280 lines
6.7 KiB
C
280 lines
6.7 KiB
C
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/*
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* Copyright (c), Recep Aslantas.
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*
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* MIT License (MIT), http://opensource.org/licenses/MIT
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* Full license can be found in the LICENSE file
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*/
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#ifndef cglm_box_h
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#define cglm_box_h
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#include "common.h"
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#include "vec3.h"
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#include "vec4.h"
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#include "util.h"
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/*!
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* @brief apply transform to Axis-Aligned Bounding Box
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*
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* @param[in] box bounding box
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* @param[in] m transform matrix
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* @param[out] dest transformed bounding box
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*/
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CGLM_INLINE
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void
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glm_aabb_transform(vec3 box[2], mat4 m, vec3 dest[2]) {
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vec3 v[2], xa, xb, ya, yb, za, zb;
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glm_vec3_scale(m[0], box[0][0], xa);
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glm_vec3_scale(m[0], box[1][0], xb);
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glm_vec3_scale(m[1], box[0][1], ya);
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glm_vec3_scale(m[1], box[1][1], yb);
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glm_vec3_scale(m[2], box[0][2], za);
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glm_vec3_scale(m[2], box[1][2], zb);
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/* translation + min(xa, xb) + min(ya, yb) + min(za, zb) */
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glm_vec3(m[3], v[0]);
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glm_vec3_minadd(xa, xb, v[0]);
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glm_vec3_minadd(ya, yb, v[0]);
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glm_vec3_minadd(za, zb, v[0]);
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/* translation + max(xa, xb) + max(ya, yb) + max(za, zb) */
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glm_vec3(m[3], v[1]);
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glm_vec3_maxadd(xa, xb, v[1]);
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glm_vec3_maxadd(ya, yb, v[1]);
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glm_vec3_maxadd(za, zb, v[1]);
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glm_vec3_copy(v[0], dest[0]);
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glm_vec3_copy(v[1], dest[1]);
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}
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/*!
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* @brief merges two AABB bounding box and creates new one
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*
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* two box must be in same space, if one of box is in different space then
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* you should consider to convert it's space by glm_box_space
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*
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* @param[in] box1 bounding box 1
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* @param[in] box2 bounding box 2
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* @param[out] dest merged bounding box
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*/
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CGLM_INLINE
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void
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glm_aabb_merge(vec3 box1[2], vec3 box2[2], vec3 dest[2]) {
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dest[0][0] = glm_min(box1[0][0], box2[0][0]);
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dest[0][1] = glm_min(box1[0][1], box2[0][1]);
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dest[0][2] = glm_min(box1[0][2], box2[0][2]);
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dest[1][0] = glm_max(box1[1][0], box2[1][0]);
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dest[1][1] = glm_max(box1[1][1], box2[1][1]);
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dest[1][2] = glm_max(box1[1][2], box2[1][2]);
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}
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/*!
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* @brief crops a bounding box with another one.
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*
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* this could be useful for gettng a bbox which fits with view frustum and
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* object bounding boxes. In this case you crop view frustum box with objects
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* box
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*
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* @param[in] box bounding box 1
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* @param[in] cropBox crop box
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* @param[out] dest cropped bounding box
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*/
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CGLM_INLINE
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void
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glm_aabb_crop(vec3 box[2], vec3 cropBox[2], vec3 dest[2]) {
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dest[0][0] = glm_max(box[0][0], cropBox[0][0]);
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dest[0][1] = glm_max(box[0][1], cropBox[0][1]);
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dest[0][2] = glm_max(box[0][2], cropBox[0][2]);
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dest[1][0] = glm_min(box[1][0], cropBox[1][0]);
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dest[1][1] = glm_min(box[1][1], cropBox[1][1]);
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dest[1][2] = glm_min(box[1][2], cropBox[1][2]);
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}
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/*!
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* @brief crops a bounding box with another one.
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*
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* this could be useful for gettng a bbox which fits with view frustum and
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* object bounding boxes. In this case you crop view frustum box with objects
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* box
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*
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* @param[in] box bounding box
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* @param[in] cropBox crop box
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* @param[in] clampBox miniumum box
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* @param[out] dest cropped bounding box
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*/
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CGLM_INLINE
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void
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glm_aabb_crop_until(vec3 box[2],
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vec3 cropBox[2],
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vec3 clampBox[2],
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vec3 dest[2]) {
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glm_aabb_crop(box, cropBox, dest);
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glm_aabb_merge(clampBox, dest, dest);
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}
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/*!
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* @brief check if AABB intersects with frustum planes
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*
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* this could be useful for frustum culling using AABB.
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*
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* OPTIMIZATION HINT:
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* if planes order is similar to LEFT, RIGHT, BOTTOM, TOP, NEAR, FAR
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* then this method should run even faster because it would only use two
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* planes if object is not inside the two planes
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* fortunately cglm extracts planes as this order! just pass what you got!
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*
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* @param[in] box bounding box
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* @param[in] planes frustum planes
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*/
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CGLM_INLINE
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bool
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glm_aabb_frustum(vec3 box[2], vec4 planes[6]) {
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float *p, dp;
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int i;
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for (i = 0; i < 6; i++) {
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p = planes[i];
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dp = p[0] * box[p[0] > 0.0f][0]
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+ p[1] * box[p[1] > 0.0f][1]
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+ p[2] * box[p[2] > 0.0f][2];
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if (dp < -p[3])
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return false;
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}
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return true;
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}
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/*!
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* @brief invalidate AABB min and max values
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*
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* @param[in, out] box bounding box
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*/
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CGLM_INLINE
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void
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glm_aabb_invalidate(vec3 box[2]) {
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glm_vec3_broadcast(FLT_MAX, box[0]);
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glm_vec3_broadcast(-FLT_MAX, box[1]);
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}
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/*!
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* @brief check if AABB is valid or not
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*
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* @param[in] box bounding box
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*/
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CGLM_INLINE
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bool
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glm_aabb_isvalid(vec3 box[2]) {
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return glm_vec3_max(box[0]) != FLT_MAX
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&& glm_vec3_min(box[1]) != -FLT_MAX;
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}
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/*!
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* @brief distance between of min and max
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*
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* @param[in] box bounding box
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*/
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CGLM_INLINE
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float
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glm_aabb_size(vec3 box[2]) {
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return glm_vec3_distance(box[0], box[1]);
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}
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/*!
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* @brief radius of sphere which surrounds AABB
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*
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* @param[in] box bounding box
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*/
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CGLM_INLINE
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float
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glm_aabb_radius(vec3 box[2]) {
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return glm_aabb_size(box) * 0.5f;
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}
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/*!
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* @brief computes center point of AABB
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*
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* @param[in] box bounding box
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* @param[out] dest center of bounding box
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*/
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CGLM_INLINE
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void
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glm_aabb_center(vec3 box[2], vec3 dest) {
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glm_vec3_center(box[0], box[1], dest);
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}
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/*!
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* @brief check if two AABB intersects
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*
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* @param[in] box bounding box
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* @param[in] other other bounding box
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*/
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CGLM_INLINE
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bool
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glm_aabb_aabb(vec3 box[2], vec3 other[2]) {
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return (box[0][0] <= other[1][0] && box[1][0] >= other[0][0])
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&& (box[0][1] <= other[1][1] && box[1][1] >= other[0][1])
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&& (box[0][2] <= other[1][2] && box[1][2] >= other[0][2]);
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}
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/*!
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* @brief check if AABB intersects with sphere
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*
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* https://github.com/erich666/GraphicsGems/blob/master/gems/BoxSphere.c
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* Solid Box - Solid Sphere test.
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*
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* @param[in] box solid bounding box
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* @param[in] s solid sphere
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*/
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CGLM_INLINE
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bool
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glm_aabb_sphere(vec3 box[2], vec4 s) {
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float dmin;
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int a, b, c;
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a = s[0] >= box[0][0];
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b = s[1] >= box[0][1];
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c = s[2] >= box[0][2];
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dmin = glm_pow2(s[0] - box[a][0])
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+ glm_pow2(s[1] - box[b][1])
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+ glm_pow2(s[2] - box[c][2]);
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return dmin <= glm_pow2(s[3]);
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}
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/*!
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* @brief check if point is inside of AABB
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*
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* @param[in] box bounding box
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* @param[in] point point
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*/
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CGLM_INLINE
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bool
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glm_aabb_point(vec3 box[2], vec3 point) {
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return (point[0] >= box[0][0] && point[0] <= box[1][0])
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&& (point[1] >= box[0][1] && point[1] <= box[1][1])
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&& (point[2] >= box[0][2] && point[2] <= box[1][2]);
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}
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/*!
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* @brief check if AABB contains other AABB
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*
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* @param[in] box bounding box
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* @param[in] other other bounding box
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*/
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CGLM_INLINE
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bool
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glm_aabb_contains(vec3 box[2], vec3 other[2]) {
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return (box[0][0] <= other[0][0] && box[1][0] >= other[1][0])
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&& (box[0][1] <= other[0][1] && box[1][1] >= other[1][1])
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&& (box[0][2] <= other[0][2] && box[1][2] >= other[1][2]);
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}
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#endif /* cglm_box_h */
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