59 lines
1.5 KiB
C
59 lines
1.5 KiB
C
#ifndef MATHS_AABB_H_
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#define MATHS_AABB_H_
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#include <glm/glm.hpp>
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// 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};
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/* 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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/* 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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/* Get AABB dimensions: width, height, depth */
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inline glm::vec3 size() const {
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return glm::vec3(
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fabs(b.x - a.x),
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fabs(b.y - a.y),
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fabs(b.z - a.z)
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);
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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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/* 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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/* 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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/* Check if given point is inside */
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inline bool inside(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 !(pos.x < p.x || pos.y < p.y || pos.z < p.z ||
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pos.x >= p.x+s.x || pos.y >= p.y+s.y || pos.z >= p.z+s.z);
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}
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};
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#endif // MATHS_AABB_H_
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