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109 lines
3.8 KiB
C++
109 lines
3.8 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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#include <QDebug>
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#include "BoxBase.h"
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#include "StreamUtils.h"
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class AACube;
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class Extents;
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class AABox {
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public:
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AABox(const AACube& other);
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AABox(const Extents& other);
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AABox(const glm::vec3& corner, float size);
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AABox(const glm::vec3& corner, const glm::vec3& dimensions);
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AABox();
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~AABox() {};
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void setBox(const glm::vec3& corner, const glm::vec3& scale);
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void setBox(const glm::vec3& corner, float scale);
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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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const glm::vec3& getScale() const { return _scale; }
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const glm::vec3& getDimensions() const { return _scale; }
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float getLargestDimension() const { return glm::max(_scale.x, glm::max(_scale.y, _scale.z)); }
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glm::vec3 calcCenter() const;
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glm::vec3 calcTopFarLeft() const { return _corner + _scale; }
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const glm::vec3& getMinimum() const { return _corner; }
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glm::vec3 getMaximum() const { return _corner + _scale; }
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glm::vec3 getVertex(BoxVertex vertex) const;
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const glm::vec3& getMinimumPoint() const { return _corner; }
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glm::vec3 getMaximumPoint() const { return calcTopFarLeft(); }
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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 contains(const AACube& otherCube) const;
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bool touches(const AACube& otherCube) 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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bool isNull() const { return _scale == glm::vec3(0.0f, 0.0f, 0.0f); }
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AABox clamp(const glm::vec3& min, const glm::vec3& max) const;
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AABox clamp(float min, float max) const;
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AABox& operator += (const glm::vec3& point);
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AABox& operator += (const AABox& box);
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bool isInvalid() const { return _corner == glm::vec3(std::numeric_limits<float>::infinity()); }
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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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glm::vec3 _scale;
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};
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inline bool operator==(const AABox& a, const AABox& b) {
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return a.getCorner() == b.getCorner() && a.getDimensions() == b.getDimensions();
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}
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inline QDebug operator<<(QDebug debug, const AABox& box) {
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debug << "AABox[ ("
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<< box.getCorner().x << "," << box.getCorner().y << "," << box.getCorner().z << " ) to ("
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<< box.calcTopFarLeft().x << "," << box.calcTopFarLeft().y << "," << box.calcTopFarLeft().z << ") size: ("
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<< box.getDimensions().x << "," << box.getDimensions().y << "," << box.getDimensions().z << ")"
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<< "]";
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return debug;
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}
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#endif // hifi_AABox_h
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