SbBox3s::extendBy(const SbBox3s & box)
  {
    if (box.isEmpty()) { return; }
  
    this->extendBy(box.getMin());
    this->extendBy(box.getMax());
  }
  
  /*!
    Check if the given point lies within the boundaries of this box.
   */
  SbBool
  SbBox3s::intersect(const SbVec3s & point) const
  {
    if((point[0] >= this->minpt[0]) && (point[0] <= this->maxpt[0]) &&
       (point[1] >= this->minpt[1]) && (point[1] <= this->maxpt[1]) &&
       (point[2] >= this->minpt[2]) && (point[2] <= this->maxpt[2])) return TRUE;
    return FALSE;
  }
  
  /*!
    Check if \a box lies wholly or partly within the boundaries
    of this box.
   */
  SbBool
  SbBox3s::intersect(const SbBox3s & box) const
  {
    if((box.getMax()[0] < this->getMin()[0]) ||
       (box.getMax()[1] < this->getMin()[1]) ||
       (box.getMax()[2] < this->getMin()[2]) ||
       (box.getMin()[0] > this->getMax()[0]) ||
       (box.getMin()[1] > this->getMax()[1]) ||
       (box.getMin()[2] > this->getMax()[2])) return FALSE;
    return TRUE;
  }
  
  /*!
  */
  
  SbVec3f
  SbBox3s::getClosestPoint(const SbVec3f & pt) const
  {
    SbVec3f closest = pt;
  
    SbVec3f center = this->getCenter();
    float devx = closest[0] - center[0];
    float devy = closest[1] - center[1];
    float devz = closest[2] - center[2];
    float halfwidth = float(this->maxpt[0] - this->minpt[0]) / 2.0f;
    float halfheight = float(this->maxpt[1] - this->minpt[1]) / 2.0f;
    float halfdepth = float(this->maxpt[2] - this->minpt[2]) / 2.0f;
  
    // Move point to be on the nearest plane of the box.
    if ((fabs(devx) > fabs(devy)) && (fabs(devx) > fabs(devz)))
      closest[0] = center[0] + halfwidth * ((devx < 0.0f) ? -1.0f : 1.0f);
    else if (fabs(devy) > fabs(devz))
      closest[1] = center[1] + halfheight * ((devy < 0.0f) ? -1.0f : 1.0f);
    else
      closest[2] = center[2] + halfdepth * ((devz < 0.0f) ? -1.0f : 1.0f);
  
    // Clamp to be inside box.
    closest[0] = SbMin(SbMax(closest[0], float(minpt[0])), float(maxpt[0]));
    closest[1] = SbMin(SbMax(closest[1], float(minpt[1])), float(maxpt[1]));
    closest[2] = SbMin(SbMax(closest[2], float(minpt[2])), float(maxpt[2]));
  
    return closest;
  }
  
  /*!
    \fn void SbBox3s::getBounds(short & xmin, short & ymin, short & zmin, short & xmax, short & ymax, short & zmax) const
  
    Returns the box boundary coordinates.
  
    \sa setBounds(), getMin(), getMax().
  */
  
  /*!
    \fn void SbBox3s::getBounds(SbVec3s & minvec, SbVec3s & maxvec) const
  
    Returns the box corner points.
  
    \sa setBounds(), getMin(), getMax().
  */
  
  /*!
    \fn void SbBox3s::getOrigin(short & originX, short & originY, short & originZ) const
  
    Returns the coordinates of the box origin (i.e. the lower left corner).
  
    \sa getMin().
  */
  
  /*!
    \fn void SbBox3s::getSize(short & sizeX, short & sizeY, short & sizeZ) const
  
    Returns width and height of box.
  */
  
  /*!
    \fn int operator == (const SbBox3s & b1, const SbBox3s & b2)
    \relates SbBox3s
  
    Check \a b1 and \a b2 for equality.
  */
  
  /*!
    \fn int operator != (const SbBox3s & b1, const SbBox3s & b2)
    \relates SbBox3s
  
    Check \a b1 and \a b2 for inequality.
  */
  
  /*!
    \fn SbBool SbBox3s::hasVolume(void) const
  */
  