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- #ifndef AABB_H
- #define AABB_H
- #include "Vector3.hpp"
- #include "Plane.hpp"
- #include <cstdlib>
- namespace godot {
- class AABB {
- public:
- Vector3 position;
- Vector3 size;
- real_t get_area() const; /// get area
- inline bool has_no_area() const {
- return (size.x <= CMP_EPSILON || size.y <= CMP_EPSILON || size.z <= CMP_EPSILON);
- }
- inline bool has_no_surface() const {
- return (size.x <= CMP_EPSILON && size.y <= CMP_EPSILON && size.z <= CMP_EPSILON);
- }
- inline const Vector3 &get_position() const { return position; }
- inline void set_position(const Vector3 &p_position) { position = p_position; }
- inline const Vector3 &get_size() const { return size; }
- inline void set_size(const Vector3 &p_size) { size = p_size; }
- bool operator==(const AABB &p_rval) const;
- bool operator!=(const AABB &p_rval) const;
- bool intersects(const AABB &p_aabb) const; /// Both AABBs overlap
- bool intersects_inclusive(const AABB &p_aabb) const; /// Both AABBs (or their faces) overlap
- bool encloses(const AABB &p_aabb) const; /// p_aabb is completely inside this
- AABB merge(const AABB &p_with) const;
- void merge_with(const AABB &p_aabb); ///merge with another AABB
- AABB intersection(const AABB &p_aabb) const; ///get box where two intersect, empty if no intersection occurs
- bool intersects_segment(const Vector3 &p_from, const Vector3 &p_to, Vector3 *r_clip = nullptr, Vector3 *r_normal = nullptr) const;
- bool intersects_ray(const Vector3 &p_from, const Vector3 &p_dir, Vector3 *r_clip = nullptr, Vector3 *r_normal = nullptr) const;
- bool smits_intersect_ray(const Vector3 &from, const Vector3 &p_dir, real_t t0, real_t t1) const;
- bool intersects_convex_shape(const Plane *p_plane, int p_plane_count) const;
- bool intersects_plane(const Plane &p_plane) const;
- bool has_point(const Vector3 &p_point) const;
- Vector3 get_support(const Vector3 &p_normal) const;
- Vector3 get_longest_axis() const;
- int get_longest_axis_index() const;
- real_t get_longest_axis_size() const;
- Vector3 get_shortest_axis() const;
- int get_shortest_axis_index() const;
- real_t get_shortest_axis_size() const;
- AABB grow(real_t p_by) const;
- void grow_by(real_t p_amount);
- void get_edge(int p_edge, Vector3 &r_from, Vector3 &r_to) const;
- Vector3 get_endpoint(int p_point) const;
- AABB expand(const Vector3 &p_vector) const;
- void project_range_in_plane(const Plane &p_plane, real_t &r_min, real_t &r_max) const;
- void expand_to(const Vector3 &p_vector); /** expand to contain a point if necesary */
- operator String() const;
- inline AABB() {}
- inline AABB(const Vector3 &p_pos, const Vector3 &p_size) {
- position = p_pos;
- size = p_size;
- }
- };
- } // namespace godot
- #endif // RECT3_H
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