109 lines
3.0 KiB
C++
109 lines
3.0 KiB
C++
#pragma once
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#include <glm/glm.hpp>
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/// @brief Axis Aligned Bounding Box
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struct AABB {
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glm::vec3 a {0.0f};
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glm::vec3 b {1.0f, 1.0f, 1.0f};
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AABB() = default;
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AABB(glm::vec3 size) : a(0.0f), b(size) {
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}
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AABB(glm::vec3 a, glm::vec3 b) : a(a), b(b) {
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}
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/// @brief Get AABB point with minimal x,y,z
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inline glm::vec3 min() const {
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return glm::min(a, b);
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}
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/// @brief Get AABB point with minimal x,y,z
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inline glm::vec3 max() const {
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return glm::max(a, b);
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}
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/// @brief Get AABB dimensions: width, height, depth
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inline glm::vec3 size() const {
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return glm::vec3(fabs(b.x - a.x), fabs(b.y - a.y), fabs(b.z - a.z));
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}
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inline glm::vec3 center() const {
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return (a + b) * 0.5f;
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}
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inline AABB translated(const glm::vec3& pos) const {
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return AABB(a + pos, b + pos);
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}
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/// @brief Multiply AABB size from center
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inline void scale(const glm::vec3 mul) {
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glm::vec3 center = (a + b) * 0.5f;
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a = (a - center) * mul + center;
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b = (b - center) * mul + center;
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}
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/// @brief Multiply AABB size from given origin
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inline void scale(const glm::vec3 mul, const glm::vec3 orig) {
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glm::vec3 beg = min();
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glm::vec3 end = max();
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glm::vec3 center = glm::mix(beg, end, orig);
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a = (a - center) * mul + center;
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b = (b - center) * mul + center;
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}
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/// @brief Check if given point is inside
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inline bool contains(const glm::vec3 pos) const {
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const glm::vec3 p = min();
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const glm::vec3 s = size();
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return !(
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pos.x < p.x || pos.y < p.y || pos.z < p.z || pos.x >= p.x + s.x ||
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pos.y >= p.y + s.y || pos.z >= p.z + s.z
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);
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}
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void fix() {
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auto beg = min();
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auto end = max();
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a = beg;
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b = end;
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}
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inline void addPoint(glm::vec3 p) {
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a = glm::min(a, p);
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b = glm::max(b, p);
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}
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/// TODO: optimize
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void transform(const glm::mat4& matrix) {
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auto pa = a;
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auto pb = b;
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a = matrix * glm::vec4(a, 1.0f);
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b = matrix * glm::vec4(b, 1.0f);
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fix();
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addPoint(matrix * glm::vec4(pb.x, pa.y, pa.z, 1.0f));
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addPoint(matrix * glm::vec4(pb.x, pb.y, pa.z, 1.0f));
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addPoint(matrix * glm::vec4(pb.x, pb.y, pb.z, 1.0f));
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addPoint(matrix * glm::vec4(pa.x, pb.y, pa.z, 1.0f));
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addPoint(matrix * glm::vec4(pa.x, pa.y, pb.z, 1.0f));
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addPoint(matrix * glm::vec4(pb.x, pa.y, pb.z, 1.0f));
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}
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inline bool intersect(const AABB& aabb) {
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return (
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a.x <= aabb.b.x && b.x >= aabb.a.x && a.y <= aabb.b.y &&
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b.y >= aabb.a.y && a.z <= aabb.b.z && b.z >= aabb.a.z
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);
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}
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inline bool intersect(const AABB& aabb, float margin) {
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return (
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a.x <= aabb.b.x + margin && b.x >= aabb.a.x - margin &&
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a.y <= aabb.b.y + margin && b.y >= aabb.a.y - margin &&
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a.z <= aabb.b.z + margin && b.z >= aabb.a.z - margin
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);
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}
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};
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