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authoraura <nw@moneybot.cc>2026-03-03 16:16:06 +0100
committeraura <nw@moneybot.cc>2026-03-03 16:16:06 +0100
commite57cac01b0a4eb764185e8eca9396a25b83f34d3 (patch)
tree37847002df4bdb984903362e9fa1134038f92d0e /src/util
parentb3a92fa1ffc565c2fc72b1a531cae09cbbc219bd (diff)
edge planes )))bsp-edges
Diffstat (limited to 'src/util')
-rw-r--r--src/util/aabb.h20
-rw-r--r--src/util/vector.h9
2 files changed, 29 insertions, 0 deletions
diff --git a/src/util/aabb.h b/src/util/aabb.h
index 96e40bf..9dc4b20 100644
--- a/src/util/aabb.h
+++ b/src/util/aabb.h
@@ -13,3 +13,23 @@ inline F32 aabb_support_radius( const AABB& aabb, const VEC3& dir ) {
VEC3 half = aabb_half( aabb );
return fabsf(dir.x) * half.x + fabsf(dir.y) * half.y + fabsf(dir.z) * half.z;
}
+
+inline U8 aabb_intersects( const AABB& aabb, const AABB& other ) {
+ if (aabb.min.x > other.max.x || aabb.max.x < other.min.x)
+ return 0;
+ if (aabb.min.y > other.max.y || aabb.max.y < other.min.y)
+ return 0;
+ if (aabb.min.z > other.max.z || aabb.max.z < other.min.z)
+ return 0;
+ return 1;
+}
+
+inline U8 aabb_contains_point( const AABB& aabb, const VEC3& point ) {
+ if (point.x < aabb.min.x || point.x > aabb.max.x)
+ return 0;
+ if (point.y < aabb.min.y || point.y > aabb.max.y)
+ return 0;
+ if (point.z < aabb.min.z || point.z > aabb.max.z)
+ return 0;
+ return 1;
+}
diff --git a/src/util/vector.h b/src/util/vector.h
index 6065343..33409a7 100644
--- a/src/util/vector.h
+++ b/src/util/vector.h
@@ -119,6 +119,15 @@ struct VEC4 {
VEC4 operator/( const F32& v ) { return VEC4( x / v, y / v, z / v, w / v ); }
};
+static const VEC2 vec2_right = { 1.f, 0.f };
+static const VEC2 vec2_forward = { 0.f, 1.f };
+static const VEC2 vec2_axis[] = { vec2_right, vec2_forward };
+
+static const VEC3 vec3_up = { 0.f, 0.f, 1.f };
+static const VEC3 vec3_right = { 1.f, 0.f, 0.f };
+static const VEC3 vec3_forward = { 0.f, 1.f, 0.f };
+static const VEC3 vec3_axis[] = { vec3_right, vec3_forward, vec3_up };
+
inline U8 is_zero( VEC2 v ) { return v.x == 0.f && v.y == 0.f; }
inline U8 is_zero( VEC3 v ) { return v.x == 0.f && v.y == 0.f && v.z == 0.f; }
inline U8 is_zero( VEC4 v ) { return v.x == 0.f && v.y == 0.f && v.z == 0.f && v.w == 0.f; }