#ifndef RECT3_H #define RECT3_H #include "Vector3.h" #include "Plane.h" #include namespace godot { class Rect3 { public: Vector3 pos; 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_pos() const { return pos; } inline void set_pos(const Vector3& p_pos) { pos=p_pos; } inline const Vector3& get_size() const { return size; } inline void set_size(const Vector3& p_size) { size=p_size; } bool operator==(const Rect3& p_rval) const; bool operator!=(const Rect3& p_rval) const; bool intersects(const Rect3& p_aabb) const; /// Both AABBs overlap bool intersects_inclusive(const Rect3& p_aabb) const; /// Both AABBs (or their faces) overlap bool encloses(const Rect3 & p_aabb) const; /// p_aabb is completely inside this Rect3 merge(const Rect3& p_with) const; void merge_with(const Rect3& p_aabb); ///merge with another AABB Rect3 intersection(const Rect3& 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=NULL,Vector3* r_normal=NULL) const; bool intersects_ray(const Vector3& p_from, const Vector3& p_dir,Vector3* r_clip=NULL,Vector3* r_normal=NULL) 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; Rect3 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; Rect3 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 Rect3() {} inline Rect3(const Vector3 &p_pos,const Vector3& p_size) { pos=p_pos; size=p_size; } }; } #endif // RECT3_H