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/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */
#ifndef AABB_H
#define AABB_H
#include "System/float3.h"
#include "System/type2.h"
#include "System/Matrix44f.h"
struct AABB {
public:
static bool RangeOverlap(const float2& a, const float2& b) {
uint8_t n = 0;
n += (b.x >= a.x && b.x <= a.y);
n += (b.y >= a.x && b.y <= a.y);
n += (a.x >= b.x && a.x <= b.y);
n += (a.y >= b.x && a.y <= b.y);
return (n > 0);
}
bool Intersects(const AABB& b) const {
uint8_t n = 0;
n += RangeOverlap({mins.x, maxs.x}, {b.mins.x, b.maxs.x});
n += RangeOverlap({mins.y, maxs.y}, {b.mins.y, b.maxs.y});
n += RangeOverlap({mins.z, maxs.z}, {b.mins.z, b.maxs.z});
return (n == 3);
}
bool Contains(const float3& p) const {
uint8_t n = 0;
n += (p.x >= mins.x && p.x <= maxs.x);
n += (p.y >= mins.y && p.y <= maxs.y);
n += (p.z >= mins.z && p.z <= maxs.z);
return (n == 3);
};
void CalcCorners(float3 verts[8]) const { CalcCorners(CMatrix44f::Identity(), verts); }
void CalcCorners(const CMatrix44f& mat, float3 verts[8]) const {
// bottom
verts[0] = mat * float3{mins.x, mins.y, mins.z};
verts[1] = mat * float3{mins.x, mins.y, maxs.z};
verts[2] = mat * float3{maxs.x, mins.y, mins.z};
verts[3] = mat * float3{maxs.x, mins.y, maxs.z};
// top
verts[4] = mat * float3{mins.x, maxs.y, mins.z};
verts[5] = mat * float3{mins.x, maxs.y, maxs.z};
verts[6] = mat * float3{maxs.x, maxs.y, mins.z};
verts[7] = mat * float3{maxs.x, maxs.y, maxs.z};
}
float3 CalcCenter(const CMatrix44f& mat) const { return (mat * CalcCenter()); }
float3 CalcCenter() const { return ((maxs + mins) * 0.5f); }
float3 CalcScales() const { return ((maxs - mins) * 0.5f); }
float CalcRadiusSq() const { return (CalcScales().SqLength()); }
float CalcRadius() const { return (CalcScales().Length()); }
public:
float3 mins;
float3 maxs;
};
#endif
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