overte/libraries/shared/src/AABox.h

109 lines
3.8 KiB
C++

//
// AABox.h
// libraries/octree/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_AABox_h
#define hifi_AABox_h
#include <glm/glm.hpp>
#include <QDebug>
#include "BoxBase.h"
#include "StreamUtils.h"
class AACube;
class Extents;
class AABox {
public:
AABox(const AACube& other);
AABox(const Extents& other);
AABox(const glm::vec3& corner, float size);
AABox(const glm::vec3& corner, const glm::vec3& dimensions);
AABox();
~AABox() {};
void setBox(const glm::vec3& corner, const glm::vec3& scale);
void setBox(const glm::vec3& corner, float scale);
glm::vec3 getVertexP(const glm::vec3& normal) const;
glm::vec3 getVertexN(const glm::vec3& normal) const;
void scale(float scale);
const glm::vec3& getCorner() const { return _corner; }
const glm::vec3& getScale() const { return _scale; }
const glm::vec3& getDimensions() const { return _scale; }
float getLargestDimension() const { return glm::max(_scale.x, glm::max(_scale.y, _scale.z)); }
glm::vec3 calcCenter() const;
glm::vec3 calcTopFarLeft() const { return _corner + _scale; }
const glm::vec3& getMinimum() const { return _corner; }
glm::vec3 getMaximum() const { return _corner + _scale; }
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 AABox& otherBox) const;
bool touches(const AABox& otherBox) const;
bool contains(const AACube& otherCube) const;
bool touches(const AACube& otherCube) 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, float& distance, BoxFace& face) 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;
bool isNull() const { return _scale == glm::vec3(0.0f, 0.0f, 0.0f); }
AABox clamp(const glm::vec3& min, const glm::vec3& max) const;
AABox clamp(float min, float max) const;
AABox& operator += (const glm::vec3& point);
AABox& operator += (const AABox& box);
bool isInvalid() const { return _corner == glm::vec3(std::numeric_limits<float>::infinity()); }
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;
glm::vec3 _scale;
};
inline bool operator==(const AABox& a, const AABox& b) {
return a.getCorner() == b.getCorner() && a.getDimensions() == b.getDimensions();
}
inline QDebug operator<<(QDebug debug, const AABox& box) {
debug << "AABox[ ("
<< box.getCorner().x << "," << box.getCorner().y << "," << box.getCorner().z << " ) to ("
<< box.calcTopFarLeft().x << "," << box.calcTopFarLeft().y << "," << box.calcTopFarLeft().z << ") size: ("
<< box.getDimensions().x << "," << box.getDimensions().y << "," << box.getDimensions().z << ")"
<< "]";
return debug;
}
#endif // hifi_AABox_h