glm::vec3 high(glm::max(glm::abs(min), glm::abs(max)));
return glm::length(high);
}
+
+ void Position(const glm::vec3 ¢er) noexcept {
+ const glm::vec3 halfsize((max - min) * 0.5f);
+ min = center - halfsize;
+ max = center + halfsize;
+ }
+ void Move(const glm::vec3 &delta) noexcept {
+ min += delta;
+ max += delta;
+ }
};
std::ostream &operator <<(std::ostream &, const AABB &);
+bool Intersection(const AABB &, const AABB &) noexcept;
+
// TODO: this should really use setters/getters for dir and inv_dir so
// manipulating code doesn't "forget" to call Update()
struct Ray {
float &depth,
glm::vec3 &normal) noexcept;
-
+/// Plane defined by a surface norml and distance to the origin such that
+/// the point (normal * dist) lies on the plane.
struct Plane {
glm::vec3 normal;
float dist;
std::ostream &operator <<(std::ostream &, const Plane &);
+/// Shortest distance from point to plane.
+float Distance(const glm::vec3 &point, const Plane &plane);
+/// Shortest distance from point to plane with sign indicating whether
+/// it's in front of (positive, in direction of normal) or behind
+/// (negative, counter direction of normal) the surface.
+float SignedDistance(const glm::vec3 &point, const Plane &plane);
+
struct Frustum {
Plane plane[6];
Plane &Left() noexcept { return plane[0]; }
bool CullTest(const AABB &box, const glm::mat4 &) noexcept;
bool CullTest(const AABB &box, const Frustum &) noexcept;
+struct Sphere {
+
+ glm::vec3 origin;
+ float radius;
+
+ void Position(const glm::vec3 ¢er) noexcept {
+ origin = center;
+ }
+ void Move(const glm::vec3 &delta) noexcept {
+ origin += delta;
+ }
+
+};
+
+std::ostream &operator <<(std::ostream &, const Sphere &);
+
+/// Two spheres intersection test.
+bool Intersection(
+ const Sphere &,
+ const Sphere &,
+ float &dist,
+ glm::vec3 &norm) noexcept;
+
+/// Test for intersection of sphere with double sided infinite plane.
+/// If true, dist will hold the smaller interpenetration depth and norm
+/// the respective contact normal.
+bool Intersection(
+ const Sphere &sphere,
+ const Plane &plane,
+ float &dist,
+ glm::vec3 &norm) noexcept;
+
+/// Test for intersection of sphere with half space defined by the
+/// backface of given plane.
+/// In all cases, dist will hold the distance between the near points
+/// of plane and sphere. Contact normal will always be the plane's normal.
+bool Intersection(
+ const Sphere &sphere,
+ const Plane &plane,
+ float &dist) noexcept;
+
}
}