overte-JulianGro/libraries/shared/src/AACube.h

103 lines
3.9 KiB
C++

//
// AACube.h
// libraries/shared/src
//
// Created by Brad Hefta-Gaub on 04/11/13.
// Copyright 2013 High Fidelity, Inc.
//
// Originally from lighthouse3d. Modified to utilize glm::vec3 and clean up to our coding standards
// Simple axis aligned box class.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
#ifndef hifi_AACube_h
#define hifi_AACube_h
#include <glm/glm.hpp>
#include <QDebug>
#include "BoxBase.h"
class AABox;
class Extents;
class AACube {
public:
AACube(const AABox& other);
AACube(const Extents& other);
AACube(const glm::vec3& corner, float size);
AACube();
~AACube() {};
void setBox(const glm::vec3& corner, float scale);
glm::vec3 getFarthestVertex(const glm::vec3& normal) const; // return vertex most parallel to normal
glm::vec3 getNearestVertex(const glm::vec3& normal) const; // return vertex most anti-parallel to normal
void scale(float scale);
const glm::vec3& getCorner() const { return _corner; }
float getScale() const { return _scale; }
glm::vec3 getDimensions() const { return glm::vec3(_scale,_scale,_scale); }
float getLargestDimension() const { return _scale; }
glm::vec3 calcCenter() const;
glm::vec3 calcTopFarLeft() const;
glm::vec3 getVertex(BoxVertex vertex) const;
const glm::vec3& getMinimumPoint() const { return _corner; }
glm::vec3 getMaximumPoint() const { return calcTopFarLeft(); }
bool contains(const glm::vec3& point) const;
bool contains(const AACube& otherCube) const;
bool touches(const AACube& otherCube) const;
bool contains(const AABox& otherBox) const;
bool touches(const AABox& otherBox) const;
bool expandedContains(const glm::vec3& point, float expansion) const;
bool expandedIntersectsSegment(const glm::vec3& start, const glm::vec3& end, float expansion) const;
bool findRayIntersection(const glm::vec3& origin, const glm::vec3& direction, const glm::vec3& invDirection,
float& distance, BoxFace& face, glm::vec3& surfaceNormal) const;
bool findParabolaIntersection(const glm::vec3& origin, const glm::vec3& velocity, const glm::vec3& acceleration,
float& parabolicDistance, BoxFace& face, glm::vec3& surfaceNormal) const;
bool touchesSphere(const glm::vec3& center, float radius) const;
bool findSpherePenetration(const glm::vec3& center, float radius, glm::vec3& penetration) const;
bool findCapsulePenetration(const glm::vec3& start, const glm::vec3& end, float radius, glm::vec3& penetration) const;
AABox clamp(const glm::vec3& min, const glm::vec3& max) const;
AABox clamp(float min, float max) const;
AACube& operator += (const glm::vec3& point);
bool containsNaN() const;
private:
glm::vec3 getClosestPointOnFace(const glm::vec3& point, BoxFace face) const;
glm::vec3 getClosestPointOnFace(const glm::vec4& origin, const glm::vec4& direction, BoxFace face) const;
glm::vec4 getPlane(BoxFace face) const;
static BoxFace getOppositeFace(BoxFace face);
glm::vec3 _corner;
float _scale;
};
inline bool operator==(const AACube& a, const AACube& b) {
return a.getCorner() == b.getCorner() && a.getScale() == b.getScale();
}
inline bool operator!=(const AACube& a, const AACube& b) {
return a.getCorner() != b.getCorner() || a.getScale() != b.getScale();
}
inline QDebug operator<<(QDebug debug, const AACube& cube) {
debug << "AACube[ ("
<< cube.getCorner().x << "," << cube.getCorner().y << "," << cube.getCorner().z << " ) to ("
<< cube.calcTopFarLeft().x << "," << cube.calcTopFarLeft().y << "," << cube.calcTopFarLeft().z << ") size: ("
<< cube.getDimensions().x << "," << cube.getDimensions().y << "," << cube.getDimensions().z << ")"
<< "]";
return debug;
}
#endif // hifi_AACube_h