bgfx/examples/common/bounds.h

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/*
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* Copyright 2011-2018 Branimir Karadzic. All rights reserved.
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* License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause
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*/
#ifndef BOUNDS_H_HEADER_GUARD
#define BOUNDS_H_HEADER_GUARD
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#include <bx/math.h>
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struct Aabb
{
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bx::Vec3 m_min;
bx::Vec3 m_max;
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};
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struct Cylinder
{
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bx::Vec3 m_pos;
bx::Vec3 m_end;
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float m_radius;
};
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struct Capsule
{
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bx::Vec3 m_pos;
bx::Vec3 m_end;
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float m_radius;
};
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struct Cone
{
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bx::Vec3 m_pos;
bx::Vec3 m_end;
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float m_radius;
};
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struct Disk
{
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bx::Vec3 m_center;
bx::Vec3 m_normal;
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float m_radius;
};
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struct Obb
{
float m_mtx[16];
};
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struct Plane
{
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bx::Vec3 m_normal;
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float m_dist;
};
struct Ray
{
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bx::Vec3 m_pos;
bx::Vec3 m_dir;
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};
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struct Sphere
{
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bx::Vec3 m_center;
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float m_radius;
};
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struct Tris
{
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bx::Vec3 m_v0;
bx::Vec3 m_v1;
bx::Vec3 m_v2;
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};
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struct Hit
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{
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bx::Vec3 m_pos;
bx::Vec3 m_normal;
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float m_dist;
};
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/// Convert axis aligned bounding box to oriented bounding box.
void aabbToObb(Obb& _obb, const Aabb& _aabb);
/// Convert oriented bounding box to axis aligned bounding box.
void toAabb(Aabb& _aabb, const Obb& _obb);
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/// Convert sphere to axis aligned bounding box.
void toAabb(Aabb& _aabb, const Sphere& _sphere);
/// Convert disk to axis aligned bounding box.
void toAabb(Aabb& _aabb, const Disk& _disk);
/// Convert cylinder to axis aligned bounding box.
void toAabb(Aabb& _aabb, const Cylinder& _cylinder);
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/// Calculate axis aligned bounding box.
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void toAabb(Aabb& _aabb, const void* _vertices, uint32_t _numVertices, uint32_t _stride);
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/// Transform vertices and calculate axis aligned bounding box.
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void toAabb(Aabb& _aabb, const float* _mtx, const void* _vertices, uint32_t _numVertices, uint32_t _stride);
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/// Expand AABB.
void aabbExpand(Aabb& _aabb, float _factor);
/// Expand AABB with xyz.
void aabbExpand(Aabb& _aabb, const float* _pos);
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/// Calculate surface area of axis aligned bounding box.
float calcAreaAabb(const Aabb& _aabb);
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/// Returns 0 is two AABB don't overlap, otherwise returns flags of overlap
/// test.
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uint32_t aabbOverlapTest(const Aabb& _aabb0, const Aabb& _aabb1);
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/// Calculate oriented bounding box.
void calcObb(Obb& _obb, const void* _vertices, uint32_t _numVertices, uint32_t _stride, uint32_t _steps = 17);
/// Calculate maximum bounding sphere.
void calcMaxBoundingSphere(Sphere& _sphere, const void* _vertices, uint32_t _numVertices, uint32_t _stride);
/// Calculate minimum bounding sphere.
void calcMinBoundingSphere(Sphere& _sphere, const void* _vertices, uint32_t _numVertices, uint32_t _stride, float _step = 0.01f);
/// Returns 6 (near, far, left, right, top, bottom) planes representing frustum planes.
void buildFrustumPlanes(Plane* _planes, const float* _viewProj);
/// Returns point from 3 intersecting planes.
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bx::Vec3 intersectPlanes(const Plane& _pa, const Plane& _pb, const Plane& _pc);
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/// Make screen space ray from x, y coordinate and inverse view-projection matrix.
Ray makeRay(float _x, float _y, const float* _invVp);
/// Intersect ray / AABB.
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bool intersect(const Ray& _ray, const Aabb& _aabb, Hit* _hit = NULL);
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/// Intersect ray / OBB.
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bool intersect(const Ray& _ray, const Obb& _obb, Hit* _hit = NULL);
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/// Intersect ray / cylinder.
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bool intersect(const Ray& _ray, const Cylinder& _cylinder, Hit* _hit = NULL);
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/// Intersect ray / capsule.
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bool intersect(const Ray& _ray, const Capsule& _capsule, Hit* _hit = NULL);
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/// Intersect ray / cone.
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bool intersect(const Ray& _ray, const Cone& _cone, Hit* _hit = NULL);
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/// Intersect ray / disk.
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bool intersect(const Ray& _ray, const Disk& _disk, Hit* _hit = NULL);
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/// Intersect ray / plane.
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bool intersect(const Ray& _ray, const Plane& _plane, Hit* _hit = NULL);
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/// Intersect ray / sphere.
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bool intersect(const Ray& _ray, const Sphere& _sphere, Hit* _hit = NULL);
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/// Intersect ray / triangle.
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bool intersect(const Ray& _ray, const Tris& _triangle, Hit* _hit = NULL);
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#endif // BOUNDS_H_HEADER_GUARD