#ifndef AABB_H #define AABB_H #include "Vector3.hpp" #include "Plane.hpp" #include 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