/* Copyright (c) 2017-2026 Hans-Kristian Arntzen * * 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. */ #pragma once #include "math.hpp" #include "muglm/muglm_impl.hpp" namespace Granite { class AABB { public: AABB(vec3 minimum_, vec3 maximum_) { minimum.v4 = vec4(minimum_, 1.0f); maximum.v4 = vec4(maximum_, 1.0f); } AABB() = default; vec3 get_coord(float dx, float dy, float dz) const; AABB transform(const mat4 &m) const; void expand(const AABB &aabb); const vec3 &get_minimum() const { return minimum.v3; } const vec3 &get_maximum() const { return maximum.v3; } const vec4 &get_minimum4() const { return minimum.v4; } const vec4 &get_maximum4() const { return maximum.v4; } vec4 &get_minimum4() { return minimum.v4; } vec4 &get_maximum4() { return maximum.v4; } vec3 get_corner(unsigned i) const { float x = i & 1 ? maximum.v3.x : minimum.v3.x; float y = i & 2 ? maximum.v3.y : minimum.v3.y; float z = i & 4 ? maximum.v3.z : minimum.v3.z; return vec3(x, y, z); } vec3 get_center() const { return minimum.v3 + (maximum.v3 - minimum.v3) * vec3(0.5f); } float get_radius() const { return 0.5f * distance(minimum.v3, maximum.v3); } private: union { vec3 v3; vec4 v4; } minimum, maximum; }; }