Implementing clang-format and applying it to all classes

This commit is contained in:
Bastiaan Olij
2018-11-24 09:09:41 +11:00
parent 0a6f5d052a
commit fc20fa3fce
49 changed files with 2923 additions and 3172 deletions

View File

@@ -1,88 +1,86 @@
#include "AABB.hpp"
#include "Vector3.hpp"
#include "Plane.hpp"
#include "Vector3.hpp"
#include <algorithm>
namespace godot {
bool AABB::intersects(const AABB& p_aabb) const {
bool AABB::intersects(const AABB &p_aabb) const {
if ( position.x >= (p_aabb.position.x + p_aabb.size.x) )
if (position.x >= (p_aabb.position.x + p_aabb.size.x))
return false;
if ( (position.x+size.x) <= p_aabb.position.x )
if ((position.x + size.x) <= p_aabb.position.x)
return false;
if ( position.y >= (p_aabb.position.y + p_aabb.size.y) )
if (position.y >= (p_aabb.position.y + p_aabb.size.y))
return false;
if ( (position.y+size.y) <= p_aabb.position.y )
if ((position.y + size.y) <= p_aabb.position.y)
return false;
if ( position.z >= (p_aabb.position.z + p_aabb.size.z) )
if (position.z >= (p_aabb.position.z + p_aabb.size.z))
return false;
if ( (position.z+size.z) <= p_aabb.position.z )
if ((position.z + size.z) <= p_aabb.position.z)
return false;
return true;
}
bool AABB::intersects_inclusive(const AABB& p_aabb) const {
bool AABB::intersects_inclusive(const AABB &p_aabb) const {
if ( position.x > (p_aabb.position.x + p_aabb.size.x) )
if (position.x > (p_aabb.position.x + p_aabb.size.x))
return false;
if ( (position.x+size.x) < p_aabb.position.x )
if ((position.x + size.x) < p_aabb.position.x)
return false;
if ( position.y > (p_aabb.position.y + p_aabb.size.y) )
if (position.y > (p_aabb.position.y + p_aabb.size.y))
return false;
if ( (position.y+size.y) < p_aabb.position.y )
if ((position.y + size.y) < p_aabb.position.y)
return false;
if ( position.z > (p_aabb.position.z + p_aabb.size.z) )
if (position.z > (p_aabb.position.z + p_aabb.size.z))
return false;
if ( (position.z+size.z) < p_aabb.position.z )
if ((position.z + size.z) < p_aabb.position.z)
return false;
return true;
}
bool AABB::encloses(const AABB & p_aabb) const {
bool AABB::encloses(const AABB &p_aabb) const {
Vector3 src_min=position;
Vector3 src_max=position+size;
Vector3 dst_min=p_aabb.position;
Vector3 dst_max=p_aabb.position+p_aabb.size;
Vector3 src_min = position;
Vector3 src_max = position + size;
Vector3 dst_min = p_aabb.position;
Vector3 dst_max = p_aabb.position + p_aabb.size;
return (
(src_min.x <= dst_min.x) &&
return (
(src_min.x <= dst_min.x) &&
(src_max.x > dst_max.x) &&
(src_min.y <= dst_min.y) &&
(src_max.y > dst_max.y) &&
(src_min.z <= dst_min.z) &&
(src_max.z > dst_max.z) );
(src_max.z > dst_max.z));
}
Vector3 AABB::get_support(const Vector3& p_normal) const {
Vector3 AABB::get_support(const Vector3 &p_normal) const {
Vector3 half_extents = size * 0.5;
Vector3 ofs = position + half_extents;
return Vector3(
(p_normal.x>0) ? -half_extents.x : half_extents.x,
(p_normal.y>0) ? -half_extents.y : half_extents.y,
(p_normal.z>0) ? -half_extents.z : half_extents.z
)+ofs;
(p_normal.x > 0) ? -half_extents.x : half_extents.x,
(p_normal.y > 0) ? -half_extents.y : half_extents.y,
(p_normal.z > 0) ? -half_extents.z : half_extents.z) +
ofs;
}
Vector3 AABB::get_endpoint(int p_point) const {
switch(p_point) {
case 0: return Vector3( position.x , position.y , position.z );
case 1: return Vector3( position.x , position.y , position.z+size.z );
case 2: return Vector3( position.x , position.y+size.y , position.z );
case 3: return Vector3( position.x , position.y+size.y , position.z+size.z );
case 4: return Vector3( position.x+size.x , position.y , position.z );
case 5: return Vector3( position.x+size.x , position.y , position.z+size.z );
case 6: return Vector3( position.x+size.x , position.y+size.y , position.z );
case 7: return Vector3( position.x+size.x , position.y+size.y , position.z+size.z );
switch (p_point) {
case 0: return Vector3(position.x, position.y, position.z);
case 1: return Vector3(position.x, position.y, position.z + size.z);
case 2: return Vector3(position.x, position.y + size.y, position.z);
case 3: return Vector3(position.x, position.y + size.y, position.z + size.z);
case 4: return Vector3(position.x + size.x, position.y, position.z);
case 5: return Vector3(position.x + size.x, position.y, position.z + size.z);
case 6: return Vector3(position.x + size.x, position.y + size.y, position.z);
case 7: return Vector3(position.x + size.x, position.y + size.y, position.z + size.z);
};
ERR_FAIL_V(Vector3());
@@ -93,14 +91,13 @@ bool AABB::intersects_convex_shape(const Plane *p_planes, int p_plane_count) con
Vector3 half_extents = size * 0.5;
Vector3 ofs = position + half_extents;
for(int i=0;i<p_plane_count;i++) {
const Plane &p=p_planes[i];
for (int i = 0; i < p_plane_count; i++) {
const Plane &p = p_planes[i];
Vector3 point(
(p.normal.x>0) ? -half_extents.x : half_extents.x,
(p.normal.y>0) ? -half_extents.y : half_extents.y,
(p.normal.z>0) ? -half_extents.z : half_extents.z
);
point+=ofs;
(p.normal.x > 0) ? -half_extents.x : half_extents.x,
(p.normal.y > 0) ? -half_extents.y : half_extents.y,
(p.normal.z > 0) ? -half_extents.z : half_extents.z);
point += ofs;
if (p.is_point_over(point))
return false;
}
@@ -108,69 +105,68 @@ bool AABB::intersects_convex_shape(const Plane *p_planes, int p_plane_count) con
return true;
}
bool AABB::has_point(const Vector3& p_point) const {
bool AABB::has_point(const Vector3 &p_point) const {
if (p_point.x<position.x)
if (p_point.x < position.x)
return false;
if (p_point.y<position.y)
if (p_point.y < position.y)
return false;
if (p_point.z<position.z)
if (p_point.z < position.z)
return false;
if (p_point.x>position.x+size.x)
if (p_point.x > position.x + size.x)
return false;
if (p_point.y>position.y+size.y)
if (p_point.y > position.y + size.y)
return false;
if (p_point.z>position.z+size.z)
if (p_point.z > position.z + size.z)
return false;
return true;
}
void AABB::expand_to(const Vector3 &p_vector) {
void AABB::expand_to(const Vector3& p_vector) {
Vector3 begin = position;
Vector3 end = position + size;
Vector3 begin=position;
Vector3 end=position+size;
if (p_vector.x < begin.x)
begin.x = p_vector.x;
if (p_vector.y < begin.y)
begin.y = p_vector.y;
if (p_vector.z < begin.z)
begin.z = p_vector.z;
if (p_vector.x<begin.x)
begin.x=p_vector.x;
if (p_vector.y<begin.y)
begin.y=p_vector.y;
if (p_vector.z<begin.z)
begin.z=p_vector.z;
if (p_vector.x > end.x)
end.x = p_vector.x;
if (p_vector.y > end.y)
end.y = p_vector.y;
if (p_vector.z > end.z)
end.z = p_vector.z;
if (p_vector.x>end.x)
end.x=p_vector.x;
if (p_vector.y>end.y)
end.y=p_vector.y;
if (p_vector.z>end.z)
end.z=p_vector.z;
position=begin;
size=end-begin;
position = begin;
size = end - begin;
}
void AABB::project_range_in_plane(const Plane& p_plane,real_t &r_min,real_t& r_max) const {
void AABB::project_range_in_plane(const Plane &p_plane, real_t &r_min, real_t &r_max) const {
Vector3 half_extents( size.x * 0.5, size.y * 0.5, size.z * 0.5 );
Vector3 center( position.x + half_extents.x, position.y + half_extents.y, position.z + half_extents.z );
Vector3 half_extents(size.x * 0.5, size.y * 0.5, size.z * 0.5);
Vector3 center(position.x + half_extents.x, position.y + half_extents.y, position.z + half_extents.z);
real_t length = p_plane.normal.abs().dot(half_extents);
real_t distance = p_plane.distance_to( center );
real_t distance = p_plane.distance_to(center);
r_min = distance - length;
r_max = distance + length;
}
real_t AABB::get_longest_axis_size() const {
real_t max_size=size.x;
real_t max_size = size.x;
if (size.y > max_size ) {
max_size=size.y;
if (size.y > max_size) {
max_size = size.y;
}
if (size.z > max_size ) {
max_size=size.z;
if (size.z > max_size) {
max_size = size.z;
}
return max_size;
@@ -178,167 +174,156 @@ real_t AABB::get_longest_axis_size() const {
real_t AABB::get_shortest_axis_size() const {
real_t max_size=size.x;
real_t max_size = size.x;
if (size.y < max_size ) {
max_size=size.y;
if (size.y < max_size) {
max_size = size.y;
}
if (size.z < max_size ) {
max_size=size.z;
if (size.z < max_size) {
max_size = size.z;
}
return max_size;
}
bool AABB::smits_intersect_ray(const Vector3 &from,const Vector3& dir, real_t t0, real_t t1) const {
bool AABB::smits_intersect_ray(const Vector3 &from, const Vector3 &dir, real_t t0, real_t t1) const {
real_t divx=1.0/dir.x;
real_t divy=1.0/dir.y;
real_t divz=1.0/dir.z;
real_t divx = 1.0 / dir.x;
real_t divy = 1.0 / dir.y;
real_t divz = 1.0 / dir.z;
Vector3 upbound=position+size;
Vector3 upbound = position + size;
real_t tmin, tmax, tymin, tymax, tzmin, tzmax;
if (dir.x >= 0) {
tmin = (position.x - from.x) * divx;
tmax = (upbound.x - from.x) * divx;
}
else {
} else {
tmin = (upbound.x - from.x) * divx;
tmax = (position.x - from.x) * divx;
}
if (dir.y >= 0) {
tymin = (position.y - from.y) * divy;
tymax = (upbound.y - from.y) * divy;
}
else {
} else {
tymin = (upbound.y - from.y) * divy;
tymax = (position.y - from.y) * divy;
}
if ( (tmin > tymax) || (tymin > tmax) )
if ((tmin > tymax) || (tymin > tmax))
return false;
if (tymin > tmin)
tmin = tymin;
tmin = tymin;
if (tymax < tmax)
tmax = tymax;
if (dir.z >= 0) {
tzmin = (position.z - from.z) * divz;
tzmax = (upbound.z - from.z) * divz;
}
else {
} else {
tzmin = (upbound.z - from.z) * divz;
tzmax = (position.z - from.z) * divz;
}
if ( (tmin > tzmax) || (tzmin > tmax) )
if ((tmin > tzmax) || (tzmin > tmax))
return false;
if (tzmin > tmin)
tmin = tzmin;
if (tzmax < tmax)
tmax = tzmax;
return ( (tmin < t1) && (tmax > t0) );
return ((tmin < t1) && (tmax > t0));
}
void AABB::grow_by(real_t p_amount) {
position.x-=p_amount;
position.y-=p_amount;
position.z-=p_amount;
size.x+=2.0*p_amount;
size.y+=2.0*p_amount;
size.z+=2.0*p_amount;
position.x -= p_amount;
position.y -= p_amount;
position.z -= p_amount;
size.x += 2.0 * p_amount;
size.y += 2.0 * p_amount;
size.z += 2.0 * p_amount;
}
real_t AABB::get_area() const {
return size.x*size.y*size.z;
return size.x * size.y * size.z;
}
bool AABB::operator==(const AABB& p_rval) const {
return ((position==p_rval.position) && (size==p_rval.size));
bool AABB::operator==(const AABB &p_rval) const {
return ((position == p_rval.position) && (size == p_rval.size));
}
bool AABB::operator!=(const AABB& p_rval) const {
return ((position!=p_rval.position) || (size!=p_rval.size));
bool AABB::operator!=(const AABB &p_rval) const {
return ((position != p_rval.position) || (size != p_rval.size));
}
void AABB::merge_with(const AABB& p_aabb) {
void AABB::merge_with(const AABB &p_aabb) {
Vector3 beg_1,beg_2;
Vector3 end_1,end_2;
Vector3 min,max;
Vector3 beg_1, beg_2;
Vector3 end_1, end_2;
Vector3 min, max;
beg_1=position;
beg_2=p_aabb.position;
end_1=Vector3(size.x,size.y,size.z)+beg_1;
end_2=Vector3(p_aabb.size.x,p_aabb.size.y,p_aabb.size.z)+beg_2;
beg_1 = position;
beg_2 = p_aabb.position;
end_1 = Vector3(size.x, size.y, size.z) + beg_1;
end_2 = Vector3(p_aabb.size.x, p_aabb.size.y, p_aabb.size.z) + beg_2;
min.x=(beg_1.x<beg_2.x)?beg_1.x:beg_2.x;
min.y=(beg_1.y<beg_2.y)?beg_1.y:beg_2.y;
min.z=(beg_1.z<beg_2.z)?beg_1.z:beg_2.z;
min.x = (beg_1.x < beg_2.x) ? beg_1.x : beg_2.x;
min.y = (beg_1.y < beg_2.y) ? beg_1.y : beg_2.y;
min.z = (beg_1.z < beg_2.z) ? beg_1.z : beg_2.z;
max.x=(end_1.x>end_2.x)?end_1.x:end_2.x;
max.y=(end_1.y>end_2.y)?end_1.y:end_2.y;
max.z=(end_1.z>end_2.z)?end_1.z:end_2.z;
max.x = (end_1.x > end_2.x) ? end_1.x : end_2.x;
max.y = (end_1.y > end_2.y) ? end_1.y : end_2.y;
max.z = (end_1.z > end_2.z) ? end_1.z : end_2.z;
position=min;
size=max-min;
position = min;
size = max - min;
}
AABB AABB::intersection(const AABB& p_aabb) const {
AABB AABB::intersection(const AABB &p_aabb) const {
Vector3 src_min=position;
Vector3 src_max=position+size;
Vector3 dst_min=p_aabb.position;
Vector3 dst_max=p_aabb.position+p_aabb.size;
Vector3 src_min = position;
Vector3 src_max = position + size;
Vector3 dst_min = p_aabb.position;
Vector3 dst_max = p_aabb.position + p_aabb.size;
Vector3 min,max;
Vector3 min, max;
if (src_min.x > dst_max.x || src_max.x < dst_min.x )
if (src_min.x > dst_max.x || src_max.x < dst_min.x)
return AABB();
else {
min.x= ( src_min.x > dst_min.x ) ? src_min.x :dst_min.x;
max.x= ( src_max.x < dst_max.x ) ? src_max.x :dst_max.x;
min.x = (src_min.x > dst_min.x) ? src_min.x : dst_min.x;
max.x = (src_max.x < dst_max.x) ? src_max.x : dst_max.x;
}
if (src_min.y > dst_max.y || src_max.y < dst_min.y )
if (src_min.y > dst_max.y || src_max.y < dst_min.y)
return AABB();
else {
min.y= ( src_min.y > dst_min.y ) ? src_min.y :dst_min.y;
max.y= ( src_max.y < dst_max.y ) ? src_max.y :dst_max.y;
min.y = (src_min.y > dst_min.y) ? src_min.y : dst_min.y;
max.y = (src_max.y < dst_max.y) ? src_max.y : dst_max.y;
}
if (src_min.z > dst_max.z || src_max.z < dst_min.z )
if (src_min.z > dst_max.z || src_max.z < dst_min.z)
return AABB();
else {
min.z= ( src_min.z > dst_min.z ) ? src_min.z :dst_min.z;
max.z= ( src_max.z < dst_max.z ) ? src_max.z :dst_max.z;
min.z = (src_min.z > dst_min.z) ? src_min.z : dst_min.z;
max.z = (src_max.z < dst_max.z) ? src_max.z : dst_max.z;
}
return AABB( min, max-min );
return AABB(min, max - min);
}
bool AABB::intersects_ray(const Vector3& p_from, const Vector3& p_dir,Vector3* r_clip,Vector3* r_normal) const {
bool AABB::intersects_ray(const Vector3 &p_from, const Vector3 &p_dir, Vector3 *r_clip, Vector3 *r_normal) const {
Vector3 c1, c2;
Vector3 end = position+size;
real_t near=-1e20;
real_t far=1e20;
int axis=0;
Vector3 end = position + size;
real_t near = -1e20;
real_t far = 1e20;
int axis = 0;
for (int i=0;i<3;i++){
if (p_dir[i] == 0){
for (int i = 0; i < 3; i++) {
if (p_dir[i] == 0) {
if ((p_from[i] < position[i]) || (p_from[i] > end[i])) {
return false;
}
@@ -346,71 +331,69 @@ bool AABB::intersects_ray(const Vector3& p_from, const Vector3& p_dir,Vector3* r
c1[i] = (position[i] - p_from[i]) / p_dir[i];
c2[i] = (end[i] - p_from[i]) / p_dir[i];
if(c1[i] > c2[i]){
std::swap(c1,c2);
if (c1[i] > c2[i]) {
std::swap(c1, c2);
}
if (c1[i] > near){
if (c1[i] > near) {
near = c1[i];
axis=i;
axis = i;
}
if (c2[i] < far){
if (c2[i] < far) {
far = c2[i];
}
if( (near > far) || (far < 0) ){
if ((near > far) || (far < 0)) {
return false;
}
}
}
if (r_clip)
*r_clip=c1;
*r_clip = c1;
if (r_normal) {
*r_normal=Vector3();
(*r_normal)[axis]=p_dir[axis]?-1:1;
*r_normal = Vector3();
(*r_normal)[axis] = p_dir[axis] ? -1 : 1;
}
return true;
}
bool AABB::intersects_segment(const Vector3 &p_from, const Vector3 &p_to, Vector3 *r_clip, Vector3 *r_normal) const {
bool AABB::intersects_segment(const Vector3& p_from, const Vector3& p_to,Vector3* r_clip,Vector3* r_normal) const {
real_t min = 0, max = 1;
int axis = 0;
real_t sign = 0;
real_t min=0,max=1;
int axis=0;
real_t sign=0;
for(int i=0;i<3;i++) {
real_t seg_from=p_from[i];
real_t seg_to=p_to[i];
real_t box_begin=position[i];
real_t box_end=box_begin+size[i];
real_t cmin,cmax;
for (int i = 0; i < 3; i++) {
real_t seg_from = p_from[i];
real_t seg_to = p_to[i];
real_t box_begin = position[i];
real_t box_end = box_begin + size[i];
real_t cmin, cmax;
real_t csign;
if (seg_from < seg_to) {
if (seg_from > box_end || seg_to < box_begin)
return false;
real_t length=seg_to-seg_from;
cmin = (seg_from < box_begin)?((box_begin - seg_from)/length):0;
cmax = (seg_to > box_end)?((box_end - seg_from)/length):1;
csign=-1.0;
real_t length = seg_to - seg_from;
cmin = (seg_from < box_begin) ? ((box_begin - seg_from) / length) : 0;
cmax = (seg_to > box_end) ? ((box_end - seg_from) / length) : 1;
csign = -1.0;
} else {
if (seg_to > box_end || seg_from < box_begin)
return false;
real_t length=seg_to-seg_from;
cmin = (seg_from > box_end)?(box_end - seg_from)/length:0;
cmax = (seg_to < box_begin)?(box_begin - seg_from)/length:1;
csign=1.0;
real_t length = seg_to - seg_from;
cmin = (seg_from > box_end) ? (box_end - seg_from) / length : 0;
cmax = (seg_to < box_begin) ? (box_begin - seg_from) / length : 1;
csign = 1.0;
}
if (cmin > min) {
min = cmin;
axis=i;
sign=csign;
axis = i;
sign = csign;
}
if (cmax < max)
max = cmax;
@@ -418,217 +401,207 @@ bool AABB::intersects_segment(const Vector3& p_from, const Vector3& p_to,Vector3
return false;
}
Vector3 rel=p_to-p_from;
Vector3 rel = p_to - p_from;
if (r_normal) {
Vector3 normal;
normal[axis]=sign;
*r_normal=normal;
normal[axis] = sign;
*r_normal = normal;
}
if (r_clip)
*r_clip=p_from+rel*min;
*r_clip = p_from + rel * min;
return true;
}
bool AABB::intersects_plane(const Plane &p_plane) const {
Vector3 points[8] = {
Vector3( position.x , position.y , position.z ),
Vector3( position.x , position.y , position.z+size.z ),
Vector3( position.x , position.y+size.y , position.z ),
Vector3( position.x , position.y+size.y , position.z+size.z ),
Vector3( position.x+size.x , position.y , position.z ),
Vector3( position.x+size.x , position.y , position.z+size.z ),
Vector3( position.x+size.x , position.y+size.y , position.z ),
Vector3( position.x+size.x , position.y+size.y , position.z+size.z ),
Vector3(position.x, position.y, position.z),
Vector3(position.x, position.y, position.z + size.z),
Vector3(position.x, position.y + size.y, position.z),
Vector3(position.x, position.y + size.y, position.z + size.z),
Vector3(position.x + size.x, position.y, position.z),
Vector3(position.x + size.x, position.y, position.z + size.z),
Vector3(position.x + size.x, position.y + size.y, position.z),
Vector3(position.x + size.x, position.y + size.y, position.z + size.z),
};
bool over=false;
bool under=false;
bool over = false;
bool under = false;
for (int i=0;i<8;i++) {
for (int i = 0; i < 8; i++) {
if (p_plane.distance_to(points[i])>0)
over=true;
if (p_plane.distance_to(points[i]) > 0)
over = true;
else
under=true;
under = true;
}
return under && over;
}
Vector3 AABB::get_longest_axis() const {
Vector3 axis(1,0,0);
real_t max_size=size.x;
Vector3 axis(1, 0, 0);
real_t max_size = size.x;
if (size.y > max_size ) {
axis=Vector3(0,1,0);
max_size=size.y;
if (size.y > max_size) {
axis = Vector3(0, 1, 0);
max_size = size.y;
}
if (size.z > max_size ) {
axis=Vector3(0,0,1);
max_size=size.z;
if (size.z > max_size) {
axis = Vector3(0, 0, 1);
max_size = size.z;
}
return axis;
}
int AABB::get_longest_axis_index() const {
int axis=0;
real_t max_size=size.x;
int axis = 0;
real_t max_size = size.x;
if (size.y > max_size ) {
axis=1;
max_size=size.y;
if (size.y > max_size) {
axis = 1;
max_size = size.y;
}
if (size.z > max_size ) {
axis=2;
max_size=size.z;
if (size.z > max_size) {
axis = 2;
max_size = size.z;
}
return axis;
}
Vector3 AABB::get_shortest_axis() const {
Vector3 axis(1,0,0);
real_t max_size=size.x;
Vector3 axis(1, 0, 0);
real_t max_size = size.x;
if (size.y < max_size ) {
axis=Vector3(0,1,0);
max_size=size.y;
if (size.y < max_size) {
axis = Vector3(0, 1, 0);
max_size = size.y;
}
if (size.z < max_size ) {
axis=Vector3(0,0,1);
max_size=size.z;
if (size.z < max_size) {
axis = Vector3(0, 0, 1);
max_size = size.z;
}
return axis;
}
int AABB::get_shortest_axis_index() const {
int axis=0;
real_t max_size=size.x;
int axis = 0;
real_t max_size = size.x;
if (size.y < max_size ) {
axis=1;
max_size=size.y;
if (size.y < max_size) {
axis = 1;
max_size = size.y;
}
if (size.z < max_size ) {
axis=2;
max_size=size.z;
if (size.z < max_size) {
axis = 2;
max_size = size.z;
}
return axis;
}
AABB AABB::merge(const AABB& p_with) const {
AABB AABB::merge(const AABB &p_with) const {
AABB aabb=*this;
AABB aabb = *this;
aabb.merge_with(p_with);
return aabb;
}
AABB AABB::expand(const Vector3& p_vector) const {
AABB aabb=*this;
AABB AABB::expand(const Vector3 &p_vector) const {
AABB aabb = *this;
aabb.expand_to(p_vector);
return aabb;
}
AABB AABB::grow(real_t p_by) const {
AABB aabb=*this;
AABB aabb = *this;
aabb.grow_by(p_by);
return aabb;
}
void AABB::get_edge(int p_edge,Vector3& r_from,Vector3& r_to) const {
void AABB::get_edge(int p_edge, Vector3 &r_from, Vector3 &r_to) const {
ERR_FAIL_INDEX(p_edge,12);
switch(p_edge) {
ERR_FAIL_INDEX(p_edge, 12);
switch (p_edge) {
case 0:{
case 0: {
r_from=Vector3( position.x+size.x , position.y , position.z );
r_to=Vector3( position.x , position.y , position.z );
r_from = Vector3(position.x + size.x, position.y, position.z);
r_to = Vector3(position.x, position.y, position.z);
} break;
case 1:{
case 1: {
r_from=Vector3( position.x+size.x , position.y , position.z+size.z );
r_to=Vector3( position.x+size.x , position.y , position.z );
r_from = Vector3(position.x + size.x, position.y, position.z + size.z);
r_to = Vector3(position.x + size.x, position.y, position.z);
} break;
case 2:{
r_from=Vector3( position.x , position.y , position.z+size.z );
r_to=Vector3( position.x+size.x , position.y , position.z+size.z );
case 2: {
r_from = Vector3(position.x, position.y, position.z + size.z);
r_to = Vector3(position.x + size.x, position.y, position.z + size.z);
} break;
case 3:{
case 3: {
r_from=Vector3( position.x , position.y , position.z );
r_to=Vector3( position.x , position.y , position.z+size.z );
r_from = Vector3(position.x, position.y, position.z);
r_to = Vector3(position.x, position.y, position.z + size.z);
} break;
case 4:{
case 4: {
r_from=Vector3( position.x , position.y+size.y , position.z );
r_to=Vector3( position.x+size.x , position.y+size.y , position.z );
r_from = Vector3(position.x, position.y + size.y, position.z);
r_to = Vector3(position.x + size.x, position.y + size.y, position.z);
} break;
case 5:{
case 5: {
r_from=Vector3( position.x+size.x , position.y+size.y , position.z );
r_to=Vector3( position.x+size.x , position.y+size.y , position.z+size.z );
r_from = Vector3(position.x + size.x, position.y + size.y, position.z);
r_to = Vector3(position.x + size.x, position.y + size.y, position.z + size.z);
} break;
case 6:{
r_from=Vector3( position.x+size.x , position.y+size.y , position.z+size.z );
r_to=Vector3( position.x , position.y+size.y , position.z+size.z );
case 6: {
r_from = Vector3(position.x + size.x, position.y + size.y, position.z + size.z);
r_to = Vector3(position.x, position.y + size.y, position.z + size.z);
} break;
case 7:{
case 7: {
r_from=Vector3( position.x , position.y+size.y , position.z+size.z );
r_to=Vector3( position.x , position.y+size.y , position.z );
r_from = Vector3(position.x, position.y + size.y, position.z + size.z);
r_to = Vector3(position.x, position.y + size.y, position.z);
} break;
case 8:{
case 8: {
r_from=Vector3( position.x , position.y , position.z+size.z );
r_to=Vector3( position.x , position.y+size.y , position.z+size.z );
r_from = Vector3(position.x, position.y, position.z + size.z);
r_to = Vector3(position.x, position.y + size.y, position.z + size.z);
} break;
case 9:{
case 9: {
r_from=Vector3( position.x , position.y , position.z );
r_to=Vector3( position.x , position.y+size.y , position.z );
r_from = Vector3(position.x, position.y, position.z);
r_to = Vector3(position.x, position.y + size.y, position.z);
} break;
case 10:{
case 10: {
r_from=Vector3( position.x+size.x , position.y , position.z );
r_to=Vector3( position.x+size.x , position.y+size.y , position.z );
r_from = Vector3(position.x + size.x, position.y, position.z);
r_to = Vector3(position.x + size.x, position.y + size.y, position.z);
} break;
case 11:{
case 11: {
r_from=Vector3( position.x+size.x , position.y , position.z+size.z );
r_to=Vector3( position.x+size.x , position.y+size.y , position.z+size.z );
r_from = Vector3(position.x + size.x, position.y, position.z + size.z);
r_to = Vector3(position.x + size.x, position.y + size.y, position.z + size.z);
} break;
}
}
AABB::operator String() const {
@@ -636,4 +609,4 @@ AABB::operator String() const {
return String() + position + " - " + size;
}
}
} // namespace godot