sphere and aabb

This commit is contained in:
Recep Aslantas
2018-05-30 23:42:22 +03:00
parent 3dc9070909
commit 720b617ee0
10 changed files with 235 additions and 4 deletions

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@@ -45,3 +45,4 @@ Follow the :doc:`build` documentation for this
util
io
call
sphere

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@@ -29,6 +29,10 @@ Functions:
#. :c:func:`glm_aabb_size`
#. :c:func:`glm_aabb_radius`
#. :c:func:`glm_aabb_center`
#. :c:func:`glm_aabb_aabb`
#. :c:func:`glm_aabb_sphere`
#. :c:func:`glm_aabb_point`
#. :c:func:`glm_aabb_contains`
Functions documentation
~~~~~~~~~~~~~~~~~~~~~~~
@@ -137,6 +141,41 @@ Functions documentation
| computes center point of AABB
Parameters:
| *[in]* **box** bounding box
| *[out]* **dest** center of bounding box
.. c:function:: bool glm_aabb_aabb(vec3 box[2], vec3 other[2])
| check if two AABB intersects
Parameters:
| *[in]* **box** bounding box
| *[out]* **box** center of bounding box
| *[out]* **other** other bounding box
.. c:function:: bool glm_aabb_sphere(vec3 box[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]* **box** solid bounding box
| *[out]* **s** solid sphere
.. c:function:: bool glm_aabb_point(vec3 box[2], vec3 point)
| check if point is inside of AABB
Parameters:
| *[in]* **box** bounding box
| *[out]* **point** point
.. c:function:: bool glm_aabb_contains(vec3 box[2], vec3 other[2])
| check if AABB contains other AABB
Parameters:
| *[in]* **box** bounding box
| *[out]* **other** other bounding box

65
docs/source/sphere.rst Normal file
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@@ -0,0 +1,65 @@
.. default-domain:: C
Sphere
================================================================================
Header: cglm/sphere.h
**Definition of sphere:**
Sphere Representation in cglm is *vec4*: **[center.x, center.y, center.z, radii]**
You can call any vec3 function by pasing sphere. Because first three elements
defines center of sphere.
Table of contents (click to go):
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Functions:
1. :c:func:`glm_sphere_radii`
#. :c:func:`glm_sphere_transform`
#. :c:func:`glm_sphere_merge`
#. :c:func:`glm_sphere_sphere`
Functions documentation
~~~~~~~~~~~~~~~~~~~~~~~
.. c:function:: float glm_sphere_radii(vec4 s)
| helper for getting sphere radius
Parameters:
| *[in]* **s** sphere
Returns:
returns radii
.. c:function:: void glm_sphere_transform(vec4 s, mat4 m, vec4 dest)
| apply transform to sphere, it is just wrapper for glm_mat4_mulv3
Parameters:
| *[in]* **s** sphere
| *[in]* **m** transform matrix
| *[out]* **dest** transformed sphere
.. c:function:: void glm_sphere_merge(vec4 s1, vec4 s2, vec4 dest)
| merges two spheres and creates a new one
two sphere must be in same space, for instance if one in world space then
the other must be in world space too, not in local space.
Parameters:
| *[in]* **s1** sphere 1
| *[in]* **s2** sphere 2
| *[out]* **dest** merged/extended sphere
.. c:function:: bool glm_sphere_sphere(vec4 s1, vec4 s2)
| check if two sphere intersects
Parameters:
| *[in]* **s1** sphere
| *[in]* **s2** other sphere

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@@ -25,6 +25,7 @@ extern "C" {
#include "call/box.h"
#include "call/io.h"
#include "call/project.h"
#include "call/sphere.h"
#ifdef __cplusplus
}

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@@ -0,0 +1,32 @@
/*
* Copyright (c), Recep Aslantas.
*
* MIT License (MIT), http://opensource.org/licenses/MIT
* Full license can be found in the LICENSE file
*/
#ifndef cglmc_sphere_h
#define cglmc_sphere_h
#ifdef __cplusplus
extern "C" {
#endif
#include "../cglm.h"
CGLM_EXPORT
float
glmc_sphere_radii(vec4 s);
CGLM_EXPORT
void
glmc_sphere_transform(vec4 s, mat4 m, vec4 dest);
CGLM_EXPORT
void
glmc_sphere_merge(vec4 s1, vec4 s2, vec4 dest);
CGLM_EXPORT
bool
glmc_sphere_sphere(vec4 s1, vec4 s2);
#endif /* cglmc_sphere_h */

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@@ -18,6 +18,26 @@
any function
*/
/*!
* @brief helper for getting sphere radius
*
* @param[in] s sphere
*
* @return returns radii
*/
CGLM_INLINE
float
glm_sphere_radii(vec4 s) {
return s[3];
}
/*!
* @brief apply transform to sphere, it is just wrapper for glm_mat4_mulv3
*
* @param[in] s sphere
* @param[in] m transform matrix
* @param[out] dest transformed sphere
*/
CGLM_INLINE
void
glm_sphere_transform(vec4 s, mat4 m, vec4 dest) {
@@ -25,6 +45,16 @@ glm_sphere_transform(vec4 s, mat4 m, vec4 dest) {
dest[3] = s[3];
}
/*!
* @brief merges two spheres and creates a new one
*
* two sphere must be in same space, for instance if one in world space then
* the other must be in world space too, not in local space.
*
* @param[in] s1 sphere 1
* @param[in] s2 sphere 2
* @param[out] dest merged/extended sphere
*/
CGLM_INLINE
void
glm_sphere_merge(vec4 s1, vec4 s2, vec4 dest) {
@@ -33,8 +63,23 @@ glm_sphere_merge(vec4 s1, vec4 s2, vec4 dest) {
dist = glm_vec_distance(s1, s2);
radii = dist + s1[3] + s2[3];
radii = glm_max(radii, s1[3]);
radii = glm_max(radii, s2[3]);
glm_vec_center(s1, s2, dest);
dest[3] = radii;
}
/*!
* @brief check if two sphere intersects
*
* @param[in] s1 sphere
* @param[in] s2 other sphere
*/
CGLM_INLINE
bool
glm_sphere_sphere(vec4 s1, vec4 s2) {
return glm_vec_distance2(s1, s2) <= glm_pow2(s1[3] + s2[3]);
}
#endif /* cglm_sphere_h */

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@@ -55,7 +55,8 @@ cglm_HEADERS = include/cglm/version.h \
include/cglm/frustum.h \
include/cglm/box.h \
include/cglm/color.h \
include/cglm/project.h
include/cglm/project.h \
include/cglm/sphere.h
cglm_calldir=$(includedir)/cglm/call
cglm_call_HEADERS = include/cglm/call/mat4.h \
@@ -70,7 +71,8 @@ cglm_call_HEADERS = include/cglm/call/mat4.h \
include/cglm/call/plane.h \
include/cglm/call/frustum.h \
include/cglm/call/box.h \
include/cglm/call/project.h
include/cglm/call/project.h \
include/cglm/call/sphere.h
cglm_simddir=$(includedir)/cglm/simd
cglm_simd_HEADERS = include/cglm/simd/intrin.h
@@ -101,7 +103,8 @@ libcglm_la_SOURCES=\
src/plane.c \
src/frustum.c \
src/box.c \
src/project.c
src/project.c \
src/sphere.c
test_tests_SOURCES=\
test/src/test_common.c \

33
src/sphere.c Normal file
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@@ -0,0 +1,33 @@
/*
* 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
float
glmc_sphere_radii(vec4 s) {
return glm_sphere_radii(s);
}
CGLM_EXPORT
void
glmc_sphere_transform(vec4 s, mat4 m, vec4 dest) {
glm_sphere_transform(s, m, dest);
}
CGLM_EXPORT
void
glmc_sphere_merge(vec4 s1, vec4 s2, vec4 dest) {
glm_sphere_merge(s1, s2, dest);
}
CGLM_EXPORT
bool
glmc_sphere_sphere(vec4 s1, vec4 s2) {
return glm_sphere_sphere(s1, s2);
}

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@@ -31,6 +31,7 @@
<ClCompile Include="..\src\plane.c" />
<ClCompile Include="..\src\project.c" />
<ClCompile Include="..\src\quat.c" />
<ClCompile Include="..\src\sphere.c" />
<ClCompile Include="..\src\vec3.c" />
<ClCompile Include="..\src\vec4.c" />
</ItemGroup>
@@ -50,6 +51,7 @@
<ClInclude Include="..\include\cglm\call\plane.h" />
<ClInclude Include="..\include\cglm\call\project.h" />
<ClInclude Include="..\include\cglm\call\quat.h" />
<ClInclude Include="..\include\cglm\call\sphere.h" />
<ClInclude Include="..\include\cglm\call\vec3.h" />
<ClInclude Include="..\include\cglm\call\vec4.h" />
<ClInclude Include="..\include\cglm\cam.h" />
@@ -72,6 +74,7 @@
<ClInclude Include="..\include\cglm\simd\sse2\mat3.h" />
<ClInclude Include="..\include\cglm\simd\sse2\mat4.h" />
<ClInclude Include="..\include\cglm\simd\sse2\quat.h" />
<ClInclude Include="..\include\cglm\sphere.h" />
<ClInclude Include="..\include\cglm\types.h" />
<ClInclude Include="..\include\cglm\util.h" />
<ClInclude Include="..\include\cglm\vec3-ext.h" />

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@@ -78,6 +78,9 @@
<ClCompile Include="..\src\project.c">
<Filter>src</Filter>
</ClCompile>
<ClCompile Include="..\src\sphere.c">
<Filter>src</Filter>
</ClCompile>
</ItemGroup>
<ItemGroup>
<ClInclude Include="..\src\config.h">
@@ -215,5 +218,11 @@
<ClInclude Include="..\include\cglm\call\project.h">
<Filter>include\cglm\call</Filter>
</ClInclude>
<ClInclude Include="..\include\cglm\call\sphere.h">
<Filter>include\cglm\call</Filter>
</ClInclude>
<ClInclude Include="..\include\cglm\sphere.h">
<Filter>include\cglm</Filter>
</ClInclude>
</ItemGroup>
</Project>