COSC-3P93-Project/Step 2/include/math/colliders.h

100 lines
4.1 KiB
C++

/*
* Created by Brett Terpstra 6920201 on 17/10/22.
* Copyright (c) 2022 Brett Terpstra. All Rights Reserved.
*/
#ifndef STEP_2_COLLIDERS_H
#define STEP_2_COLLIDERS_H
#include <math/vectors.h>
namespace Raytracing {
// 3D Axis Aligned Bounding Box
class AABB {
protected:
vec4 min;
vec4 max;
bool empty = false;
public:
AABB() {
empty = true;
};
AABB(PRECISION_TYPE minX, PRECISION_TYPE minY, PRECISION_TYPE minZ, PRECISION_TYPE maxX, PRECISION_TYPE maxY, PRECISION_TYPE maxZ):
min{minX, minY, minZ}, max{maxX, maxY, maxZ} {
}
AABB(const vec4& min, const vec4& max): min(min), max(max) {}
// creates an AABB extending of size centered on x, y, z
AABB(PRECISION_TYPE x, PRECISION_TYPE y, PRECISION_TYPE z, PRECISION_TYPE size):
min{x - size, y - size, z - size}, max{x + size, y + size, z + size} {
}
// translates the AABB to position x,y,z for world collision detection
[[nodiscard]] AABB translate(PRECISION_TYPE x, PRECISION_TYPE y, PRECISION_TYPE z) const {
vec4 pos = {x, y, z};
return {min + pos, max + pos};
}
// returns an expanded version of this AABB is the other AABB is larger then this AABB
[[nodiscard]] AABB expand(const AABB& other) const {
PRECISION_TYPE minX = std::min(min.x(), other.min.x());
PRECISION_TYPE minY = std::min(min.y(), other.min.y());
PRECISION_TYPE minZ = std::min(min.z(), other.min.z());
PRECISION_TYPE maxX = std::max(max.x(), other.max.x());
PRECISION_TYPE maxY = std::max(max.y(), other.max.y());
PRECISION_TYPE maxZ = std::max(max.z(), other.max.z());
return {minX, minY, minZ, maxX, maxY, maxZ};
}
[[nodiscard]] inline bool intersects(PRECISION_TYPE minX, PRECISION_TYPE minY, PRECISION_TYPE minZ, PRECISION_TYPE maxX, PRECISION_TYPE maxY,
PRECISION_TYPE maxZ) const {
return min.x() < maxX && max.x() > minX && min.y() < maxY && max.y() > minY && min.z() < maxZ && max.z() > minZ;
}
[[nodiscard]] inline bool intersects(const vec4& minV, const vec4& maxV) const {
return intersects(minV.x(), minV.y(), minV.z(), maxV.x(), maxV.y(), maxV.z());
}
[[nodiscard]] inline bool intersects(const AABB& other) const {
return intersects(other.min, other.max);
}
[[nodiscard]] inline bool isInside(PRECISION_TYPE x, PRECISION_TYPE y, PRECISION_TYPE z) const {
return x > min.x() && x < max.x() && y > min.y() && y < max.y() && z > min.z() && z < max.z();
}
[[nodiscard]] inline bool intersectsWithYZ(PRECISION_TYPE y, PRECISION_TYPE z) const {
return y >= min.y() && y <= max.y() && z >= min.z() && z <= max.z();
}
[[nodiscard]] inline bool intersectsWithXZ(PRECISION_TYPE x, PRECISION_TYPE z) const {
return x >= min.x() && x <= max.x() && z >= min.z() && z <= max.z();
}
[[nodiscard]] inline bool intersectsWithXY(PRECISION_TYPE x, PRECISION_TYPE y) const {
return x >= min.x() && x <= max.x() && y >= min.y() && y <= max.y();
}
[[nodiscard]] inline vec4 getCenter() const {
return {min.x() + (max.x() - min.x()) * 0.5, min.y() + (max.y() - min.y()) * 0.5, min.z() + (max.z() - min.z()) * 0.5};
}
[[nodiscard]] PRECISION_TYPE longestDistanceFromCenter() const;
// 0 - x
// 1 - y
// 2 - z
[[nodiscard]] int longestAxis() const;
[[nodiscard]] PRECISION_TYPE longestAxisLength() const;
[[nodiscard]] std::vector<AABB> splitByLongestAxis() const;
[[nodiscard]] PRECISION_TYPE avgDistanceFromCenter() const;
[[nodiscard]] inline bool isEmpty() const {return empty;}
};
}
#endif //STEP_2_COLLIDERS_H