/* * Copyright 2011-2019 Branimir Karadzic. All rights reserved. * License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause */ #ifndef BOUNDS_H_HEADER_GUARD #define BOUNDS_H_HEADER_GUARD #include /// struct Aabb { bx::Vec3 min; bx::Vec3 max; }; /// struct Capsule { bx::Vec3 pos; bx::Vec3 end; float radius; }; /// struct Cone { bx::Vec3 pos; bx::Vec3 end; float radius; }; /// struct Cylinder { bx::Vec3 pos; bx::Vec3 end; float radius; }; /// struct Disk { bx::Vec3 center; bx::Vec3 normal; float radius; }; /// struct Obb { float mtx[16]; }; /// struct Sphere { bx::Vec3 center; float radius; }; /// struct Triangle { bx::Vec3 v0; bx::Vec3 v1; bx::Vec3 v2; }; /// struct Ray { bx::Vec3 pos; bx::Vec3 dir; }; /// struct Hit { bx::Vec3 pos; bx::Plane plane; }; /// bx::Vec3 getCenter(const Aabb& _aabb); /// bx::Vec3 getExtents(const Aabb& _aabb); /// bx::Vec3 getCenter(const Triangle& _triangle); /// void toAabb(Aabb& _outAabb, const bx::Vec3& _extents); /// void toAabb(Aabb& _outAabb, const bx::Vec3& _center, const bx::Vec3& _extents); /// Convert cylinder to axis aligned bounding box. void toAabb(Aabb& _outAabb, const Cylinder& _cylinder); /// Convert disk to axis aligned bounding box. void toAabb(Aabb& _outAabb, const Disk& _disk); /// Convert oriented bounding box to axis aligned bounding box. void toAabb(Aabb& _outAabb, const Obb& _obb); /// Convert sphere to axis aligned bounding box. void toAabb(Aabb& _outAabb, const Sphere& _sphere); /// Convert triangle to axis aligned bounding box. void toAabb(Aabb& _outAabb, const Triangle& _triangle); /// Calculate axis aligned bounding box. void toAabb(Aabb& _outAabb, const void* _vertices, uint32_t _numVertices, uint32_t _stride); /// Transform vertices and calculate axis aligned bounding box. void toAabb(Aabb& _outAabb, const float* _mtx, const void* _vertices, uint32_t _numVertices, uint32_t _stride); /// Expand AABB. void aabbExpand(Aabb& _outAabb, float _factor); /// Expand AABB with xyz. void aabbExpand(Aabb& _outAabb, const bx::Vec3& _pos); /// Calculate surface area of axis aligned bounding box. float calcAreaAabb(const Aabb& _aabb); /// Convert axis aligned bounding box to oriented bounding box. void toObb(Obb& _outObb, const Aabb& _aabb); /// Calculate oriented bounding box. void calcObb(Obb& _outObb, const void* _vertices, uint32_t _numVertices, uint32_t _stride, uint32_t _steps = 17); /// Calculate maximum bounding sphere. void calcMaxBoundingSphere(Sphere& _outSphere, const void* _vertices, uint32_t _numVertices, uint32_t _stride); /// Calculate minimum bounding sphere. void calcMinBoundingSphere(Sphere& _outSphere, 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(bx::Plane* _outPlanes, const float* _viewProj); /// Returns point from 3 intersecting planes. bx::Vec3 intersectPlanes(const bx::Plane& _pa, const bx::Plane& _pb, const bx::Plane& _pc); /// 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. bool intersect(const Ray& _ray, const Aabb& _aabb, Hit* _hit = NULL); /// Intersect ray / OBB. bool intersect(const Ray& _ray, const Obb& _obb, Hit* _hit = NULL); /// Intersect ray / cylinder. bool intersect(const Ray& _ray, const Cylinder& _cylinder, Hit* _hit = NULL); /// Intersect ray / capsule. bool intersect(const Ray& _ray, const Capsule& _capsule, Hit* _hit = NULL); /// Intersect ray / cone. bool intersect(const Ray& _ray, const Cone& _cone, Hit* _hit = NULL); /// Intersect ray / disk. bool intersect(const Ray& _ray, const Disk& _disk, Hit* _hit = NULL); /// Intersect ray / plane. bool intersect(const Ray& _ray, const bx::Plane& _plane, Hit* _hit = NULL); /// Intersect ray / sphere. bool intersect(const Ray& _ray, const Sphere& _sphere, Hit* _hit = NULL); /// Intersect ray / triangle. bool intersect(const Ray& _ray, const Triangle& _triangle, Hit* _hit = NULL); /// bool overlap(const Aabb& _aabb, const bx::Vec3& _pos); /// bool overlap(const Aabb& _aabb, const Sphere& _sphere); /// bool overlap(const Aabb& _aabbA, const Aabb& _aabbB); /// bool overlap(const Aabb& _aabb, const bx::Plane& _plane); /// bool overlap(const Aabb& _aabb, const Triangle& _triangle); /// bool overlap(const Aabb& _aabb, const Cylinder& _cylinder); /// bool overlap(const Aabb& _aabb, const Capsule& _capsule); /// bool overlap(const Aabb& _aabb, const Cone& _cone); /// bool overlap(const Aabb& _aabb, const Disk& _disk); /// bool overlap(const Aabb& _aabb, const Obb& _obb); /// bool overlap(const Capsule& _capsule, const bx::Vec3& _pos); /// bool overlap(const Capsule& _capsule, const Sphere& _sphere); /// bool overlap(const Capsule& _capsule, const Aabb& _aabb); /// bool overlap(const Capsule& _capsule, const bx::Plane& _plane); /// bool overlap(const Capsule& _capsule, const Triangle& _triangle); /// bool overlap(const Capsule& _capsule, const Cylinder& _cylinder); /// bool overlap(const Capsule& _capsuleA, const Capsule& _capsuleB); /// bool overlap(const Capsule& _capsule, const Cone& _cone); /// bool overlap(const Capsule& _capsule, const Disk& _disk); /// bool overlap(const Capsule& _capsule, const Obb& _obb); /// bool overlap(const Cone& _cone, const bx::Vec3& _pos); /// bool overlap(const Cone& _cone, const Sphere& _sphere); /// bool overlap(const Cone& _cone, const Aabb& _aabb); /// bool overlap(const Cone& _cone, const bx::Plane& _plane); /// bool overlap(const Cone& _cone, const Triangle& _triangle); /// bool overlap(const Cone& _cone, const Cylinder& _cylinder); /// bool overlap(const Cone& _cone, const Capsule& _capsule); /// bool overlap(const Cone& _coneA, const Cone& _coneB); /// bool overlap(const Cone& _cone, const Disk& _disk); /// bool overlap(const Cone& _cone, const Obb& _obb); /// bool overlap(const Cylinder& _cylinder, const bx::Vec3& _pos); /// bool overlap(const Cylinder& _cylinder, const Sphere& _sphere); /// bool overlap(const Cylinder& _cylinder, const Aabb& _aabb); /// bool overlap(const Cylinder& _cylinder, const bx::Plane& _plane); /// bool overlap(const Cylinder& _cylinder, const Triangle& _triangle); /// bool overlap(const Cylinder& _cylinderA, const Cylinder& _cylinderB); /// bool overlap(const Cylinder& _cylinder, const Capsule& _capsule); /// bool overlap(const Cylinder& _cylinder, const Cone& _cone); /// bool overlap(const Cylinder& _cylinder, const Disk& _disk); /// bool overlap(const Cylinder& _cylinder, const Obb& _obb); /// bool overlap(const Disk& _disk, const bx::Vec3& _pos); /// bool overlap(const Disk& _disk, const Sphere& _sphere); /// bool overlap(const Disk& _disk, const Aabb& _aabb); /// bool overlap(const Disk& _disk, const bx::Plane& _plane); /// bool overlap(const Disk& _disk, const Triangle& _triangle); /// bool overlap(const Disk& _disk, const Cylinder& _cylinder); /// bool overlap(const Disk& _disk, const Capsule& _capsule); /// bool overlap(const Disk& _disk, const Cone& _cone); /// bool overlap(const Disk& _diskA, const Disk& _diskB); /// bool overlap(const Disk& _disk, const Obb& _obb); /// bool overlap(const Obb& _obb, const bx::Vec3& _pos); /// bool overlap(const Obb& _obb, const Sphere& _sphere); /// bool overlap(const Obb& _obb, const Aabb& _aabb); /// bool overlap(const Obb& _obb, const bx::Plane& _plane); /// bool overlap(const Obb& _obb, const Triangle& _triangle); /// bool overlap(const Obb& _obb, const Cylinder& _cylinder); /// bool overlap(const Obb& _obb, const Capsule& _capsule); /// bool overlap(const Obb& _obb, const Cone& _cone); /// bool overlap(const Obb& _obb, const Disk& _disk); /// bool overlap(const Obb& _obbA, const Obb& _obbB); /// bool overlap(const bx::Plane& _plane, const bx::Vec3& _pos); /// bool overlap(const bx::Plane& _plane, const Sphere& _sphere); /// bool overlap(const bx::Plane& _plane, const Aabb& _aabb); /// bool overlap(const bx::Plane& _planeA, const bx::Plane& _planeB); /// bool overlap(const bx::Plane& _plane, const Triangle& _triangle); /// bool overlap(const bx::Plane& _plane, const Cylinder& _cylinder); /// bool overlap(const bx::Plane& _plane, const Capsule& _capsule); /// bool overlap(const bx::Plane& _plane, const Cone& _cone); /// bool overlap(const bx::Plane& _plane, const Disk& _disk); /// bool overlap(const bx::Plane& _plane, const Obb& _obb); /// bool overlap(const Sphere& _sphere, const bx::Vec3& _pos); /// bool overlap(const Sphere& _sphereA, const Sphere& _sphereB); /// bool overlap(const Sphere& _sphere, const Aabb& _aabb); /// bool overlap(const Sphere& _sphere, const bx::Plane& _plane); /// bool overlap(const Sphere& _sphere, const Triangle& _triangle); /// bool overlap(const Sphere& _sphere, const Cylinder& _cylinder); /// bool overlap(const Sphere& _sphere, const Capsule& _capsule); /// bool overlap(const Sphere& _sphere, const Cone& _cone); /// bool overlap(const Sphere& _sphere, const Disk& _disk); /// bool overlap(const Sphere& _sphere, const Obb& _obb); /// bool overlap(const Triangle& _triangle, const bx::Vec3& _pos); /// bool overlap(const Triangle& _triangle, const Sphere& _sphere); /// bool overlap(const Triangle& _triangle, const Aabb& _aabb); /// bool overlap(const Triangle& _triangle, const bx::Plane& _plane); /// bool overlap(const Triangle& _triangleA, const Triangle& _triangleB); /// bool overlap(const Triangle& _triangle, const Cylinder& _cylinder); /// bool overlap(const Triangle& _triangle, const Capsule& _capsule); /// bool overlap(const Triangle& _triangle, const Cone& _cone); /// bool overlap(const Triangle& _triangle, const Disk& _disk); /// bool overlap(const Triangle& _triangle, const Obb& _obb); #endif // BOUNDS_H_HEADER_GUARD