#include "core/pch.hh" #include "core/aabb.hh" AABB::AABB(const glm::fvec3& min, const glm::fvec3& max) { set_bounds(min, max); } void AABB::set_bounds(const glm::fvec3& min, const glm::fvec3& max) { this->min = min; this->max = max; } void AABB::set_offset(const glm::fvec3& base, const glm::fvec3& size) { this->min = base; this->max = base + size; } bool AABB::contains(const glm::fvec3& point) const { auto result = true; result = result && (point.x >= min.x) && (point.x <= max.x); result = result && (point.y >= min.y) && (point.y <= max.y); result = result && (point.z >= min.z) && (point.z <= max.z); return result; } bool AABB::intersect(const AABB& other_box) const { auto result = true; result = result && (min.x < other_box.max.x) && (max.x > other_box.min.x); result = result && (min.y < other_box.max.y) && (max.y > other_box.min.y); result = result && (min.z < other_box.max.z) && (max.z > other_box.min.z); return result; } AABB AABB::combine_with(const AABB& other_box) const { AABB result; result.set_bounds(min, other_box.max); return result; } AABB AABB::multiply_with(const AABB& other_box) const { AABB result; result.set_bounds(other_box.min, max); return result; } AABB AABB::push(const glm::fvec3& vector) const { AABB result; result.set_bounds(min + vector, max + vector); return result; }