Files
voxel/AABB.cs
2026-03-24 20:50:46 +01:00

167 lines
4.5 KiB
C#

using OpenTK.Mathematics;
namespace Voxel
{
public struct AABB
{
public Vector3 Min;
public Vector3 Max;
public AABB(Vector3 min, Vector3 max)
{
Min = min;
Max = max;
}
public AABB Copy()
{
return new AABB(Min, Max);
}
public static AABB FromCenter(Vector3 center, float width, float height, float depth)
{
Vector3 half = new Vector3(width / 2f, 0, depth / 2f);
return new AABB(center - half, center + new Vector3(half.X, height, half.Z));
}
public AABB Expand(float x, float y, float z)
{
AABB returnValue = Copy();
if (x > 0)
returnValue.Max.X += x;
else
returnValue.Min.X += x;
if (y > 0)
returnValue.Max.Y += y;
else
returnValue.Min.Y += y;
if (z > 0)
returnValue.Max.Z += z;
else
returnValue.Min.Z += z;
return returnValue;
}
public AABB Grow(float x, float y, float z)
{
AABB returnValue = Copy();
returnValue.Min.X -= x;
returnValue.Min.Y -= y;
returnValue.Min.Z -= z;
returnValue.Max.X += x;
returnValue.Max.Y += y;
returnValue.Max.Z += z;
return returnValue;
}
public void Move(float x, float y, float z)
{
Min.X += x;
Max.X += x;
Min.Y += y;
Max.Y += y;
Min.Z += z;
Max.Z += z;
}
public bool Contains(Vector3 point)
{
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);
}
public bool IntersectsX(AABB against)
{
return Min.X < against.Max.X && Max.X > against.Min.X;
}
public bool IntersectsY(AABB against)
{
return Min.Y < against.Max.Y && Max.Y > against.Min.Y;
}
public bool IntersectsZ(AABB against)
{
return Min.Z < against.Max.Z && Max.Z > against.Min.Z;
}
public bool Intersects(AABB against)
{
return IntersectsX(against) && IntersectsY(against) && IntersectsZ(against);
}
public float GetClipX(AABB against, float deltaX)
{
if (IntersectsY(against) && IntersectsZ(against))
{
if (deltaX > 0 && Max.X <= against.Min.X)
{
float clip = against.Min.X - Max.X;
if (deltaX > clip) deltaX = clip;
}
if (deltaX < 0 && Min.X >= against.Max.X)
{
float clip = against.Max.X - Min.X;
if (deltaX < clip) deltaX = clip;
}
return deltaX;
}
return deltaX;
}
public float GetClipY(AABB against, float deltaY)
{
if (IntersectsX(against) && IntersectsZ(against))
{
if (deltaY > 0 && Max.Y <= against.Min.Y)
{
float clip = against.Min.Y - Max.Y;
if (deltaY > clip) deltaY = clip;
}
if (deltaY < 0 && Min.Y >= against.Max.Y)
{
float clip = against.Max.Y - Min.Y;
if (deltaY < clip) deltaY = clip;
}
return deltaY;
}
return deltaY;
}
public float GetClipZ(AABB against, float deltaZ)
{
if (IntersectsX(against) && IntersectsY(against))
{
if (deltaZ > 0 && Max.Z <= against.Min.Z)
{
float clip = against.Min.Z - Max.Z;
if (deltaZ > clip) deltaZ = clip;
}
if (deltaZ < 0 && Min.Z >= against.Max.Z)
{
float clip = against.Max.Z - Min.Z;
if (deltaZ < clip) deltaZ = clip;
}
return deltaZ;
}
return deltaZ;
}
public Vector3 GetCenter()
{
return new Vector3(
(Min.X + Max.X) / 2,
Min.Y,
(Min.Z + Max.Z) / 2
);
}
}
}