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path: root/src/Math/AABB.hpp
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#pragma once

#include <array>
#include "Vector.hpp"

struct AABB {
    AABB() = default;
    AABB(Vector<3> min, Vector<3> max) : min(min), max(max) {}
    explicit AABB(Vector<3> max) : max(max) {}

    static AABB from_center(Vector<3> center, Vector<3> size) {
        auto min = center - size / 2.0;
        auto max = min + size;

        return {min, max};
    }

    Vector<3> size() const { return max - min; }
    Vector<3> center() const { return (min + max) / 2; }

    Bool contains(Vector<3> point) const {
        return point.x() >= min.x() && point.x() <= max.x()
            && point.y() >= min.y() && point.y() <= max.y()
            && point.z() >= min.z() && point.z() <= max.z();
    }

    Bool intersects_on_x(AABB other) const {
        return min.x() <= other.max.x() && max.x() >= other.min.x();
    }

    Bool intersects_on_y(AABB other) const {
        return min.y() <= other.max.y() && max.y() >= other.min.y();
    }

    Bool intersects_on_z(AABB other) const {
        return min.z() <= other.max.z() && max.z() >= other.min.z();
    }

    Bool collides(AABB other) const {
        return intersects_on_x(other) && intersects_on_y(other) && intersects_on_z(other);
    }

    std::array<Vector<3>, 8> corners() const {
        return {{
            {min.x(), min.y(), min.z()},
            {min.x(), min.y(), max.z()},
            {min.x(), max.y(), min.z()},
            {min.x(), max.y(), max.z()},
            {max.x(), min.y(), min.z()},
            {max.x(), min.y(), max.z()},
            {max.x(), max.y(), min.z()},
            {max.x(), max.y(), max.z()},
        }};
    }

    AABB offset(Vector<3> by) const { return {min + by, max + by}; }

    AABB sum(AABB with) const {
        auto new_size = size() + with.size();
        return {center() - new_size / 2, center() + new_size / 2};
    }

    AABB collision_response(Vector<3> v, AABB against) const;

    Vector<3> min, max;
};