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/*************************************************************************/
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/* AABB.hpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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2017-11-23 11:50:05 +00:00
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#ifndef AABB_H
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#define AABB_H
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2017-03-03 20:04:23 +00:00
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2017-03-06 07:49:24 +00:00
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#include "Vector3.hpp"
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2017-03-06 07:49:24 +00:00
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#include "Plane.hpp"
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2017-03-06 02:30:46 +00:00
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#include <cstdlib>
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namespace godot {
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class AABB {
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public:
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Vector3 position;
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Vector3 size;
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real_t get_area() const; /// get area
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inline bool has_no_area() const {
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return (size.x <= CMP_EPSILON || size.y <= CMP_EPSILON || size.z <= CMP_EPSILON);
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}
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inline bool has_no_surface() const {
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return (size.x <= CMP_EPSILON && size.y <= CMP_EPSILON && size.z <= CMP_EPSILON);
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}
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inline const Vector3 &get_position() const { return position; }
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inline void set_position(const Vector3 &p_position) { position = p_position; }
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inline const Vector3 &get_size() const { return size; }
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inline void set_size(const Vector3 &p_size) { size = p_size; }
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bool operator==(const AABB &p_rval) const;
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bool operator!=(const AABB &p_rval) const;
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bool intersects(const AABB &p_aabb) const; /// Both AABBs overlap
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bool intersects_inclusive(const AABB &p_aabb) const; /// Both AABBs (or their faces) overlap
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bool encloses(const AABB &p_aabb) const; /// p_aabb is completely inside this
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AABB merge(const AABB &p_with) const;
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void merge_with(const AABB &p_aabb); ///merge with another AABB
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AABB intersection(const AABB &p_aabb) const; ///get box where two intersect, empty if no intersection occurs
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bool intersects_segment(const Vector3 &p_from, const Vector3 &p_to, Vector3 *r_clip = nullptr, Vector3 *r_normal = nullptr) const;
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bool intersects_ray(const Vector3 &p_from, const Vector3 &p_dir, Vector3 *r_clip = nullptr, Vector3 *r_normal = nullptr) const;
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bool smits_intersect_ray(const Vector3 &from, const Vector3 &p_dir, real_t t0, real_t t1) const;
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bool intersects_convex_shape(const Plane *p_plane, int p_plane_count) const;
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bool intersects_plane(const Plane &p_plane) const;
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bool has_point(const Vector3 &p_point) const;
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Vector3 get_support(const Vector3 &p_normal) const;
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Vector3 get_longest_axis() const;
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int get_longest_axis_index() const;
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real_t get_longest_axis_size() const;
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Vector3 get_shortest_axis() const;
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int get_shortest_axis_index() const;
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real_t get_shortest_axis_size() const;
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AABB grow(real_t p_by) const;
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void grow_by(real_t p_amount);
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void get_edge(int p_edge, Vector3 &r_from, Vector3 &r_to) const;
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Vector3 get_endpoint(int p_point) const;
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AABB expand(const Vector3 &p_vector) const;
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void project_range_in_plane(const Plane &p_plane, real_t &r_min, real_t &r_max) const;
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void expand_to(const Vector3 &p_vector); /** expand to contain a point if necesary */
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operator String() const;
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inline AABB() {}
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inline AABB(const Vector3 &p_pos, const Vector3 &p_size) {
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position = p_pos;
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size = p_size;
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}
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};
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2018-11-23 22:09:41 +00:00
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} // namespace godot
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#endif // RECT3_H
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