aabb2d functions

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docs/source/aabb2d.rst Normal file
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.. default-domain:: C
2d axis aligned bounding box (AABB)
================================================================================
Header: cglm/aabb2d.h
Some convenient functions provided for AABB.
**Definition of box:**
cglm defines box as two dimensional array of vec2.
The first element is **min** point and the second one is **max** point.
If you have another type e.g. struct or even another representation then you must
convert it before and after call cglm box function.
Table of contents (click to go):
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Functions:
1. :c:func:`glm_aabb2d_transform`
#. :c:func:`glm_aabb2d_merge`
#. :c:func:`glm_aabb2d_crop`
#. :c:func:`glm_aabb2d_crop_until`
#. :c:func:`glm_aabb2d_frustum`
#. :c:func:`glm_aabb2d_invalidate`
#. :c:func:`glm_aabb2d_isvalid`
#. :c:func:`glm_aabb2d_size`
#. :c:func:`glm_aabb2d_radius`
#. :c:func:`glm_aabb2d_center`
#. :c:func:`glm_aabb2d_aabb`
#. :c:func:`glm_aabb2d_sphere`
#. :c:func:`glm_aabb2d_point`
#. :c:func:`glm_aabb2d_contains`
Functions documentation
~~~~~~~~~~~~~~~~~~~~~~~
.. c:function:: void glm_aabb2d_transform(vec2 aabb[2], mat4 m, vec2 dest[2])
| apply transform to Axis-Aligned Bounding Box
Parameters:
| *[in]* **aabb** bounding box
| *[in]* **m** transform matrix
| *[out]* **dest** transformed bounding box
.. c:function:: void glm_aabb2d_merge(vec2 aabb1[2], vec2 aabb2[2], vec2 dest[2])
| merges two AABB bounding box and creates new one
two aabb must be in the same space
Parameters:
| *[in]* **aabb1** bounding box 1
| *[in]* **aabb2** bounding box 2
| *[out]* **dest** merged bounding box
.. c:function:: void glm_aabb2d_crop(vec2 aabb[2], vec2 cropAabb[2], vec2 dest[2])
| crops a bounding box with another one.
this could be useful for gettng a bbox which fits with view frustum and
object bounding boxes. In this case you crop view frustum box with objects
box
Parameters:
| *[in]* **aabb** bounding box 1
| *[in]* **cropAabb** crop box
| *[out]* **dest** cropped bounding box
.. c:function:: void glm_aabb2d_crop_until(vec2 aabb[2], vec2 cropAabb[2], vec2 clampAabb[2], vec2 dest[2])
| crops a bounding box with another one.
this could be useful for gettng a bbox which fits with view frustum and
object bounding boxes. In this case you crop view frustum box with objects
box
Parameters:
| *[in]* **aabb** bounding box
| *[in]* **cropAabb** crop box
| *[in]* **clampAabb** miniumum box
| *[out]* **dest** cropped bounding box
.. c:function:: bool glm_aabb2d_frustum(vec2 aabb[2], vec4 planes[6])
| check if AABB intersects with frustum planes
this could be useful for frustum culling using AABB.
OPTIMIZATION HINT:
if planes order is similar to LEFT, RIGHT, BOTTOM, TOP, NEAR, FAR
then this method should run even faster because it would only use two
planes if object is not inside the two planes
fortunately cglm extracts planes as this order! just pass what you got!
Parameters:
| *[in]* **aabb** bounding box
| *[out]* **planes** frustum planes
.. c:function:: void glm_aabb2d_invalidate(vec2 aabb[2])
| invalidate AABB min and max values
| It fills *max* values with -FLT_MAX and *min* values with +FLT_MAX
Parameters:
| *[in, out]* **aabb** bounding box
.. c:function:: bool glm_aabb2d_isvalid(vec2 aabb[2])
| check if AABB is valid or not
Parameters:
| *[in]* **aabb** bounding box
Returns:
returns true if aabb is valid otherwise false
.. c:function:: float glm_aabb2d_size(vec2 aabb[2])
| distance between of min and max
Parameters:
| *[in]* **aabb** bounding box
Returns:
distance between min - max
.. c:function:: float glm_aabb2d_radius(vec2 aabb[2])
| radius of sphere which surrounds AABB
Parameters:
| *[in]* **aabb** bounding box
.. c:function:: void glm_aabb2d_center(vec2 aabb[2], vec2 dest)
| computes center point of AABB
Parameters:
| *[in]* **aabb** bounding box
| *[out]* **dest** center of bounding box
.. c:function:: bool glm_aabb2d_aabb(vec2 aabb[2], vec2 other[2])
| check if two AABB intersects
Parameters:
| *[in]* **aabb** bounding box
| *[out]* **other** other bounding box
.. c:function:: bool glm_aabb2d_sphere(vec2 aabb[2], vec4 s)
| check if AABB intersects with sphere
| https://github.com/erich666/GraphicsGems/blob/master/gems/BoxSphere.c
| Solid Box - Solid Sphere test.
Parameters:
| *[in]* **aabb** solid bounding box
| *[out]* **s** solid sphere
.. c:function:: bool glm_aabb2d_point(vec2 aabb[2], vec2 point)
| check if point is inside of AABB
Parameters:
| *[in]* **aabb** bounding box
| *[out]* **point** point
.. c:function:: bool glm_aabb2d_contains(vec2 aabb[2], vec2 other[2])
| check if AABB contains other AABB
Parameters:
| *[in]* **aabb** bounding box
| *[out]* **other** other bounding box

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@@ -18,6 +18,7 @@ Features
* inline or pre-compiled function call
* frustum (extract view frustum planes, corners...)
* bounding box (AABB in Frustum (culling), crop, merge...)
* 2d bounding box (crop, merge...)
* bounding sphere
* project, unproject
* easing functions

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include/cglm/aabb2d.h Normal file
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/*
* Copyright (c), Recep Aslantas.
*
* MIT License (MIT), http://opensource.org/licenses/MIT
* Full license can be found in the LICENSE file
*/
#ifndef cglm_aabb2d_h
#define cglm_aabb2d_h
#include "common.h"
#include "vec2.h"
#include "vec4.h"
#include "util.h"
/*!
* @brief apply transform to Axis-Aligned Bounding aabb
*
* @param[in] aabb bounding aabb
* @param[in] m transform matrix
* @param[out] dest transformed bounding aabb
*/
CGLM_INLINE
void
glm_aabb2d_transform(vec2 aabb[2], mat4 m, vec2 dest[2]) {
vec2 v[2], xa, xb, ya, yb, za, zb;
glm_vec2_scale(m[0], aabb[0][0], xa);
glm_vec2_scale(m[0], aabb[1][0], xb);
glm_vec2_scale(m[1], aabb[0][1], ya);
glm_vec2_scale(m[1], aabb[1][1], yb);
/* translation + min(xa, xb) + min(ya, yb) + min(za, zb) */
glm_vec2(m[3], v[0]);
glm_vec2_minadd(xa, xb, v[0]);
glm_vec2_minadd(ya, yb, v[0]);
glm_vec2_minadd(za, zb, v[0]);
/* translation + max(xa, xb) + max(ya, yb) + max(za, zb) */
glm_vec2(m[3], v[1]);
glm_vec2_maxadd(xa, xb, v[1]);
glm_vec2_maxadd(ya, yb, v[1]);
glm_vec2_maxadd(za, zb, v[1]);
glm_vec2_copy(v[0], dest[0]);
glm_vec2_copy(v[1], dest[1]);
}
/*!
* @brief merges two AABB bounding aabb and creates new one
*
* two aabb must be in same space, if one of aabb is in different space then
* you should consider to convert it's space by glm_aabb_space
*
* @param[in] aabb1 bounding aabb 1
* @param[in] aabb2 bounding aabb 2
* @param[out] dest merged bounding aabb
*/
CGLM_INLINE
void
glm_aabb2d_merge(vec2 aabb1[2], vec2 aabb2[2], vec2 dest[2]) {
dest[0][0] = glm_min(aabb1[0][0], aabb2[0][0]);
dest[0][1] = glm_min(aabb1[0][1], aabb2[0][1]);
dest[1][0] = glm_max(aabb1[1][0], aabb2[1][0]);
dest[1][1] = glm_max(aabb1[1][1], aabb2[1][1]);
}
/*!
* @brief crops a bounding aabb with another one.
*
* this could be useful for gettng a baabb which fits with view frustum and
* object bounding aabbes. In this case you crop view frustum aabb with objects
* aabb
*
* @param[in] aabb bounding aabb 1
* @param[in] cropaabb crop aabb
* @param[out] dest cropped bounding aabb
*/
CGLM_INLINE
void
glm_aabb2d_crop(vec2 aabb[2], vec2 cropAabb[2], vec2 dest[2]) {
dest[0][0] = glm_max(aabb[0][0], cropAabb[0][0]);
dest[0][1] = glm_max(aabb[0][1], cropAabb[0][1]);
dest[1][0] = glm_min(aabb[1][0], cropAabb[1][0]);
dest[1][1] = glm_min(aabb[1][1], cropAabb[1][1]);
}
/*!
* @brief crops a bounding aabb with another one.
*
* this could be useful for gettng a baabb which fits with view frustum and
* object bounding aabbes. In this case you crop view frustum aabb with objects
* aabb
*
* @param[in] aabb bounding aabb
* @param[in] cropaabb crop aabb
* @param[in] clampaabb miniumum aabb
* @param[out] dest cropped bounding aabb
*/
CGLM_INLINE
void
glm_aabb2d_crop_until(vec2 aabb[2],
vec2 cropAabb[2],
vec2 clampAabb[2],
vec2 dest[2]) {
glm_aabb2d_crop(aabb, cropAabb, dest);
glm_aabb2d_merge(clampAabb, dest, dest);
}
/*!
* @brief check if AABB intersects with frustum planes
*
* this could be useful for frustum culling using AABB.
*
* OPTIMIZATION HINT:
* if planes order is similar to LEFT, RIGHT, BOTTOM, TOP, NEAR, FAR
* then this method should run even faster because it would only use two
* planes if object is not inside the two planes
* fortunately cglm extracts planes as this order! just pass what you got!
*
* @param[in] aabb bounding aabb
* @param[in] planes frustum planes
*/
CGLM_INLINE
bool
glm_aabb2d_frustum(vec2 aabb[2], vec4 planes[6]) {
float *p, dp;
int i;
for (i = 0; i < 6; i++) {
p = planes[i];
dp = p[0] * aabb[p[0] > 0.0f][0]
+ p[1] * aabb[p[1] > 0.0f][1];
if (dp < -p[3])
return false;
}
return true;
}
/*!
* @brief invalidate AABB min and max values
*
* @param[in, out] aabb bounding aabb
*/
CGLM_INLINE
void
glm_aabb2d_invalidate(vec2 aabb[2]) {
glm_vec2_fill(aabb[0], FLT_MAX);
glm_vec2_fill(aabb[1], -FLT_MAX);
}
/*!
* @brief check if AABB is valid or not
*
* @param[in] aabb bounding aabb
*/
CGLM_INLINE
bool
glm_aabb2d_isvalid(vec2 aabb[2]) {
return glm_vec2_max(aabb[0]) != FLT_MAX
&& glm_vec2_min(aabb[1]) != -FLT_MAX;
}
/*!
* @brief distance between of min and max
*
* @param[in] aabb bounding aabb
*/
CGLM_INLINE
float
glm_aabb2d_size(vec2 aabb[2]) {
return glm_vec2_distance(aabb[0], aabb[1]);
}
/*!
* @brief radius of sphere which surrounds AABB
*
* @param[in] aabb bounding aabb
*/
CGLM_INLINE
float
glm_aabb2d_radius(vec2 aabb[2]) {
return glm_aabb2d_size(aabb) * 0.5f;
}
/*!
* @brief computes center point of AABB
*
* @param[in] aabb bounding aabb
* @param[out] dest center of bounding aabb
*/
CGLM_INLINE
void
glm_aabb2d_center(vec2 aabb[2], vec2 dest) {
glm_vec2_center(aabb[0], aabb[1], dest);
}
/*!
* @brief check if two AABB intersects
*
* @param[in] aabb bounding aabb
* @param[in] other other bounding aabb
*/
CGLM_INLINE
bool
glm_aabb2d_aabb(vec2 aabb[2], vec2 other[2]) {
return (aabb[0][0] <= other[1][0] && aabb[1][0] >= other[0][0])
&& (aabb[0][1] <= other[1][1] && aabb[1][1] >= other[0][1]);
}
/*!
* @brief check if AABB intersects with sphere
*
* https://github.com/erich666/GraphicsGems/blob/master/gems/aabbSphere.c
* Solid aabb - Solid Sphere test.
*
* Sphere Representation in cglm: [center.x, center.y, center.z, radii]
*
* @param[in] aabb solid bounding aabb
* @param[in] s solid sphere
*/
CGLM_INLINE
bool
glm_aabb2d_sphere(vec2 aabb[2], vec4 s) {
float dmin;
int a, b;
a = (s[0] < aabb[0][0]) + (s[0] > aabb[1][0]);
b = (s[1] < aabb[0][1]) + (s[1] > aabb[1][1]);
dmin = glm_pow2((s[0] - aabb[!(a - 1)][0]) * (a != 0))
+ glm_pow2((s[1] - aabb[!(b - 1)][1]) * (b != 0));
return dmin <= glm_pow2(s[3]);
}
/*!
* @brief check if point is inside of AABB
*
* @param[in] aabb bounding aabb
* @param[in] point point
*/
CGLM_INLINE
bool
glm_aabb2d_point(vec2 aabb[2], vec2 point) {
return (point[0] >= aabb[0][0] && point[0] <= aabb[1][0])
&& (point[1] >= aabb[0][1] && point[1] <= aabb[1][1]);
}
/*!
* @brief check if AABB contains other AABB
*
* @param[in] aabb bounding aabb
* @param[in] other other bounding aabb
*/
CGLM_INLINE
bool
glm_aabb2d_contains(vec2 aabb[2], vec2 other[2]) {
return (aabb[0][0] <= other[0][0] && aabb[1][0] >= other[1][0])
&& (aabb[0][1] <= other[0][1] && aabb[1][1] >= other[1][1]);
}
#endif /* cglm_aabb2d_h */

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@@ -33,6 +33,7 @@ extern "C" {
#include "call/euler.h"
#include "call/plane.h"
#include "call/frustum.h"
#include "call/aabb2d.h"
#include "call/box.h"
#include "call/io.h"
#include "call/project.h"

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@@ -0,0 +1,80 @@
/*
* Copyright (c), Recep Aslantas.
*
* MIT License (MIT), http://opensource.org/licenses/MIT
* Full license can be found in the LICENSE file
*/
#ifndef cglmc_aabb2d_h
#define cglmc_aabb2d_h
#ifdef __cplusplus
extern "C" {
#endif
#include "../cglm.h"
CGLM_EXPORT
void
glmc_aabb2d_transform(vec2 aabb[2], mat4 m, vec2 dest[2]);
CGLM_EXPORT
void
glmc_aabb2d_merge(vec2 aabb1[2], vec2 aabb2[2], vec2 dest[2]);
CGLM_EXPORT
void
glmc_aabb2d_crop(vec2 aabb[2], vec2 cropAabb[2], vec2 dest[2]);
CGLM_EXPORT
void
glmc_aabb2d_crop_until(vec2 aabb[2],
vec2 cropAabb[2],
vec2 clampAabb[2],
vec2 dest[2]);
CGLM_EXPORT
bool
glmc_aabb2d_frustum(vec2 aabb[2], vec4 planes[6]);
CGLM_EXPORT
void
glmc_aabb2d_invalidate(vec2 aabb[2]);
CGLM_EXPORT
bool
glmc_aabb2d_isvalid(vec2 aabb[2]);
CGLM_EXPORT
float
glmc_aabb2d_size(vec2 aabb[2]);
CGLM_EXPORT
float
glmc_aabb2d_radius(vec2 aabb[2]);
CGLM_EXPORT
void
glmc_aabb2d_center(vec2 aabb[2], vec2 dest);
CGLM_EXPORT
bool
glmc_aabb2d_aabb(vec2 aabb[2], vec2 other[2]);
CGLM_EXPORT
bool
glmc_aabb2d_point(vec2 aabb[2], vec2 point);
CGLM_EXPORT
bool
glmc_aabb2d_contains(vec2 aabb[2], vec2 other[2]);
CGLM_EXPORT
bool
glmc_aabb2d_sphere(vec2 aabb[2], vec4 s);
#ifdef __cplusplus
}
#endif
#endif /* cglmc_aabb2d_h */

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@@ -30,6 +30,7 @@
#include "quat.h"
#include "euler.h"
#include "plane.h"
#include "aabb2d.h"
#include "box.h"
#include "color.h"
#include "util.h"

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@@ -0,0 +1,260 @@
/*
* Copyright (c), Recep Aslantas.
*
* MIT License (MIT), http://opensource.org/licenses/MIT
* Full license can be found in the LICENSE file
*/
#ifndef cglms_aabb2ds_h
#define cglms_aabb2ds_h
#include "../common.h"
#include "../types-struct.h"
#include "../aabb2d.h"
#include "vec2.h"
#include "vec4.h"
#include "mat4.h"
/* api definition */
#define glms_aabb2d_(NAME) CGLM_STRUCTAPI(aabb, NAME)
/*!
* @brief apply transform to Axis-Aligned Bounding Box
*
* @param[in] aabb bounding box
* @param[in] m transform matrix
* @param[out] dest transformed bounding box
*/
CGLM_INLINE
void
glms_aabb2d_(transform)(vec2s aabb[2], mat4s m, vec2s dest[2]) {
vec2 rawAabb[2];
vec2 rawDest[2];
glms_vec2_(unpack)(rawAabb, aabb, 2);
glm_aabb2d_transform(rawAabb, m.raw, rawDest);
glms_vec2_(pack)(dest, rawDest, 2);
}
/*!
* @brief merges two AABB bounding box and creates new one
*
* two box must be in same space, if one of box is in different space then
* you should consider to convert it's space by glm_box_space
*
* @param[in] aabb1 bounding box 1
* @param[in] aabb2 bounding box 2
* @param[out] dest merged bounding box
*/
CGLM_INLINE
void
glms_aabb2d_(merge)(vec2s aabb1[2], vec2s aabb2[2], vec2s dest[2]) {
vec2 rawAabb1[2];
vec2 rawAabb2[2];
vec2 rawDest[2];
glms_vec2_(unpack)(rawAabb1, aabb1, 2);
glms_vec2_(unpack)(rawAabb2, aabb2, 2);
glm_aabb2d_merge(rawAabb1, rawAabb2, rawDest);
glms_vec2_(pack)(dest, rawDest, 2);
}
/*!
* @brief crops a bounding box with another one.
*
* this could be useful for gettng a bbox which fits with view frustum and
* object bounding boxes. In this case you crop view frustum box with objects
* box
*
* @param[in] aabb bounding box 1
* @param[in] cropAabb crop box
* @param[out] dest cropped bounding box
*/
CGLM_INLINE
void
glms_aabb2d_(crop)(vec2s aabb[2], vec2s cropAabb[2], vec2s dest[2]) {
vec2 rawAabb[2];
vec2 rawCropAabb[2];
vec2 rawDest[2];
glms_vec2_(unpack)(rawAabb, aabb, 2);
glms_vec2_(unpack)(rawCropAabb, cropAabb, 2);
glm_aabb2d_crop(rawAabb, rawCropAabb, rawDest);
glms_vec2_(pack)(dest, rawDest, 2);
}
/*!
* @brief crops a bounding box with another one.
*
* this could be useful for gettng a bbox which fits with view frustum and
* object bounding boxes. In this case you crop view frustum box with objects
* box
*
* @param[in] aabb bounding box
* @param[in] cropAabb crop box
* @param[in] clampAabb miniumum box
* @param[out] dest cropped bounding box
*/
CGLM_INLINE
void
glms_aabb2d_(crop_until)(vec2s aabb[2],
vec2s cropAabb[2],
vec2s clampAabb[2],
vec2s dest[2]) {
glms_aabb2d_(crop)(aabb, cropAabb, dest);
glms_aabb2d_(merge)(clampAabb, dest, dest);
}
/*!
* @brief check if AABB intersects with frustum planes
*
* this could be useful for frustum culling using AABB.
*
* OPTIMIZATION HINT:
* if planes order is similar to LEFT, RIGHT, BOTTOM, TOP, NEAR, FAR
* then this method should run even faster because it would only use two
* planes if object is not inside the two planes
* fortunately cglm extracts planes as this order! just pass what you got!
*
* @param[in] aabb bounding box
* @param[in] planes frustum planes
*/
CGLM_INLINE
bool
glms_aabb2d_(frustum)(vec2s box[2], vec4s planes[6]) {
vec2 rawBox[2];
vec4 rawPlanes[6];
glms_vec2_(unpack)(rawBox, box, 2);
glms_vec4_(unpack)(rawPlanes, planes, 6);
return glm_aabb2d_frustum(rawBox, rawPlanes);
}
/*!
* @brief invalidate AABB min and max values
*
* @param[in, out] aabb bounding box
*/
CGLM_INLINE
void
glms_aabb2d_(invalidate)(vec2s box[2]) {
box[0] = glms_vec2_(fill)(FLT_MAX);
box[1] = glms_vec2_(fill)(-FLT_MAX);
}
/*!
* @brief check if AABB is valid or not
*
* @param[in] aabb bounding box
*/
CGLM_INLINE
bool
glms_aabb2d_(isvalid)(vec2s aabb[2]) {
vec2 rawAabb[2];
glms_vec2_(unpack)(rawAabb, aabb, 2);
return glm_aabb2d_isvalid(rawAabb);
}
/*!
* @brief distance between of min and max
*
* @param[in] aabb bounding box
*/
CGLM_INLINE
float
glms_aabb2d_(size)(vec2s aabb[2]) {
return glm_vec2_distance(aabb[0].raw, aabb[1].raw);
}
/*!
* @brief radius of sphere which surrounds AABB
*
* @param[in] aabb bounding box
*/
CGLM_INLINE
float
glms_aabb2d_(radius)(vec2s aabb[2]) {
return glms_aabb2d_(size)(aabb) * 0.5f;
}
/*!
* @brief computes center point of AABB
*
* @param[in] aabb bounding box
* @returns center of bounding box
*/
CGLM_INLINE
vec2s
glms_aabb2d_(center)(vec2s aabb[2]) {
return glms_vec2_(center)(aabb[0], aabb[1]);
}
/*!
* @brief check if two AABB intersects
*
* @param[in] aabb bounding box
* @param[in] other other bounding box
*/
CGLM_INLINE
bool
glms_aabb2d_(aabb)(vec2s aabb[2], vec2s other[2]) {
vec2 rawAabb[2];
vec2 rawOther[2];
glms_vec2_(unpack)(rawAabb, aabb, 2);
glms_vec2_(unpack)(rawOther, other, 2);
return glm_aabb2d_aabb(rawAabb, rawOther);
}
/*!
* @brief check if AABB intersects with sphere
*
* https://github.com/erich666/GraphicsGems/blob/master/gems/BoxSphere.c
* Solid Box - Solid Sphere test.
*
* @param[in] aabb solid bounding box
* @param[in] s solid sphere
*/
CGLM_INLINE
bool
glms_aabb2d_(sphere)(vec2s aabb[2], vec4s s) {
vec2 rawAabb[2];
glms_vec2_(unpack)(rawAabb, aabb, 2);
return glm_aabb2d_sphere(rawAabb, s.raw);
}
/*!
* @brief check if point is inside of AABB
*
* @param[in] aabb bounding box
* @param[in] point point
*/
CGLM_INLINE
bool
glms_aabb2d_(point)(vec2s aabb[2], vec2s point) {
vec2 rawAabb[2];
glms_vec2_(unpack)(rawAabb, aabb, 2);
return glm_aabb2d_point(rawAabb, point.raw);
}
/*!
* @brief check if AABB contains other AABB
*
* @param[in] box bounding box
* @param[in] other other bounding box
*/
CGLM_INLINE
bool
glms_aabb2d_(contains)(vec2s aabb[2], vec2s other[2]) {
vec2 rawAabb[2];
vec2 rawOther[2];
glms_vec2_(unpack)(rawAabb, aabb, 2);
glms_vec2_(unpack)(rawOther, other, 2);
return glm_aabb2d_contains(rawAabb, rawOther);
}
#endif /* cglms_aabb2ds_h */

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/*
* Copyright (c), Recep Aslantas.
*
* MIT License (MIT), http://opensource.org/licenses/MIT
* Full license can be found in the LICENSE file
*/
#include "../include/cglm/cglm.h"
#include "../include/cglm/call.h"
CGLM_EXPORT
void
glmc_aabb2d_transform(vec2 aabb[2], mat4 m, vec2 dest[2]) {
glm_aabb2d_transform(aabb, m, dest);
}
CGLM_EXPORT
void
glmc_aabb2d_merge(vec2 aabb1[2], vec2 aabb2[2], vec2 dest[2]) {
glm_aabb2d_merge(aabb1, aabb2, dest);
}
CGLM_EXPORT
void
glmc_aabb2d_crop(vec2 aabb[2], vec2 cropAabb[2], vec2 dest[2]) {
glm_aabb2d_crop(aabb, cropAabb, dest);
}
CGLM_EXPORT
void
glmc_aabb2d_crop_until(vec2 aabb[2],
vec2 cropAabb[2],
vec2 clampAabb[2],
vec2 dest[2]) {
glm_aabb2d_crop_until(aabb, cropAabb, clampAabb, dest);
}
CGLM_EXPORT
bool
glmc_aabb2d_frustum(vec2 aabb[2], vec4 planes[6]) {
return glm_aabb2d_frustum(aabb, planes);
}
CGLM_EXPORT
void
glmc_aabb2d_invalidate(vec2 aabb[2]) {
glm_aabb2d_invalidate(aabb);
}
CGLM_EXPORT
bool
glmc_aabb2d_isvalid(vec2 aabb[2]) {
return glm_aabb2d_isvalid(aabb);
}
CGLM_EXPORT
float
glmc_aabb2d_size(vec2 aabb[2]) {
return glm_aabb2d_size(aabb);
}
CGLM_EXPORT
float
glmc_aabb2d_radius(vec2 aabb[2]) {
return glm_aabb2d_radius(aabb);
}
CGLM_EXPORT
void
glmc_aabb2d_center(vec2 aabb[2], vec2 dest) {
glm_aabb2d_center(aabb, dest);
}
CGLM_EXPORT
bool
glmc_aabb2d_aabb(vec2 aabb[2], vec2 other[2]) {
return glm_aabb2d_aabb(aabb, other);
}
CGLM_EXPORT
bool
glmc_aabb2d_point(vec2 aabb[2], vec2 point) {
return glm_aabb2d_point(aabb, point);
}
CGLM_EXPORT
bool
glmc_aabb2d_contains(vec2 aabb[2], vec2 other[2]) {
return glm_aabb2d_contains(aabb, other);
}
CGLM_EXPORT
bool
glmc_aabb2d_sphere(vec2 aabb[2], vec4 s) {
return glm_aabb2d_sphere(aabb, s);
}