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#ifndef AABB_H
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#define AABB_H
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#include "Vector3.hpp"
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#include "Plane.hpp"
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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) { position=p_pos; size=p_size; }
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};
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}
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#endif // RECT3_H
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