2017-01-20 15:51:02 +11:00

79 lines
2.6 KiB
C#

// Copyright 2014-2017 ClassicalSharp | Licensed under BSD-3
using System;
using OpenTK;
namespace ClassicalSharp.Physics {
public struct AABB {
public Vector3 Min;
public Vector3 Max;
public float Width { get { return Max.X - Min.X; } }
public float Height { get { return Max.Y - Min.Y; } }
public float Length { get { return Max.Z - Min.Z; } }
public AABB(float x1, float y1, float z1, float x2, float y2, float z2) {
Min = new Vector3(x1, y1, z1);
Max = new Vector3(x2, y2, z2);
}
public AABB(Vector3 min, Vector3 max) {
Min = min;
Max = max;
}
public static AABB Make(Vector3 pos, Vector3 size) {
return new AABB(pos.X - size.X / 2, pos.Y, pos.Z - size.Z / 2,
pos.X + size.X / 2, pos.Y + size.Y, pos.Z + size.Z / 2);
}
/// <summary> Returns a new bounding box, with the minimum and maximum coordinates
/// of the original bounding box translated by the given vector. </summary>
public AABB Offset(Vector3 amount) {
return new AABB(Min + amount, Max + amount);
}
/// <summary> Returns a new bounding box, with the minimum and maximum coordinates
/// of the original bounding box expanded away from origin the given vector. </summary>
public AABB Expand(Vector3 amount) {
return new AABB(Min - amount, Max + amount);
}
/// <summary> Returns a new bounding box, with the minimum and maximum coordinates
/// of the original bounding box scaled away from origin the given value. </summary>
public AABB Scale(float scale) {
return new AABB(Min * scale, Max * scale);
}
/// <summary> Determines whether this bounding box intersects
/// the given bounding box on any axes. </summary>
public bool Intersects(AABB other) {
if (Max.X >= other.Min.X && Min.X <= other.Max.X) {
if (Max.Y < other.Min.Y || Min.Y > other.Max.Y) {
return false;
}
return Max.Z >= other.Min.Z && Min.Z <= other.Max.Z;
}
return false;
}
/// <summary> Determines whether this bounding box entirely contains
/// the given bounding box on all axes. </summary>
public bool Contains(AABB other) {
return other.Min.X >= Min.X && other.Min.Y >= Min.Y && other.Min.Z >= Min.Z &&
other.Max.X <= Max.X && other.Max.Y <= Max.Y && other.Max.Z <= Max.Z;
}
/// <summary> Determines whether this bounding box entirely contains
/// the coordinates on all axes. </summary>
public bool Contains(Vector3 P) {
return P.X >= Min.X && P.Y >= Min.Y && P.Z >= Min.Z &&
P.X <= Max.X && P.Y <= Max.Y && P.Z <= Max.Z;
}
public override string ToString() {
return Min + " : " + Max;
}
}
}