#pragma once #include "vector.h" struct AABB { VEC3 min; VEC3 max; }; inline VEC3 aabb_center( const AABB& aabb ) { return (aabb.min + aabb.max) * 0.5f; } inline VEC3 aabb_half( const AABB& aabb ) { return (aabb.max - aabb.min) * 0.5f; } 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; }