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86 lines
2.4 KiB
C++
86 lines
2.4 KiB
C++
//
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// AABox.h
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// libraries/octree/src
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//
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// Created by Brad Hefta-Gaub on 04/11/13.
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// Copyright 2013 High Fidelity, Inc.
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//
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// Originally from lighthouse3d. Modified to utilize glm::vec3 and clean up to our coding standards
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// Simple axis aligned box class.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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#ifndef hifi_AABox_h
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#define hifi_AABox_h
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#include <glm/glm.hpp>
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enum BoxFace {
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MIN_X_FACE,
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MAX_X_FACE,
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MIN_Y_FACE,
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MAX_Y_FACE,
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MIN_Z_FACE,
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MAX_Z_FACE,
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UNKNOWN_FACE
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};
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enum BoxVertex {
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BOTTOM_LEFT_NEAR = 0,
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BOTTOM_RIGHT_NEAR = 1,
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TOP_RIGHT_NEAR = 2,
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TOP_LEFT_NEAR = 3,
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BOTTOM_LEFT_FAR = 4,
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BOTTOM_RIGHT_FAR = 5,
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TOP_RIGHT_FAR = 6,
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TOP_LEFT_FAR = 7
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};
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const int FACE_COUNT = 6;
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class AABox {
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public:
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AABox(const glm::vec3& corner, float size);
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AABox();
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~AABox() {};
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void setBox(const glm::vec3& corner, float scale);
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// for use in frustum computations
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glm::vec3 getVertexP(const glm::vec3& normal) const;
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glm::vec3 getVertexN(const glm::vec3& normal) const;
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void scale(float scale);
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const glm::vec3& getCorner() const { return _corner; };
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float getScale() const { return _scale; }
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glm::vec3 calcCenter() const;
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glm::vec3 calcTopFarLeft() const;
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glm::vec3 getVertex(BoxVertex vertex) const;
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bool contains(const glm::vec3& point) const;
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bool contains(const AABox& otherBox) const;
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bool touches(const AABox& otherBox) const;
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bool expandedContains(const glm::vec3& point, float expansion) const;
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bool expandedIntersectsSegment(const glm::vec3& start, const glm::vec3& end, float expansion) const;
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bool findRayIntersection(const glm::vec3& origin, const glm::vec3& direction, float& distance, BoxFace& face) const;
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bool findSpherePenetration(const glm::vec3& center, float radius, glm::vec3& penetration) const;
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bool findCapsulePenetration(const glm::vec3& start, const glm::vec3& end, float radius, glm::vec3& penetration) const;
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private:
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glm::vec3 getClosestPointOnFace(const glm::vec3& point, BoxFace face) const;
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glm::vec3 getClosestPointOnFace(const glm::vec4& origin, const glm::vec4& direction, BoxFace face) const;
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glm::vec4 getPlane(BoxFace face) const;
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static BoxFace getOppositeFace(BoxFace face);
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glm::vec3 _corner;
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float _scale;
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};
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#endif // hifi_AABox_h
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