/* * Copyright 2011-2016 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 struct Aabb { float m_min[3]; float m_max[3]; }; struct Cylinder { float m_pos[3]; float m_end[3]; float m_radius; }; struct Disk { float m_center[3]; float m_normal[3]; float m_radius; }; struct Obb { float m_mtx[16]; }; struct Plane { float m_normal[3]; float m_dist; }; struct Ray { float m_pos[3]; float m_dir[3]; }; struct Sphere { float m_center[3]; float m_radius; }; struct Tris { float m_v0[3]; float m_v1[3]; float m_v2[3]; }; struct Intersection { float m_pos[3]; float m_normal[3]; float m_dist; }; /// Convert axis aligned bounding box to oriented bounding box. void aabbToObb(Obb& _obb, const Aabb& _aabb); /// Convert sphere to axis aligned bounding box. void sphereToAabb(Aabb& _aabb, const Sphere& _sphere); /// Calculate surface area of axis aligned bounding box. float calcAabbArea(Aabb& _aabb); /// Calculate axis aligned bounding box. void calcAabb(Aabb& _aabb, const void* _vertices, uint32_t _numVertices, uint32_t _stride); /// Transform vertices and calculate axis aligned bounding box. void calcAabb(Aabb& _aabb, const float* _mtx, const void* _vertices, uint32_t _numVertices, uint32_t _stride); /// Expand AABB. void aabbExpand(Aabb& _aabb, float _factor); /// Returns 0 is two AABB don't overlap, otherwise returns flags of overlap /// test. uint32_t aabbOverlapTest(const Aabb& _aabb0, const Aabb& _aabb1); /// 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); /// 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, Intersection* _intersection = NULL); /// Intersect ray / cylinder. bool intersect(const Ray& _ray, const Cylinder& _cylinder, bool _capsule, Intersection* _intersection = NULL); /// Intersect ray / disk. bool intersect(const Ray& _ray, const Disk& _disk, Intersection* _intersection = NULL); /// Intersect ray / plane. bool intersect(const Ray& _ray, const Plane& _plane, Intersection* _intersection = NULL); /// Intersect ray / sphere. bool intersect(const Ray& _ray, const Sphere& _sphere, Intersection* _intersection = NULL); /// Intersect ray / triangle. bool intersect(const Ray& _ray, const Tris& _triangle, Intersection* _intersection = NULL); #endif // BOUNDS_H_HEADER_GUARD