bgfx/examples/common/bounds.h
Бранимир Караџић af49c5d264 Happy New Year!
2021-01-14 15:53:49 -08:00

449 lines
9.7 KiB
C

/*
* Copyright 2011-2021 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 <bx/math.h>
///
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