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118 lines
2.9 KiB
C
118 lines
2.9 KiB
C
/*
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* Copyright 2011-2015 Branimir Karadzic. All rights reserved.
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* License: http://www.opensource.org/licenses/BSD-2-Clause
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*/
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#ifndef BOUNDS_H_HEADER_GUARD
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#define BOUNDS_H_HEADER_GUARD
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struct Aabb
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{
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float m_min[3];
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float m_max[3];
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};
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struct Cylinder
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{
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float m_pos[3];
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float m_end[3];
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float m_radius;
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};
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struct Disk
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{
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float m_center[3];
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float m_normal[3];
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float m_radius;
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};
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struct Obb
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{
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float m_mtx[16];
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};
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struct Plane
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{
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float m_normal[3];
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float m_dist;
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};
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struct Ray
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{
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float m_pos[3];
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float m_dir[3];
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};
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struct Sphere
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{
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float m_center[3];
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float m_radius;
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};
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struct Tris
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{
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float m_v0[3];
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float m_v1[3];
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float m_v2[3];
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};
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struct Intersection
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{
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float m_pos[3];
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float m_normal[3];
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float m_dist;
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};
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/// Convert axis aligned bounding box to oriented bounding box.
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void aabbToObb(Obb& _obb, const Aabb& _aabb);
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/// Convert sphere to axis aligned bounding box.
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void sphereToAabb(Aabb& _aabb, const Sphere& _sphere);
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/// Calculate surface area of axis aligned bounding box.
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float calcAabbArea(Aabb& _aabb);
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/// Calculate axis aligned bounding box.
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void calcAabb(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 calcAabb(Aabb& _aabb, const float* _mtx, const void* _vertices, uint32_t _numVertices, uint32_t _stride);
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/// Expand AABB.
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void aabbExpand(Aabb& _aabb, float _factor);
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/// Returns 0 is two AABB don't overlap, otherwise returns flags of overlap
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/// test.
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uint32_t aabbOverlapTest(const Aabb& _aabb0, const Aabb& _aabb1);
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/// Calculate oriented bounding box.
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void calcObb(Obb& _obb, const void* _vertices, uint32_t _numVertices, uint32_t _stride, uint32_t _steps = 17);
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/// Calculate maximum bounding sphere.
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void calcMaxBoundingSphere(Sphere& _sphere, const void* _vertices, uint32_t _numVertices, uint32_t _stride);
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/// Calculate minimum bounding sphere.
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void calcMinBoundingSphere(Sphere& _sphere, const void* _vertices, uint32_t _numVertices, uint32_t _stride, float _step = 0.01f);
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/// Make screen space ray from x, y coordinate and inverse view-projection matrix.
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Ray makeRay(float _x, float _y, const float* _invVp);
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/// Intersect ray / aabb.
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bool intersect(const Ray& _ray, const Aabb& _aabb, Intersection* _intersection = NULL);
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/// Intersect ray / cylinder.
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bool intersect(const Ray& _ray, const Cylinder& _cylinder, bool _capsule, Intersection* _intersection = NULL);
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/// Intersect ray / disk.
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bool intersect(const Ray& _ray, const Disk& _disk, Intersection* _intersection = NULL);
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/// Intersect ray / plane.
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bool intersect(const Ray& _ray, const Plane& _plane, Intersection* _intersection = NULL);
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/// Intersect ray / sphere.
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bool intersect(const Ray& _ray, const Sphere& _sphere, Intersection* _intersection = NULL);
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/// Intersect ray / triangle.
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bool intersect(const Ray& _ray, const Tris& _triangle, Intersection* _intersection = NULL);
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#endif // BOUNDS_H_HEADER_GUARD
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