#ifndef MATHS_AABB_HPP_ #define MATHS_AABB_HPP_ #include // Axis Aligned Bounding Box struct AABB { glm::vec3 a {0.0f}; glm::vec3 b {1.0f}; /* Get AABB point with minimal x,y,z */ inline glm::vec3 min() const { return glm::min(a, b); } /* Get AABB point with minimal x,y,z */ inline glm::vec3 max() const { return glm::max(a, b); } /* Get AABB dimensions: width, height, depth */ inline glm::vec3 size() const { return glm::vec3( fabs(b.x - a.x), fabs(b.y - a.y), fabs(b.z - a.z) ); } inline glm::vec3 center() const { return (a + b) * 0.5f; } /* Multiply AABB size from center */ inline void scale(const glm::vec3 mul) { glm::vec3 center = (a + b) * 0.5f; a = (a - center) * mul + center; b = (b - center) * mul + center; } /* Multiply AABB size from given origin */ inline void scale(const glm::vec3 mul, const glm::vec3 orig) { glm::vec3 beg = min(); glm::vec3 end = max(); glm::vec3 center = glm::mix(beg, end, orig); a = (a - center) * mul + center; b = (b - center) * mul + center; } /* Check if given point is inside */ inline bool contains(const glm::vec3 pos) const { const glm::vec3 p = min(); const glm::vec3 s = size(); return !(pos.x < p.x || pos.y < p.y || pos.z < p.z || pos.x >= p.x+s.x || pos.y >= p.y+s.y || pos.z >= p.z+s.z); } }; #endif // MATHS_AABB_HPP_