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 {
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.