summaryrefslogtreecommitdiffstatshomepage
path: root/3rdparty/bgfx/examples/common/bounds.h
diff options
context:
space:
mode:
Diffstat (limited to '3rdparty/bgfx/examples/common/bounds.h')
-rw-r--r--3rdparty/bgfx/examples/common/bounds.h409
1 files changed, 348 insertions, 61 deletions
diff --git a/3rdparty/bgfx/examples/common/bounds.h b/3rdparty/bgfx/examples/common/bounds.h
index aea395df780..dff84a1de4e 100644
--- a/3rdparty/bgfx/examples/common/bounds.h
+++ b/3rdparty/bgfx/examples/common/bounds.h
@@ -1,5 +1,5 @@
/*
- * Copyright 2011-2018 Branimir Karadzic. All rights reserved.
+ * Copyright 2011-2019 Branimir Karadzic. All rights reserved.
* License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause
*/
@@ -8,125 +8,142 @@
#include <bx/math.h>
+///
struct Aabb
{
- bx::Vec3 m_min;
- bx::Vec3 m_max;
-};
-
-struct Cylinder
-{
- bx::Vec3 m_pos;
- bx::Vec3 m_end;
- float m_radius;
+ bx::Vec3 min;
+ bx::Vec3 max;
};
+///
struct Capsule
{
- bx::Vec3 m_pos;
- bx::Vec3 m_end;
- float m_radius;
+ bx::Vec3 pos;
+ bx::Vec3 end;
+ float radius;
};
+///
struct Cone
{
- bx::Vec3 m_pos;
- bx::Vec3 m_end;
- float m_radius;
+ bx::Vec3 pos;
+ bx::Vec3 end;
+ float radius;
};
-struct Disk
+///
+struct Cylinder
{
- bx::Vec3 m_center;
- bx::Vec3 m_normal;
- float m_radius;
+ bx::Vec3 pos;
+ bx::Vec3 end;
+ float radius;
};
-struct Obb
+///
+struct Disk
{
- float m_mtx[16];
+ bx::Vec3 center;
+ bx::Vec3 normal;
+ float radius;
};
-struct Plane
+///
+struct Obb
{
- bx::Vec3 m_normal;
- float m_dist;
+ float mtx[16];
};
-struct Ray
+///
+struct Sphere
{
- bx::Vec3 m_pos;
- bx::Vec3 m_dir;
+ bx::Vec3 center;
+ float radius;
};
-struct Sphere
+///
+struct Triangle
{
- bx::Vec3 m_center;
- float m_radius;
+ bx::Vec3 v0;
+ bx::Vec3 v1;
+ bx::Vec3 v2;
};
-struct Tris
+///
+struct Ray
{
- bx::Vec3 m_v0;
- bx::Vec3 m_v1;
- bx::Vec3 m_v2;
+ bx::Vec3 pos;
+ bx::Vec3 dir;
};
+///
struct Hit
{
- bx::Vec3 m_pos;
- bx::Vec3 m_normal;
- float m_dist;
+ bx::Vec3 pos;
+ bx::Plane plane;
};
-/// Convert axis aligned bounding box to oriented bounding box.
-void aabbToObb(Obb& _obb, const Aabb& _aabb);
+///
+bx::Vec3 getCenter(const Aabb& _aabb);
-/// Convert oriented bounding box to axis aligned bounding box.
-void toAabb(Aabb& _aabb, const Obb& _obb);
+///
+bx::Vec3 getExtents(const Aabb& _aabb);
-/// Convert sphere to axis aligned bounding box.
-void toAabb(Aabb& _aabb, const Sphere& _sphere);
+///
+bx::Vec3 getCenter(const Triangle& _triangle);
-/// Convert disk to axis aligned bounding box.
-void toAabb(Aabb& _aabb, const Disk& _disk);
+///
+void toAabb(Aabb& _outAabb, const bx::Vec3& _extents);
+
+///
+void toAabb(Aabb& _outAabb, const bx::Vec3& _center, const bx::Vec3& _extents);
/// Convert cylinder to axis aligned bounding box.
-void toAabb(Aabb& _aabb, const Cylinder& _cylinder);
+void toAabb(Aabb& _outAabb, const Cylinder& _cylinder);
+
+/// Convert disk to axis aligned bounding box.
+void toAabb(Aabb& _outAabb, const Disk& _disk);
+
+/// Convert oriented bounding box to axis aligned bounding box.
+void toAabb(Aabb& _outAabb, const Obb& _obb);
+
+/// Convert sphere to axis aligned bounding box.
+void toAabb(Aabb& _outAabb, const Sphere& _sphere);
+
+/// Convert triangle to axis aligned bounding box.
+void toAabb(Aabb& _outAabb, const Triangle& _triangle);
/// Calculate axis aligned bounding box.
-void toAabb(Aabb& _aabb, const void* _vertices, uint32_t _numVertices, uint32_t _stride);
+void toAabb(Aabb& _outAabb, const void* _vertices, uint32_t _numVertices, uint32_t _stride);
/// Transform vertices and calculate axis aligned bounding box.
-void toAabb(Aabb& _aabb, const float* _mtx, const void* _vertices, uint32_t _numVertices, uint32_t _stride);
+void toAabb(Aabb& _outAabb, const float* _mtx, const void* _vertices, uint32_t _numVertices, uint32_t _stride);
/// Expand AABB.
-void aabbExpand(Aabb& _aabb, float _factor);
+void aabbExpand(Aabb& _outAabb, float _factor);
/// Expand AABB with xyz.
-void aabbExpand(Aabb& _aabb, const float* _pos);
+void aabbExpand(Aabb& _outAabb, const bx::Vec3& _pos);
/// Calculate surface area of axis aligned bounding box.
float calcAreaAabb(const Aabb& _aabb);
-/// Returns 0 is two AABB don't overlap, otherwise returns flags of overlap
-/// test.
-uint32_t aabbOverlapTest(const Aabb& _aabb0, const Aabb& _aabb1);
+/// Convert axis aligned bounding box to oriented bounding box.
+void toObb(Obb& _outObb, const Aabb& _aabb);
/// Calculate oriented bounding box.
-void calcObb(Obb& _obb, const void* _vertices, uint32_t _numVertices, uint32_t _stride, uint32_t _steps = 17);
+void calcObb(Obb& _outObb, const void* _vertices, uint32_t _numVertices, uint32_t _stride, uint32_t _steps = 17);
/// Calculate maximum bounding sphere.
-void calcMaxBoundingSphere(Sphere& _sphere, const void* _vertices, uint32_t _numVertices, uint32_t _stride);
+void calcMaxBoundingSphere(Sphere& _outSphere, const void* _vertices, uint32_t _numVertices, uint32_t _stride);
/// Calculate minimum bounding sphere.
-void calcMinBoundingSphere(Sphere& _sphere, const void* _vertices, uint32_t _numVertices, uint32_t _stride, float _step = 0.01f);
+void calcMinBoundingSphere(Sphere& _outSphere, const void* _vertices, uint32_t _numVertices, uint32_t _stride, float _step = 0.01f);
/// Returns 6 (near, far, left, right, top, bottom) planes representing frustum planes.
-void buildFrustumPlanes(Plane* _planes, const float* _viewProj);
+void buildFrustumPlanes(bx::Plane* _outPlanes, const float* _viewProj);
/// Returns point from 3 intersecting planes.
-bx::Vec3 intersectPlanes(const Plane& _pa, const Plane& _pb, const Plane& _pc);
+bx::Vec3 intersectPlanes(const bx::Plane& _pa, const bx::Plane& _pb, const bx::Plane& _pc);
/// Make screen space ray from x, y coordinate and inverse view-projection matrix.
Ray makeRay(float _x, float _y, const float* _invVp);
@@ -150,12 +167,282 @@ bool intersect(const Ray& _ray, const Cone& _cone, Hit* _hit = NULL);
bool intersect(const Ray& _ray, const Disk& _disk, Hit* _hit = NULL);
/// Intersect ray / plane.
-bool intersect(const Ray& _ray, const Plane& _plane, Hit* _hit = NULL);
+bool intersect(const Ray& _ray, const bx::Plane& _plane, Hit* _hit = NULL);
/// Intersect ray / sphere.
bool intersect(const Ray& _ray, const Sphere& _sphere, Hit* _hit = NULL);
/// Intersect ray / triangle.
-bool intersect(const Ray& _ray, const Tris& _triangle, Hit* _hit = NULL);
+bool intersect(const Ray& _ray, const Triangle& _triangle, Hit* _hit = NULL);
+
+///
+bool overlap(const Aabb& _aabb, const bx::Vec3& _pos);
+
+///
+bool overlap(const Aabb& _aabb, const Sphere& _sphere);
+
+///
+bool overlap(const Aabb& _aabbA, const Aabb& _aabbB);
+
+///
+bool overlap(const Aabb& _aabb, const bx::Plane& _plane);
+
+///
+bool overlap(const Aabb& _aabb, const Triangle& _triangle);
+
+///
+bool overlap(const Aabb& _aabb, const Cylinder& _cylinder);
+
+///
+bool overlap(const Aabb& _aabb, const Capsule& _capsule);
+
+///
+bool overlap(const Aabb& _aabb, const Cone& _cone);
+
+///
+bool overlap(const Aabb& _aabb, const Disk& _disk);
+
+///
+bool overlap(const Aabb& _aabb, const Obb& _obb);
+
+///
+bool overlap(const Capsule& _capsule, const bx::Vec3& _pos);
+
+///
+bool overlap(const Capsule& _capsule, const Sphere& _sphere);
+
+///
+bool overlap(const Capsule& _capsule, const Aabb& _aabb);
+
+///
+bool overlap(const Capsule& _capsule, const bx::Plane& _plane);
+
+///
+bool overlap(const Capsule& _capsule, const Triangle& _triangle);
+
+///
+bool overlap(const Capsule& _capsule, const Cylinder& _cylinder);
+
+///
+bool overlap(const Capsule& _capsuleA, const Capsule& _capsuleB);
+
+///
+bool overlap(const Capsule& _capsule, const Cone& _cone);
+
+///
+bool overlap(const Capsule& _capsule, const Disk& _disk);
+
+///
+bool overlap(const Capsule& _capsule, const Obb& _obb);
+
+///
+bool overlap(const Cone& _cone, const bx::Vec3& _pos);
+
+///
+bool overlap(const Cone& _cone, const Sphere& _sphere);
+
+///
+bool overlap(const Cone& _cone, const Aabb& _aabb);
+
+///
+bool overlap(const Cone& _cone, const bx::Plane& _plane);
+
+///
+bool overlap(const Cone& _cone, const Triangle& _triangle);
+
+///
+bool overlap(const Cone& _cone, const Cylinder& _cylinder);
+
+///
+bool overlap(const Cone& _cone, const Capsule& _capsule);
+
+///
+bool overlap(const Cone& _coneA, const Cone& _coneB);
+
+///
+bool overlap(const Cone& _cone, const Disk& _disk);
+
+///
+bool overlap(const Cone& _cone, const Obb& _obb);
+
+///
+bool overlap(const Cylinder& _cylinder, const bx::Vec3& _pos);
+
+///
+bool overlap(const Cylinder& _cylinder, const Sphere& _sphere);
+
+///
+bool overlap(const Cylinder& _cylinder, const Aabb& _aabb);
+
+///
+bool overlap(const Cylinder& _cylinder, const bx::Plane& _plane);
+
+///
+bool overlap(const Cylinder& _cylinder, const Triangle& _triangle);
+
+///
+bool overlap(const Cylinder& _cylinderA, const Cylinder& _cylinderB);
+
+///
+bool overlap(const Cylinder& _cylinder, const Capsule& _capsule);
+
+///
+bool overlap(const Cylinder& _cylinder, const Cone& _cone);
+
+///
+bool overlap(const Cylinder& _cylinder, const Disk& _disk);
+
+///
+bool overlap(const Cylinder& _cylinder, const Obb& _obb);
+
+///
+bool overlap(const Disk& _disk, const bx::Vec3& _pos);
+
+///
+bool overlap(const Disk& _disk, const Sphere& _sphere);
+
+///
+bool overlap(const Disk& _disk, const Aabb& _aabb);
+
+///
+bool overlap(const Disk& _disk, const bx::Plane& _plane);
+
+///
+bool overlap(const Disk& _disk, const Triangle& _triangle);
+
+///
+bool overlap(const Disk& _disk, const Cylinder& _cylinder);
+
+///
+bool overlap(const Disk& _disk, const Capsule& _capsule);
+
+///
+bool overlap(const Disk& _disk, const Cone& _cone);
+
+///
+bool overlap(const Disk& _diskA, const Disk& _diskB);
+
+///
+bool overlap(const Disk& _disk, const Obb& _obb);
+
+///
+bool overlap(const Obb& _obb, const bx::Vec3& _pos);
+
+///
+bool overlap(const Obb& _obb, const Sphere& _sphere);
+
+///
+bool overlap(const Obb& _obb, const Aabb& _aabb);
+
+///
+bool overlap(const Obb& _obb, const bx::Plane& _plane);
+
+///
+bool overlap(const Obb& _obb, const Triangle& _triangle);
+
+///
+bool overlap(const Obb& _obb, const Cylinder& _cylinder);
+
+///
+bool overlap(const Obb& _obb, const Capsule& _capsule);
+
+///
+bool overlap(const Obb& _obb, const Cone& _cone);
+
+///
+bool overlap(const Obb& _obb, const Disk& _disk);
+
+///
+bool overlap(const Obb& _obbA, const Obb& _obbB);
+
+///
+bool overlap(const bx::Plane& _plane, const bx::Vec3& _pos);
+
+///
+bool overlap(const bx::Plane& _plane, const Sphere& _sphere);
+
+///
+bool overlap(const bx::Plane& _plane, const Aabb& _aabb);
+
+///
+bool overlap(const bx::Plane& _planeA, const bx::Plane& _planeB);
+
+///
+bool overlap(const bx::Plane& _plane, const Triangle& _triangle);
+
+///
+bool overlap(const bx::Plane& _plane, const Cylinder& _cylinder);
+
+///
+bool overlap(const bx::Plane& _plane, const Capsule& _capsule);
+
+///
+bool overlap(const bx::Plane& _plane, const Cone& _cone);
+
+///
+bool overlap(const bx::Plane& _plane, const Disk& _disk);
+
+///
+bool overlap(const bx::Plane& _plane, const Obb& _obb);
+
+///
+bool overlap(const Sphere& _sphere, const bx::Vec3& _pos);
+
+///
+bool overlap(const Sphere& _sphereA, const Sphere& _sphereB);
+
+///
+bool overlap(const Sphere& _sphere, const Aabb& _aabb);
+
+///
+bool overlap(const Sphere& _sphere, const bx::Plane& _plane);
+
+///
+bool overlap(const Sphere& _sphere, const Triangle& _triangle);
+
+///
+bool overlap(const Sphere& _sphere, const Cylinder& _cylinder);
+
+///
+bool overlap(const Sphere& _sphere, const Capsule& _capsule);
+
+///
+bool overlap(const Sphere& _sphere, const Cone& _cone);
+
+///
+bool overlap(const Sphere& _sphere, const Disk& _disk);
+
+///
+bool overlap(const Sphere& _sphere, const Obb& _obb);
+
+///
+bool overlap(const Triangle& _triangle, const bx::Vec3& _pos);
+
+///
+bool overlap(const Triangle& _triangle, const Sphere& _sphere);
+
+///
+bool overlap(const Triangle& _triangle, const Aabb& _aabb);
+
+///
+bool overlap(const Triangle& _triangle, const bx::Plane& _plane);
+
+///
+bool overlap(const Triangle& _triangleA, const Triangle& _triangleB);
+
+///
+bool overlap(const Triangle& _triangle, const Cylinder& _cylinder);
+
+///
+bool overlap(const Triangle& _triangle, const Capsule& _capsule);
+
+///
+bool overlap(const Triangle& _triangle, const Cone& _cone);
+
+///
+bool overlap(const Triangle& _triangle, const Disk& _disk);
+
+///
+bool overlap(const Triangle& _triangle, const Obb& _obb);
#endif // BOUNDS_H_HEADER_GUARD