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circle fix, new copy func
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@@ -7,19 +7,20 @@ Header: cglm/aabb2d.h
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Some convenient functions provided for AABB.
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**Definition of box:**
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**Definition of aabb:**
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cglm defines box as two dimensional array of vec2.
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The first element is **min** point and the second one is **max** point.
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cglm defines an aabb as a two dimensional array of vec2's.
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The first element is the **min** point and the second one is the **max** point.
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If you have another type e.g. struct or even another representation then you must
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convert it before and after call cglm box function.
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convert it before and after calling a cglm aabb2d function.
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Table of contents (click to go):
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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Functions:
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1. :c:func:`glm_aabb2d_transform`
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1. :c:func:`glm_aabb2d_copy`
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#. :c:func:`glm_aabb2d_transform`
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#. :c:func:`glm_aabb2d_merge`
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#. :c:func:`glm_aabb2d_crop`
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#. :c:func:`glm_aabb2d_crop_until`
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@@ -30,13 +31,21 @@ Functions:
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#. :c:func:`glm_aabb2d_radius`
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#. :c:func:`glm_aabb2d_center`
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#. :c:func:`glm_aabb2d_aabb`
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#. :c:func:`glm_aabb2d_sphere`
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#. :c:func:`glm_aabb2d_circle`
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#. :c:func:`glm_aabb2d_point`
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#. :c:func:`glm_aabb2d_contains`
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Functions documentation
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~~~~~~~~~~~~~~~~~~~~~~~
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.. c:function:: void glm_aabb2d_copy(vec2 aabb[2], vec2 dest[2])
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| copy all members of [aabb] to [dest]
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Parameters:
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| *[in]* **aabb** bounding box
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| *[out]* **dest** destination
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.. c:function:: void glm_aabb2d_transform(vec2 aabb[2], mat4 m, vec2 dest[2])
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| apply transform to Axis-Aligned Bounding Box
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@@ -152,7 +161,7 @@ Functions documentation
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| *[in]* **aabb** bounding box
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| *[out]* **other** other bounding box
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.. c:function:: bool glm_aabb2d_sphere(vec2 aabb[2], vec4 s)
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.. c:function:: bool glm_aabb2d_circle(vec2 aabb[2], vec4 s)
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| check if AABB intersects with sphere
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@@ -13,6 +13,19 @@
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#include "vec4.h"
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#include "util.h"
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/*!
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* @brief copy all members of [aabb] to [dest]
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*
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* @param[in] aabb source
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* @param[out] dest destination
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*/
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CGLM_INLINE
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void
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glm_aabb2d_copy(vec2 aabb[2], vec2 dest[2]) {
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glm_vec2_copy(aabb[0], dest[0]);
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glm_vec2_copy(aabb[1], dest[1]);
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}
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/*!
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* @brief apply transform to Axis-Aligned Bounding aabb
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*
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@@ -216,27 +229,24 @@ glm_aabb2d_aabb(vec2 aabb[2], vec2 other[2]) {
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/*!
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* @brief check if AABB intersects with sphere
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*
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* https://github.com/erich666/GraphicsGems/blob/master/gems/aabbSphere.c
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* Solid aabb - Solid Sphere test.
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* Circle Representation in cglm: [center.x, center.y, radii]
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*
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* Sphere Representation in cglm: [center.x, center.y, center.z, radii]
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*
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* @param[in] aabb solid bounding aabb
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* @param[in] s solid sphere
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* @param[in] aabb solid bounding aabb
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* @param[in] c solid circle
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*/
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CGLM_INLINE
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bool
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glm_aabb2d_sphere(vec2 aabb[2], vec4 s) {
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glm_aabb2d_circle(vec2 aabb[2], vec3 c) {
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float dmin;
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int a, b;
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a = (s[0] < aabb[0][0]) + (s[0] > aabb[1][0]);
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b = (s[1] < aabb[0][1]) + (s[1] > aabb[1][1]);
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a = (c[0] < aabb[0][0]) + (c[0] > aabb[1][0]);
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b = (c[1] < aabb[0][1]) + (c[1] > aabb[1][1]);
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dmin = glm_pow2((s[0] - aabb[!(a - 1)][0]) * (a != 0))
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+ glm_pow2((s[1] - aabb[!(b - 1)][1]) * (b != 0));
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dmin = glm_pow2((c[0] - aabb[!(a - 1)][0]) * (a != 0))
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+ glm_pow2((c[1] - aabb[!(b - 1)][1]) * (b != 0));
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return dmin <= glm_pow2(s[3]);
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return dmin <= glm_pow2(c[2]);
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}
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/*!
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@@ -13,6 +13,10 @@ extern "C" {
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#include "../cglm.h"
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CGLM_EXPORT
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void
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glmc_aabb2d_copy(vec2 aabb[2], vec2 dest[2]);
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CGLM_EXPORT
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void
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glmc_aabb2d_transform(vec2 aabb[2], mat4 m, vec2 dest[2]);
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@@ -70,7 +74,7 @@ glmc_aabb2d_contains(vec2 aabb[2], vec2 other[2]);
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CGLM_EXPORT
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bool
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glmc_aabb2d_sphere(vec2 aabb[2], vec4 s);
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glmc_aabb2d_circle(vec2 aabb[2], vec3 s);
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#ifdef __cplusplus
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}
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@@ -221,7 +221,7 @@ glms_aabb2d_(sphere)(vec2s aabb[2], vec4s s) {
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vec2 rawAabb[2];
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glms_vec2_(unpack)(rawAabb, aabb, 2);
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return glm_aabb2d_sphere(rawAabb, s.raw);
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return glm_aabb2d_circle(rawAabb, s.raw);
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}
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/*!
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10
src/aabb2d.c
10
src/aabb2d.c
@@ -8,6 +8,12 @@
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#include "../include/cglm/cglm.h"
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#include "../include/cglm/call.h"
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CGLM_EXPORT
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void
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glmc_aabb2d_copy(vec2 aabb[2], vec2 dest[2]) {
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glm_aabb2d_copy(aabb, dest);
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}
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CGLM_EXPORT
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void
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glmc_aabb2d_transform(vec2 aabb[2], mat4 m, vec2 dest[2]) {
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@@ -91,6 +97,6 @@ glmc_aabb2d_contains(vec2 aabb[2], vec2 other[2]) {
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CGLM_EXPORT
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bool
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glmc_aabb2d_sphere(vec2 aabb[2], vec4 s) {
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return glm_aabb2d_sphere(aabb, s);
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glmc_aabb2d_circle(vec2 aabb[2], vec3 s) {
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return glm_aabb2d_circle(aabb, s);
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}
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