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9
LICENSE
9
LICENSE
@@ -58,3 +58,12 @@ Fast Extraction of Viewing Frustum Planes from the World-View-Projection Matrix
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Authors:
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Gil Gribb (ggribb@ravensoft.com)
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Klaus Hartmann (k_hartmann@osnabrueck.netsurf.de)
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5. Transform AABB
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Transform Axis Aligned Bounding Boxes:
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http://dev.theomader.com/transform-bounding-boxes/
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https://github.com/erich666/GraphicsGems/blob/master/gems/TransBox.c
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6. Cull frustum
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http://www.txutxi.com/?p=584
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http://old.cescg.org/CESCG-2002/DSykoraJJelinek/
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@@ -64,7 +64,8 @@ I realized that floating point errors may occur is some operaitons especially de
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- euler angles / yaw-pitch-roll to matrix
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- extract euler angles
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- inline or pre-compiled function call
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- extract view frustum planes
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- frustum (extract view frustum planes, corners...)
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- bounding box (AABB in Frustum (culling), crop, merge...)
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<hr />
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@@ -18,12 +18,12 @@
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CGLM_INLINE void glm_scale(mat4 m, vec3 v);
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CGLM_INLINE void glm_scale1(mat4 m, float s);
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CGLM_INLINE void glm_scale_uni(mat4 m, float s);
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CGLM_INLINE void glm_rotate_x(mat4 m, float rad, mat4 dest);
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CGLM_INLINE void glm_rotate_y(mat4 m, float rad, mat4 dest);
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CGLM_INLINE void glm_rotate_z(mat4 m, float rad, mat4 dest);
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CGLM_INLINE void glm_rotate_x(mat4 m, float angle, mat4 dest);
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CGLM_INLINE void glm_rotate_y(mat4 m, float angle, mat4 dest);
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CGLM_INLINE void glm_rotate_z(mat4 m, float angle, mat4 dest);
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CGLM_INLINE void glm_rotate_ndc_make(mat4 m, float angle, vec3 axis_ndc);
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CGLM_INLINE void glm_rotate_make(mat4 m, float angle, vec3 axis);
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CGLM_INLINE void glm_rotate_ndc(mat4 m, float angle, vec3 axis_ndc);
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CGLM_INLINE void glm_rotate_ndc(mat4 m, float angle, vec3 axis);
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CGLM_INLINE void glm_rotate(mat4 m, float angle, vec3 axis);
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CGLM_INLINE void glm_decompose_scalev(mat4 m, vec3 s);
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CGLM_INLINE bool glm_uniscaled(mat4 m);
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@@ -122,16 +122,16 @@ glm_translate(mat4 m, vec3 v) {
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*/
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CGLM_INLINE
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void
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glm_translate_x(mat4 m, float to) {
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glm_translate_x(mat4 m, float x) {
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#if defined( __SSE__ ) || defined( __SSE2__ )
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_mm_store_ps(m[3],
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_mm_add_ps(_mm_mul_ps(_mm_load_ps(m[0]),
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_mm_set1_ps(to)),
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_mm_set1_ps(x)),
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_mm_load_ps(m[3])))
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;
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#else
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vec4 v1;
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glm_vec4_scale(m[0], to, v1);
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glm_vec4_scale(m[0], x, v1);
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glm_vec4_add(v1, m[3], m[3]);
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#endif
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}
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@@ -144,16 +144,16 @@ glm_translate_x(mat4 m, float to) {
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*/
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CGLM_INLINE
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void
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glm_translate_y(mat4 m, float to) {
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glm_translate_y(mat4 m, float y) {
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#if defined( __SSE__ ) || defined( __SSE2__ )
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_mm_store_ps(m[3],
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_mm_add_ps(_mm_mul_ps(_mm_load_ps(m[1]),
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_mm_set1_ps(to)),
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_mm_set1_ps(y)),
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_mm_load_ps(m[3])))
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;
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#else
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vec4 v1;
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glm_vec4_scale(m[1], to, v1);
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glm_vec4_scale(m[1], y, v1);
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glm_vec4_add(v1, m[3], m[3]);
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#endif
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}
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@@ -166,16 +166,16 @@ glm_translate_y(mat4 m, float to) {
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*/
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CGLM_INLINE
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void
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glm_translate_z(mat4 m, float to) {
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glm_translate_z(mat4 m, float z) {
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#if defined( __SSE__ ) || defined( __SSE2__ )
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_mm_store_ps(m[3],
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_mm_add_ps(_mm_mul_ps(_mm_load_ps(m[2]),
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_mm_set1_ps(to)),
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_mm_set1_ps(z)),
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_mm_load_ps(m[3])))
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;
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#else
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vec4 v1;
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glm_vec4_scale(m[2], to, v1);
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glm_vec4_scale(m[2], z, v1);
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glm_vec4_add(v1, m[3], m[3]);
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#endif
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}
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@@ -297,13 +297,13 @@ glm_rotate_x(mat4 m, float angle, mat4 dest) {
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*/
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CGLM_INLINE
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void
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glm_rotate_y(mat4 m, float rad, mat4 dest) {
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glm_rotate_y(mat4 m, float angle, mat4 dest) {
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float cosVal;
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float sinVal;
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mat4 t = GLM_MAT4_IDENTITY_INIT;
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cosVal = cosf(rad);
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sinVal = sinf(rad);
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cosVal = cosf(angle);
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sinVal = sinf(angle);
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t[0][0] = cosVal;
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t[0][2] = -sinVal;
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@@ -323,13 +323,13 @@ glm_rotate_y(mat4 m, float rad, mat4 dest) {
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*/
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CGLM_INLINE
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void
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glm_rotate_z(mat4 m, float rad, mat4 dest) {
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glm_rotate_z(mat4 m, float angle, mat4 dest) {
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float cosVal;
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float sinVal;
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mat4 t = GLM_MAT4_IDENTITY_INIT;
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cosVal = cosf(rad);
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sinVal = sinf(rad);
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cosVal = cosf(angle);
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sinVal = sinf(angle);
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t[0][0] = cosVal;
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t[0][1] = sinVal;
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@@ -443,7 +443,7 @@ glm_rotate_ndc(mat4 m, float angle, vec3 axis_ndc) {
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*
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* @param[in, out] m affine transfrom
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* @param[in] angle angle (radians)
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* @param[in] axis_ndc axis
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* @param[in] axis axis
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*/
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CGLM_INLINE
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void
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156
include/cglm/box.h
Normal file
156
include/cglm/box.h
Normal file
@@ -0,0 +1,156 @@
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/*
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* Copyright (c), Recep Aslantas.
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*
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* MIT License (MIT), http://opensource.org/licenses/MIT
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* Full license can be found in the LICENSE file
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*/
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#ifndef cglm_box_h
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#define cglm_box_h
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#include "common.h"
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#include "vec3.h"
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#include "vec4.h"
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/*!
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* @brief apply transform to Axis-Aligned Bounding Box
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*
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* @param[in] box bounding box
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* @param[in] m transform matrix
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* @param[out] dest transformed bounding box
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*/
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CGLM_INLINE
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void
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glm_aabb_transform(vec3 box[2], mat4 m, vec3 dest[2]) {
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vec3 v[2], xa, xb, ya, yb, za, zb, tmp;
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glm_vec_scale(m[0], box[0][0], xa);
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glm_vec_scale(m[0], box[1][0], xb);
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glm_vec_scale(m[1], box[0][1], ya);
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glm_vec_scale(m[1], box[1][1], yb);
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glm_vec_scale(m[2], box[0][2], za);
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glm_vec_scale(m[2], box[1][2], zb);
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/* min(xa, xb) + min(ya, yb) + min(za, zb) + translation */
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glm_vec_minv(xa, xb, v[0]);
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glm_vec_minv(ya, yb, tmp);
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glm_vec_add(v[0], tmp, v[0]);
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glm_vec_minv(za, zb, tmp);
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glm_vec_add(v[0], tmp, v[0]);
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glm_vec_add(v[0], m[3], v[0]);
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/* max(xa, xb) + max(ya, yb) + max(za, zb) + translation */
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glm_vec_maxv(xa, xb, v[1]);
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glm_vec_maxv(ya, yb, tmp);
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glm_vec_add(v[1], tmp, v[1]);
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glm_vec_maxv(za, zb, tmp);
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glm_vec_add(v[1], tmp, v[1]);
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glm_vec_add(v[1], m[3], v[1]);
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glm_vec_copy(v[0], dest[0]);
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glm_vec_copy(v[1], dest[1]);
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}
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/*!
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* @brief merges two AABB bounding box and creates new one
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*
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* two box must be in same space, if one of box is in different space then
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* you should consider to convert it's space by glm_box_space
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*
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* @param[in] box1 bounding box 1
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* @param[in] box2 bounding box 2
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* @param[out] dest merged bounding box
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*/
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CGLM_INLINE
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void
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glm_aabb_merge(vec3 box1[2], vec3 box2[2], vec3 dest[2]) {
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dest[0][0] = glm_min(box1[0][0], box2[0][0]);
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dest[0][1] = glm_min(box1[0][1], box2[0][1]);
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dest[0][2] = glm_min(box1[0][2], box2[0][2]);
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dest[1][0] = glm_max(box1[1][0], box2[1][0]);
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dest[1][1] = glm_max(box1[1][1], box2[1][1]);
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dest[1][2] = glm_max(box1[1][2], box2[1][2]);
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}
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/*!
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* @brief crops a bounding box with another one.
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*
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* this could be useful for gettng a bbox which fits with view frustum and
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* object bounding boxes. In this case you crop view frustum box with objects
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* box
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*
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* @param[in] box bounding box 1
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* @param[in] cropBox crop box
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* @param[out] dest cropped bounding box
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*/
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CGLM_INLINE
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void
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glm_aabb_crop(vec3 box[2], vec3 cropBox[2], vec3 dest[2]) {
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dest[0][0] = glm_max(box[0][0], cropBox[0][0]);
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dest[0][1] = glm_max(box[0][1], cropBox[0][1]);
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dest[0][2] = glm_max(box[0][2], cropBox[0][2]);
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dest[1][0] = glm_min(box[1][0], cropBox[1][0]);
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dest[1][1] = glm_min(box[1][1], cropBox[1][1]);
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dest[1][2] = glm_min(box[1][2], cropBox[1][2]);
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}
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/*!
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* @brief crops a bounding box with another one.
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||||
*
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||||
* this could be useful for gettng a bbox which fits with view frustum and
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* object bounding boxes. In this case you crop view frustum box with objects
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* box
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*
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* @param[in] box bounding box
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* @param[in] cropBox crop box
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* @param[in] clampBox miniumum box
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* @param[out] dest cropped bounding box
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*/
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CGLM_INLINE
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void
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glm_aabb_crop_until(vec3 box[2],
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vec3 cropBox[2],
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vec3 clampBox[2],
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vec3 dest[2]) {
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glm_aabb_crop(box, cropBox, dest);
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glm_aabb_merge(clampBox, dest, dest);
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}
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/*!
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* @brief check if AABB intersects with frustum planes
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*
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* this could be useful for frustum culling using AABB.
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*
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* OPTIMIZATION HINT:
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* if planes order is similar to LEFT, RIGHT, BOTTOM, TOP, NEAR, FAR
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* then this method should run even faster because it would only use two
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* planes if object is not inside the two planes
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* fortunately cglm extracts planes as this order! just pass what you got!
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*
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* @param[in] box bounding box
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* @param[in] planes frustum planes
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*/
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CGLM_INLINE
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bool
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glm_aabb_frustum(vec3 box[2], vec4 planes[6]) {
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float *p, dp;
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int i;
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||||
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for (i = 0; i < 6; i++) {
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p = planes[i];
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dp = p[0] * box[p[0] > 0.0f][0]
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+ p[1] * box[p[1] > 0.0f][1]
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+ p[2] * box[p[2] > 0.0f][2];
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if (dp < -p[3])
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return false;
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}
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return true;
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}
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#endif /* cglm_box_h */
|
@@ -22,6 +22,7 @@ extern "C" {
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#include "call/euler.h"
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#include "call/plane.h"
|
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#include "call/frustum.h"
|
||||
#include "call/box.h"
|
||||
#include "call/io.h"
|
||||
|
||||
#ifdef __cplusplus
|
||||
|
39
include/cglm/call/box.h
Normal file
39
include/cglm/call/box.h
Normal file
@@ -0,0 +1,39 @@
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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 cglmc_box_h
|
||||
#define cglmc_box_h
|
||||
#ifdef __cplusplus
|
||||
extern "C" {
|
||||
#endif
|
||||
|
||||
#include "../cglm.h"
|
||||
|
||||
CGLM_EXPORT
|
||||
void
|
||||
glmc_aabb_transform(vec3 box[2], mat4 m, vec3 dest[2]);
|
||||
|
||||
CGLM_EXPORT
|
||||
void
|
||||
glmc_aabb_merge(vec3 box1[2], vec3 box2[2], vec3 dest[2]);
|
||||
|
||||
CGLM_EXPORT
|
||||
void
|
||||
glmc_aabb_crop(vec3 box[2], vec3 cropBox[2], vec3 dest[2]);
|
||||
|
||||
CGLM_EXPORT
|
||||
void
|
||||
glmc_aabb_crop_until(vec3 box[2],
|
||||
vec3 cropBox[2],
|
||||
vec3 clampBox[2],
|
||||
vec3 dest[2]);
|
||||
|
||||
#ifdef __cplusplus
|
||||
}
|
||||
#endif
|
||||
#endif /* cglmc_box_h */
|
||||
|
@@ -52,6 +52,9 @@
|
||||
CGLM_INLINE void glm_persp_decomp_near(mat4 proj, float *__restrict nearVal);
|
||||
CGLM_INLINE void glm_frustum_planes(mat4 m, vec4 dest[6]);
|
||||
CGLM_INLINE void glm_frustum_corners(mat4 invMat, vec4 dest[8]);
|
||||
CGLM_INLINE glm_ortho_box(vec3 box[2], mat4 dest);
|
||||
CGLM_INLINE void glm_ortho_boxp(vec3 box[2], float padding, mat4 dest);
|
||||
CGLM_INLINE void glm_ortho_boxp(vec3 box[2], float padding, mat4 dest);
|
||||
*/
|
||||
|
||||
#ifndef cglm_vcam_h
|
||||
@@ -135,6 +138,59 @@ glm_ortho(float left,
|
||||
dest[3][3] = 1.0f;
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief set up orthographic projection matrix using bounding box
|
||||
*
|
||||
* bounding box (AABB) must be in view space
|
||||
*
|
||||
* @param[in] box AABB
|
||||
* @param[out] dest result matrix
|
||||
*/
|
||||
CGLM_INLINE
|
||||
void
|
||||
glm_ortho_aabb(vec3 box[2], mat4 dest) {
|
||||
glm_ortho(box[0][0], box[1][0],
|
||||
box[0][1], box[1][1],
|
||||
-box[1][2], -box[0][2],
|
||||
dest);
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief set up orthographic projection matrix using bounding box
|
||||
*
|
||||
* bounding box (AABB) must be in view space
|
||||
*
|
||||
* @param[in] box AABB
|
||||
* @param[in] padding padding
|
||||
* @param[out] dest result matrix
|
||||
*/
|
||||
CGLM_INLINE
|
||||
void
|
||||
glm_ortho_aabb_p(vec3 box[2], float padding, mat4 dest) {
|
||||
glm_ortho(box[0][0] - padding, box[1][0] + padding,
|
||||
box[0][1] - padding, box[1][1] + padding,
|
||||
-(box[1][2] + padding), -(box[0][2] - padding),
|
||||
dest);
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief set up orthographic projection matrix using bounding box
|
||||
*
|
||||
* bounding box (AABB) must be in view space
|
||||
*
|
||||
* @param[in] box AABB
|
||||
* @param[in] padding padding for near and far
|
||||
* @param[out] dest result matrix
|
||||
*/
|
||||
CGLM_INLINE
|
||||
void
|
||||
glm_ortho_aabb_pz(vec3 box[2], float padding, mat4 dest) {
|
||||
glm_ortho(box[0][0], box[1][0],
|
||||
box[0][1], box[1][1],
|
||||
-(box[1][2] + padding), -(box[0][2] - padding),
|
||||
dest);
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief set up unit orthographic projection matrix
|
||||
*
|
||||
|
@@ -19,6 +19,7 @@
|
||||
#include "quat.h"
|
||||
#include "euler.h"
|
||||
#include "plane.h"
|
||||
#include "box.h"
|
||||
#include "util.h"
|
||||
#include "io.h"
|
||||
|
||||
|
@@ -126,7 +126,7 @@ glm_quat_norm(versor q) {
|
||||
/*!
|
||||
* @brief normalize quaternion
|
||||
*
|
||||
* @param[in, out] m quaternion
|
||||
* @param[in, out] q quaternion
|
||||
*/
|
||||
CGLM_INLINE
|
||||
void
|
||||
@@ -145,7 +145,7 @@ glm_quat_normalize(versor q) {
|
||||
/*!
|
||||
* @brief dot product of two quaternion
|
||||
*
|
||||
* @param[in] m quaternion 1
|
||||
* @param[in] q quaternion 1
|
||||
* @param[in] r quaternion 2
|
||||
*/
|
||||
CGLM_INLINE
|
||||
|
@@ -45,7 +45,7 @@ glm_rad(float deg) {
|
||||
/*!
|
||||
* @brief convert radians to degree
|
||||
*
|
||||
* @param[in] deg angle in radians
|
||||
* @param[in] rad angle in radians
|
||||
*/
|
||||
CGLM_INLINE
|
||||
float
|
||||
|
@@ -436,20 +436,9 @@ glm_vec_distance(vec3 v1, vec3 v2) {
|
||||
CGLM_INLINE
|
||||
void
|
||||
glm_vec_maxv(vec3 v1, vec3 v2, vec3 dest) {
|
||||
if (v1[0] > v2[0])
|
||||
dest[0] = v1[0];
|
||||
else
|
||||
dest[0] = v2[0];
|
||||
|
||||
if (v1[1] > v2[1])
|
||||
dest[1] = v1[1];
|
||||
else
|
||||
dest[1] = v2[1];
|
||||
|
||||
if (v1[2] > v2[2])
|
||||
dest[2] = v1[2];
|
||||
else
|
||||
dest[2] = v2[2];
|
||||
dest[0] = glm_max(v1[0], v2[0]);
|
||||
dest[1] = glm_max(v1[1], v2[1]);
|
||||
dest[2] = glm_max(v1[2], v2[2]);
|
||||
}
|
||||
|
||||
/*!
|
||||
@@ -462,20 +451,9 @@ glm_vec_maxv(vec3 v1, vec3 v2, vec3 dest) {
|
||||
CGLM_INLINE
|
||||
void
|
||||
glm_vec_minv(vec3 v1, vec3 v2, vec3 dest) {
|
||||
if (v1[0] < v2[0])
|
||||
dest[0] = v1[0];
|
||||
else
|
||||
dest[0] = v2[0];
|
||||
|
||||
if (v1[1] < v2[1])
|
||||
dest[1] = v1[1];
|
||||
else
|
||||
dest[1] = v2[1];
|
||||
|
||||
if (v1[2] < v2[2])
|
||||
dest[2] = v1[2];
|
||||
else
|
||||
dest[2] = v2[2];
|
||||
dest[0] = glm_min(v1[0], v2[0]);
|
||||
dest[1] = glm_min(v1[1], v2[1]);
|
||||
dest[2] = glm_min(v1[2], v2[2]);
|
||||
}
|
||||
|
||||
/*!
|
||||
@@ -541,7 +519,7 @@ glm_normalize(vec3 v) {
|
||||
*
|
||||
* this is just convenient wrapper
|
||||
*
|
||||
* @param[in] vec source
|
||||
* @param[in] v source
|
||||
* @param[out] dest destination
|
||||
*/
|
||||
CGLM_INLINE
|
||||
|
@@ -347,25 +347,10 @@ glm_vec4_distance(vec4 v1, vec4 v2) {
|
||||
CGLM_INLINE
|
||||
void
|
||||
glm_vec4_maxv(vec4 v1, vec4 v2, vec4 dest) {
|
||||
if (v1[0] > v2[0])
|
||||
dest[0] = v1[0];
|
||||
else
|
||||
dest[0] = v2[0];
|
||||
|
||||
if (v1[1] > v2[1])
|
||||
dest[1] = v1[1];
|
||||
else
|
||||
dest[1] = v2[1];
|
||||
|
||||
if (v1[2] > v2[2])
|
||||
dest[2] = v1[2];
|
||||
else
|
||||
dest[2] = v2[2];
|
||||
|
||||
if (v1[3] > v2[3])
|
||||
dest[3] = v1[3];
|
||||
else
|
||||
dest[3] = v2[3];
|
||||
dest[0] = glm_max(v1[0], v2[0]);
|
||||
dest[1] = glm_max(v1[1], v2[1]);
|
||||
dest[2] = glm_max(v1[2], v2[2]);
|
||||
dest[3] = glm_max(v1[3], v2[3]);
|
||||
}
|
||||
|
||||
/*!
|
||||
@@ -378,25 +363,10 @@ glm_vec4_maxv(vec4 v1, vec4 v2, vec4 dest) {
|
||||
CGLM_INLINE
|
||||
void
|
||||
glm_vec4_minv(vec4 v1, vec4 v2, vec4 dest) {
|
||||
if (v1[0] < v2[0])
|
||||
dest[0] = v1[0];
|
||||
else
|
||||
dest[0] = v2[0];
|
||||
|
||||
if (v1[1] < v2[1])
|
||||
dest[1] = v1[1];
|
||||
else
|
||||
dest[1] = v2[1];
|
||||
|
||||
if (v1[2] < v2[2])
|
||||
dest[2] = v1[2];
|
||||
else
|
||||
dest[2] = v2[2];
|
||||
|
||||
if (v1[3] < v2[3])
|
||||
dest[3] = v1[3];
|
||||
else
|
||||
dest[3] = v2[3];
|
||||
dest[0] = glm_min(v1[0], v2[0]);
|
||||
dest[1] = glm_min(v1[1], v2[1]);
|
||||
dest[2] = glm_min(v1[2], v2[2]);
|
||||
dest[3] = glm_min(v1[3], v2[3]);
|
||||
}
|
||||
|
||||
#endif /* cglm_vec4_h */
|
||||
|
@@ -52,7 +52,8 @@ cglm_HEADERS = include/cglm/version.h \
|
||||
include/cglm/quat.h \
|
||||
include/cglm/affine-mat.h \
|
||||
include/cglm/plane.h \
|
||||
include/cglm/frustum.h
|
||||
include/cglm/frustum.h \
|
||||
include/cglm/box.h
|
||||
|
||||
cglm_calldir=$(includedir)/cglm/call
|
||||
cglm_call_HEADERS = include/cglm/call/mat4.h \
|
||||
@@ -65,7 +66,8 @@ cglm_call_HEADERS = include/cglm/call/mat4.h \
|
||||
include/cglm/call/quat.h \
|
||||
include/cglm/call/euler.h \
|
||||
include/cglm/call/plane.h \
|
||||
include/cglm/call/frustum.h
|
||||
include/cglm/call/frustum.h \
|
||||
include/cglm/call/box.h
|
||||
|
||||
cglm_simddir=$(includedir)/cglm/simd
|
||||
cglm_simd_HEADERS = include/cglm/simd/intrin.h
|
||||
@@ -94,7 +96,8 @@ libcglm_la_SOURCES=\
|
||||
src/mat3.c \
|
||||
src/mat4.c \
|
||||
src/plane.c \
|
||||
src/frustum.c
|
||||
src/frustum.c \
|
||||
src/box.c
|
||||
|
||||
test_tests_SOURCES=\
|
||||
test/src/test_common.c \
|
||||
|
36
src/box.c
Normal file
36
src/box.c
Normal file
@@ -0,0 +1,36 @@
|
||||
/*
|
||||
* 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_aabb_transform(vec3 box[2], mat4 m, vec3 dest[2]) {
|
||||
glm_aabb_transform(box, m, dest);
|
||||
}
|
||||
|
||||
CGLM_EXPORT
|
||||
void
|
||||
glmc_aabb_merge(vec3 box1[2], vec3 box2[2], vec3 dest[2]) {
|
||||
glm_aabb_merge(box1, box2, dest);
|
||||
}
|
||||
|
||||
CGLM_EXPORT
|
||||
void
|
||||
glmc_aabb_crop(vec3 box[2], vec3 cropBox[2], vec3 dest[2]) {
|
||||
glm_aabb_crop(box, cropBox, dest);
|
||||
}
|
||||
|
||||
CGLM_EXPORT
|
||||
void
|
||||
glmc_aabb_crop_until(vec3 box[2],
|
||||
vec3 cropBox[2],
|
||||
vec3 clampBox[2],
|
||||
vec3 dest[2]) {
|
||||
glm_aabb_crop_until(box, cropBox, clampBox, dest);
|
||||
}
|
@@ -20,6 +20,7 @@
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClCompile Include="..\src\affine.c" />
|
||||
<ClCompile Include="..\src\box.c" />
|
||||
<ClCompile Include="..\src\cam.c" />
|
||||
<ClCompile Include="..\src\dllmain.c" />
|
||||
<ClCompile Include="..\src\euler.c" />
|
||||
@@ -35,8 +36,10 @@
|
||||
<ItemGroup>
|
||||
<ClInclude Include="..\include\cglm\affine-mat.h" />
|
||||
<ClInclude Include="..\include\cglm\affine.h" />
|
||||
<ClInclude Include="..\include\cglm\box.h" />
|
||||
<ClInclude Include="..\include\cglm\call.h" />
|
||||
<ClInclude Include="..\include\cglm\call\affine.h" />
|
||||
<ClInclude Include="..\include\cglm\call\box.h" />
|
||||
<ClInclude Include="..\include\cglm\call\cam.h" />
|
||||
<ClInclude Include="..\include\cglm\call\euler.h" />
|
||||
<ClInclude Include="..\include\cglm\call\frustum.h" />
|
||||
|
@@ -72,6 +72,9 @@
|
||||
<ClCompile Include="..\src\plane.c">
|
||||
<Filter>src</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\src\box.c">
|
||||
<Filter>src</Filter>
|
||||
</ClCompile>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="..\src\config.h">
|
||||
@@ -194,5 +197,11 @@
|
||||
<ClInclude Include="..\include\cglm\plane.h">
|
||||
<Filter>include\cglm</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="..\include\cglm\call\box.h">
|
||||
<Filter>include\cglm\call</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="..\include\cglm\box.h">
|
||||
<Filter>include\cglm</Filter>
|
||||
</ClInclude>
|
||||
</ItemGroup>
|
||||
</Project>
|
Reference in New Issue
Block a user