Hugo Locurcio cf5428e103
Add license headers to all source and header files
This is consistent with the core Godot source code, and ensures the
license isn't detached from its original code when individual files
are distributed.
2021-08-02 18:34:58 +02:00

111 lines
4.8 KiB
C++

/*************************************************************************/
/* AABB.hpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef AABB_H
#define AABB_H
#include "Vector3.hpp"
#include "Plane.hpp"
#include <cstdlib>
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