using System;
using System.Diagnostics.CodeAnalysis;
using System.Runtime.InteropServices;
#nullable enable
namespace Godot
{
/// <summary>
/// Axis-Aligned Bounding Box. AABB consists of a position, a size, and
/// several utility functions. It is typically used for fast overlap tests.
/// </summary>
[Serializable]
[StructLayout(LayoutKind.Sequential)]
public struct Aabb : IEquatable<Aabb>
{
private Vector3 _position;
private Vector3 _size;
/// <summary>
/// Beginning corner. Typically has values lower than <see cref="End"/>.
/// </summary>
/// <value>Directly uses a private field.</value>
public Vector3 Position
{
readonly get { return _position; }
set { _position = value; }
}
/// <summary>
/// Size from <see cref="Position"/> to <see cref="End"/>. Typically all components are positive.
/// If the size is negative, you can use <see cref="Abs"/> to fix it.
/// </summary>
/// <value>Directly uses a private field.</value>
public Vector3 Size
{
readonly get { return _size; }
set { _size = value; }
}
/// <summary>
/// Ending corner. This is calculated as <see cref="Position"/> plus
/// <see cref="Size"/>. Setting this value will change the size.
/// </summary>
/// <value>
/// Getting is equivalent to <paramref name="value"/> = <see cref="Position"/> + <see cref="Size"/>,
/// setting is equivalent to <see cref="Size"/> = <paramref name="value"/> - <see cref="Position"/>
/// </value>
public Vector3 End
{
readonly get { return _position + _size; }
set { _size = value - _position; }
}
/// <summary>
/// The volume of this <see cref="Aabb"/>.
/// See also <see cref="HasVolume"/>.
/// </summary>
public readonly real_t Volume
{
get { return _size.X * _size.Y * _size.Z; }
}
/// <summary>
/// Returns an <see cref="Aabb"/> with equivalent position and size, modified so that
/// the most-negative corner is the origin and the size is positive.
/// </summary>
/// <returns>The modified <see cref="Aabb"/>.</returns>
public readonly Aabb Abs()
{
Vector3 end = End;
Vector3 topLeft = end.Min(_position);
return new Aabb(topLeft, _size.Abs());
}
/// <summary>
/// Returns the center of the <see cref="Aabb"/>, which is equal
/// to <see cref="Position"/> + (<see cref="Size"/> / 2).
/// </summary>
/// <returns>The center.</returns>
public readonly Vector3 GetCenter()
{
return _position + (_size * 0.5f);
}
/// <summary>
/// Returns <see langword="true"/> if this <see cref="Aabb"/> completely encloses another one.
/// </summary>
/// <param name="with">The other <see cref="Aabb"/> that may be enclosed.</param>
/// <returns>
/// A <see langword="bool"/> for whether or not this <see cref="Aabb"/> encloses <paramref name="with"/>.
/// </returns>
public readonly bool Encloses(Aabb with)
{
Vector3 srcMin = _position;
Vector3 srcMax = _position + _size;
Vector3 dstMin = with._position;
Vector3 dstMax = with._position + with._size;
return srcMin.X <= dstMin.X &&
srcMax.X >= dstMax.X &&
srcMin.Y <= dstMin.Y &&
srcMax.Y >= dstMax.Y &&
srcMin.Z <= dstMin.Z &&
srcMax.Z >= dstMax.Z;
}
/// <summary>
/// Returns this <see cref="Aabb"/> expanded to include a given point.
/// </summary>
/// <param name="point">The point to include.</param>
/// <returns>The expanded <see cref="Aabb"/>.</returns>
public readonly Aabb Expand(Vector3 point)
{
Vector3 begin = _position;
Vector3 end = _position + _size;
if (point.X < begin.X)
{
begin.X = point.X;
}
if (point.Y < begin.Y)
{
begin.Y = point.Y;
}
if (point.Z < begin.Z)
{
begin.Z = point.Z;
}
if (point.X > end.X)
{
end.X = point.X;
}
if (point.Y > end.Y)
{
end.Y = point.Y;
}
if (point.Z > end.Z)
{
end.Z = point.Z;
}
return new Aabb(begin, end - begin);
}
/// <summary>
/// Gets the position of one of the 8 endpoints of the <see cref="Aabb"/>.
/// </summary>
/// <param name="idx">Which endpoint to get.</param>
/// <exception cref="ArgumentOutOfRangeException">
/// <paramref name="idx"/> is less than 0 or greater than 7.
/// </exception>
/// <returns>An endpoint of the <see cref="Aabb"/>.</returns>
public readonly Vector3 GetEndpoint(int idx)
{
switch (idx)
{
case 0:
return new Vector3(_position.X, _position.Y, _position.Z);
case 1:
return new Vector3(_position.X, _position.Y, _position.Z + _size.Z);
case 2:
return new Vector3(_position.X, _position.Y + _size.Y, _position.Z);
case 3:
return new Vector3(_position.X, _position.Y + _size.Y, _position.Z + _size.Z);
case 4:
return new Vector3(_position.X + _size.X, _position.Y, _position.Z);
case 5:
return new Vector3(_position.X + _size.X, _position.Y, _position.Z + _size.Z);
case 6:
return new Vector3(_position.X + _size.X, _position.Y + _size.Y, _position.Z);
case 7:
return new Vector3(_position.X + _size.X, _position.Y + _size.Y, _position.Z + _size.Z);
default:
{
throw new ArgumentOutOfRangeException(nameof(idx),
$"Index is {idx}, but a value from 0 to 7 is expected.");
}
}
}
/// <summary>
/// Returns the normalized longest axis of the <see cref="Aabb"/>.
/// </summary>
/// <returns>A vector representing the normalized longest axis of the <see cref="Aabb"/>.</returns>
public readonly Vector3 GetLongestAxis()
{
var axis = new Vector3(1f, 0f, 0f);
real_t maxSize = _size.X;
if (_size.Y > maxSize)
{
axis = new Vector3(0f, 1f, 0f);
maxSize = _size.Y;
}
if (_size.Z > maxSize)
{
axis = new Vector3(0f, 0f, 1f);
}
return axis;
}
/// <summary>
/// Returns the <see cref="Vector3.Axis"/> index of the longest axis of the <see cref="Aabb"/>.
/// </summary>
/// <returns>A <see cref="Vector3.Axis"/> index for which axis is longest.</returns>
public readonly Vector3.Axis GetLongestAxisIndex()
{
var axis = Vector3.Axis.X;
real_t maxSize = _size.X;
if (_size.Y > maxSize)
{
axis = Vector3.Axis.Y;
maxSize = _size.Y;
}
if (_size.Z > maxSize)
{
axis = Vector3.Axis.Z;
}
return axis;
}
/// <summary>
/// Returns the scalar length of the longest axis of the <see cref="Aabb"/>.
/// </summary>
/// <returns>The scalar length of the longest axis of the <see cref="Aabb"/>.</returns>
public readonly real_t GetLongestAxisSize()
{
real_t maxSize = _size.X;
if (_size.Y > maxSize)
maxSize = _size.Y;
if (_size.Z > maxSize)
maxSize = _size.Z;
return maxSize;
}
/// <summary>
/// Returns the normalized shortest axis of the <see cref="Aabb"/>.
/// </summary>
/// <returns>A vector representing the normalized shortest axis of the <see cref="Aabb"/>.</returns>
public readonly Vector3 GetShortestAxis()
{
var axis = new Vector3(1f, 0f, 0f);
real_t maxSize = _size.X;
if (_size.Y < maxSize)
{
axis = new Vector3(0f, 1f, 0f);
maxSize = _size.Y;
}
if (_size.Z < maxSize)
{
axis = new Vector3(0f, 0f, 1f);
}
return axis;
}
/// <summary>
/// Returns the <see cref="Vector3.Axis"/> index of the shortest axis of the <see cref="Aabb"/>.
/// </summary>
/// <returns>A <see cref="Vector3.Axis"/> index for which axis is shortest.</returns>
public readonly Vector3.Axis GetShortestAxisIndex()
{
var axis = Vector3.Axis.X;
real_t maxSize = _size.X;
if (_size.Y < maxSize)
{
axis = Vector3.Axis.Y;
maxSize = _size.Y;
}
if (_size.Z < maxSize)
{
axis = Vector3.Axis.Z;
}
return axis;
}
/// <summary>
/// Returns the scalar length of the shortest axis of the <see cref="Aabb"/>.
/// </summary>
/// <returns>The scalar length of the shortest axis of the <see cref="Aabb"/>.</returns>
public readonly real_t GetShortestAxisSize()
{
real_t maxSize = _size.X;
if (_size.Y < maxSize)
maxSize = _size.Y;
if (_size.Z < maxSize)
maxSize = _size.Z;
return maxSize;
}
/// <summary>
/// Returns the support point in a given direction.
/// This is useful for collision detection algorithms.
/// </summary>
/// <param name="dir">The direction to find support for.</param>
/// <returns>A vector representing the support.</returns>
public readonly Vector3 GetSupport(Vector3 dir)
{
Vector3 support = _position;
if (dir.X > 0.0f)
{
support.X += _size.X;
}
if (dir.Y > 0.0f)
{
support.Y += _size.Y;
}
if (dir.Z > 0.0f)
{
support.Z += _size.Z;
}
return support;
}
/// <summary>
/// Returns a copy of the <see cref="Aabb"/> grown a given amount of units towards all the sides.
/// </summary>
/// <param name="by">The amount to grow by.</param>
/// <returns>The grown <see cref="Aabb"/>.</returns>
public readonly Aabb Grow(real_t by)
{
Aabb res = this;
res._position.X -= by;
res._position.Y -= by;
res._position.Z -= by;
res._size.X += 2.0f * by;
res._size.Y += 2.0f * by;
res._size.Z += 2.0f * by;
return res;
}
/// <summary>
/// Returns <see langword="true"/> if the <see cref="Aabb"/> contains a point,
/// or <see langword="false"/> otherwise.
/// </summary>
/// <param name="point">The point to check.</param>
/// <returns>
/// A <see langword="bool"/> for whether or not the <see cref="Aabb"/> contains <paramref name="point"/>.
/// </returns>
public readonly bool HasPoint(Vector3 point)
{
if (point.X < _position.X)
return false;
if (point.Y < _position.Y)
return false;
if (point.Z < _position.Z)
return false;
if (point.X > _position.X + _size.X)
return false;
if (point.Y > _position.Y + _size.Y)
return false;
if (point.Z > _position.Z + _size.Z)
return false;
return true;
}
/// <summary>
/// Returns <see langword="true"/> if the <see cref="Aabb"/>
/// has a surface or a length, and <see langword="false"/>
/// if the <see cref="Aabb"/> is empty (all components
/// of <see cref="Size"/> are zero or negative).
/// </summary>
/// <returns>
/// A <see langword="bool"/> for whether or not the <see cref="Aabb"/> has surface.
/// </returns>
public readonly bool HasSurface()
{
return _size.X > 0.0f || _size.Y > 0.0f || _size.Z > 0.0f;
}
/// <summary>
/// Returns <see langword="true"/> if the <see cref="Aabb"/> has
/// area, and <see langword="false"/> if the <see cref="Aabb"/>
/// is linear, empty, or has a negative <see cref="Size"/>.
/// See also <see cref="Volume"/>.
/// </summary>
/// <returns>
/// A <see langword="bool"/> for whether or not the <see cref="Aabb"/> has volume.
/// </returns>
public readonly bool HasVolume()
{
return _size.X > 0.0f && _size.Y > 0.0f && _size.Z > 0.0f;
}
/// <summary>
/// Returns the intersection of this <see cref="Aabb"/> and <paramref name="with"/>.
/// </summary>
/// <param name="with">The other <see cref="Aabb"/>.</param>
/// <returns>The clipped <see cref="Aabb"/>.</returns>
public readonly Aabb Intersection(Aabb with)
{
Vector3 srcMin = _position;
Vector3 srcMax = _position + _size;
Vector3 dstMin = with._position;
Vector3 dstMax = with._position + with._size;
Vector3 min, max;
if (srcMin.X > dstMax.X || srcMax.X < dstMin.X)
{
return new Aabb();
}
min.X = srcMin.X > dstMin.X ? srcMin.X : dstMin.X;
max.X = srcMax.X < dstMax.X ? srcMax.X : dstMax.X;
if (srcMin.Y > dstMax.Y || srcMax.Y < dstMin.Y)
{
return new Aabb();
}
min.Y = srcMin.Y > dstMin.Y ? srcMin.Y : dstMin.Y;
max.Y = srcMax.Y < dstMax.Y ? srcMax.Y : dstMax.Y;
if (srcMin.Z > dstMax.Z || srcMax.Z < dstMin.Z)
{
return new Aabb();
}
min.Z = srcMin.Z > dstMin.Z ? srcMin.Z : dstMin.Z;
max.Z = srcMax.Z < dstMax.Z ? srcMax.Z : dstMax.Z;
return new Aabb(min, max - min);
}
/// <summary>
/// Returns <see langword="true"/> if the <see cref="Aabb"/> overlaps with <paramref name="with"/>
/// (i.e. they have at least one point in common).
/// </summary>
/// <param name="with">The other <see cref="Aabb"/> to check for intersections with.</param>
/// <returns>
/// A <see langword="bool"/> for whether or not they are intersecting.
/// </returns>
public readonly bool Intersects(Aabb with)
{
if (_position.X >= with._position.X + with._size.X)
return false;
if (_position.X + _size.X <= with._position.X)
return false;
if (_position.Y >= with._position.Y + with._size.Y)
return false;
if (_position.Y + _size.Y <= with._position.Y)
return false;
if (_position.Z >= with._position.Z + with._size.Z)
return false;
if (_position.Z + _size.Z <= with._position.Z)
return false;
return true;
}
/// <summary>
/// Returns <see langword="true"/> if the <see cref="Aabb"/> is on both sides of <paramref name="plane"/>.
/// </summary>
/// <param name="plane">The <see cref="Plane"/> to check for intersection.</param>
/// <returns>
/// A <see langword="bool"/> for whether or not the <see cref="Aabb"/> intersects the <see cref="Plane"/>.
/// </returns>
public readonly bool IntersectsPlane(Plane plane)
{
Vector3[] points =
{
new Vector3(_position.X, _position.Y, _position.Z),
new Vector3(_position.X, _position.Y, _position.Z + _size.Z),
new Vector3(_position.X, _position.Y + _size.Y, _position.Z),
new Vector3(_position.X, _position.Y + _size.Y, _position.Z + _size.Z),
new Vector3(_position.X + _size.X, _position.Y, _position.Z),
new Vector3(_position.X + _size.X, _position.Y, _position.Z + _size.Z),
new Vector3(_position.X + _size.X, _position.Y + _size.Y, _position.Z),
new Vector3(_position.X + _size.X, _position.Y + _size.Y, _position.Z + _size.Z)
};
bool over = false;
bool under = false;
for (int i = 0; i < 8; i++)
{
if (plane.DistanceTo(points[i]) > 0)
{
over = true;
}
else
{
under = true;
}
}
return under && over;
}
/// <summary>
/// Returns <see langword="true"/> if the <see cref="Aabb"/> intersects
/// the line segment between <paramref name="from"/> and <paramref name="to"/>.
/// </summary>
/// <param name="from">The start of the line segment.</param>
/// <param name="to">The end of the line segment.</param>
/// <returns>
/// A <see langword="bool"/> for whether or not the <see cref="Aabb"/> intersects the line segment.
/// </returns>
public readonly bool IntersectsSegment(Vector3 from, Vector3 to)
{
real_t min = 0f;
real_t max = 1f;
for (int i = 0; i < 3; i++)
{
real_t segFrom = from[i];
real_t segTo = to[i];
real_t boxBegin = _position[i];
real_t boxEnd = boxBegin + _size[i];
real_t cmin, cmax;
if (segFrom < segTo)
{
if (segFrom > boxEnd || segTo < boxBegin)
{
return false;
}
real_t length = segTo - segFrom;
cmin = segFrom < boxBegin ? (boxBegin - segFrom) / length : 0f;
cmax = segTo > boxEnd ? (boxEnd - segFrom) / length : 1f;
}
else
{
if (segTo > boxEnd || segFrom < boxBegin)
{
return false;
}
real_t length = segTo - segFrom;
cmin = segFrom > boxEnd ? (boxEnd - segFrom) / length : 0f;
cmax = segTo < boxBegin ? (boxBegin - segFrom) / length : 1f;
}
if (cmin > min)
{
min = cmin;
}
if (cmax < max)
{
max = cmax;
}
if (max < min)
{
return false;
}
}
return true;
}
/// <summary>
/// Returns <see langword="true"/> if this <see cref="Aabb"/> is finite, by calling
/// <see cref="Mathf.IsFinite(real_t)"/> on each component.
/// </summary>
/// <returns>Whether this vector is finite or not.</returns>
public readonly bool IsFinite()
{
return _position.IsFinite() && _size.IsFinite();
}
/// <summary>
/// Returns a larger <see cref="Aabb"/> that contains this <see cref="Aabb"/> and <paramref name="with"/>.
/// </summary>
/// <param name="with">The other <see cref="Aabb"/>.</param>
/// <returns>The merged <see cref="Aabb"/>.</returns>
public readonly Aabb Merge(Aabb with)
{
Vector3 beg1 = _position;
Vector3 beg2 = with._position;
var end1 = new Vector3(_size.X, _size.Y, _size.Z) + beg1;
var end2 = new Vector3(with._size.X, with._size.Y, with._size.Z) + beg2;
var min = new Vector3(
beg1.X < beg2.X ? beg1.X : beg2.X,
beg1.Y < beg2.Y ? beg1.Y : beg2.Y,
beg1.Z < beg2.Z ? beg1.Z : beg2.Z
);
var max = new Vector3(
end1.X > end2.X ? end1.X : end2.X,
end1.Y > end2.Y ? end1.Y : end2.Y,
end1.Z > end2.Z ? end1.Z : end2.Z
);
return new Aabb(min, max - min);
}
/// <summary>
/// Constructs an <see cref="Aabb"/> from a position and size.
/// </summary>
/// <param name="position">The position.</param>
/// <param name="size">The size, typically positive.</param>
public Aabb(Vector3 position, Vector3 size)
{
_position = position;
_size = size;
}
/// <summary>
/// Constructs an <see cref="Aabb"/> from a <paramref name="position"/>,
/// <paramref name="width"/>, <paramref name="height"/>, and <paramref name="depth"/>.
/// </summary>
/// <param name="position">The position.</param>
/// <param name="width">The width, typically positive.</param>
/// <param name="height">The height, typically positive.</param>
/// <param name="depth">The depth, typically positive.</param>
public Aabb(Vector3 position, real_t width, real_t height, real_t depth)
{
_position = position;
_size = new Vector3(width, height, depth);
}
/// <summary>
/// Constructs an <see cref="Aabb"/> from <paramref name="x"/>,
/// <paramref name="y"/>, <paramref name="z"/>, and <paramref name="size"/>.
/// </summary>
/// <param name="x">The position's X coordinate.</param>
/// <param name="y">The position's Y coordinate.</param>
/// <param name="z">The position's Z coordinate.</param>
/// <param name="size">The size, typically positive.</param>
public Aabb(real_t x, real_t y, real_t z, Vector3 size)
{
_position = new Vector3(x, y, z);
_size = size;
}
/// <summary>
/// Constructs an <see cref="Aabb"/> from <paramref name="x"/>,
/// <paramref name="y"/>, <paramref name="z"/>, <paramref name="width"/>,
/// <paramref name="height"/>, and <paramref name="depth"/>.
/// </summary>
/// <param name="x">The position's X coordinate.</param>
/// <param name="y">The position's Y coordinate.</param>
/// <param name="z">The position's Z coordinate.</param>
/// <param name="width">The width, typically positive.</param>
/// <param name="height">The height, typically positive.</param>
/// <param name="depth">The depth, typically positive.</param>
public Aabb(real_t x, real_t y, real_t z, real_t width, real_t height, real_t depth)
{
_position = new Vector3(x, y, z);
_size = new Vector3(width, height, depth);
}
/// <summary>
/// Returns <see langword="true"/> if the AABBs are exactly equal.
/// Note: Due to floating-point precision errors, consider using
/// <see cref="IsEqualApprox"/> instead, which is more reliable.
/// </summary>
/// <param name="left">The left AABB.</param>
/// <param name="right">The right AABB.</param>
/// <returns>Whether or not the AABBs are exactly equal.</returns>
public static bool operator ==(Aabb left, Aabb right)
{
return left.Equals(right);
}
/// <summary>
/// Returns <see langword="true"/> if the AABBs are not equal.
/// Note: Due to floating-point precision errors, consider using
/// <see cref="IsEqualApprox"/> instead, which is more reliable.
/// </summary>
/// <param name="left">The left AABB.</param>
/// <param name="right">The right AABB.</param>
/// <returns>Whether or not the AABBs are not equal.</returns>
public static bool operator !=(Aabb left, Aabb right)
{
return !left.Equals(right);
}
/// <summary>
/// Returns <see langword="true"/> if the AABB is exactly equal
/// to the given object (<paramref name="obj"/>).
/// Note: Due to floating-point precision errors, consider using
/// <see cref="IsEqualApprox"/> instead, which is more reliable.
/// </summary>
/// <param name="obj">The object to compare with.</param>
/// <returns>Whether or not the AABB and the object are equal.</returns>
public override readonly bool Equals([NotNullWhen(true)] object? obj)
{
return obj is Aabb other && Equals(other);
}
/// <summary>
/// Returns <see langword="true"/> if the AABBs are exactly equal.
/// Note: Due to floating-point precision errors, consider using
/// <see cref="IsEqualApprox"/> instead, which is more reliable.
/// </summary>
/// <param name="other">The other AABB.</param>
/// <returns>Whether or not the AABBs are exactly equal.</returns>
public readonly bool Equals(Aabb other)
{
return _position == other._position && _size == other._size;
}
/// <summary>
/// Returns <see langword="true"/> if this AABB and <paramref name="other"/> are approximately equal,
/// by running <see cref="Vector3.IsEqualApprox(Vector3)"/> on each component.
/// </summary>
/// <param name="other">The other AABB to compare.</param>
/// <returns>Whether or not the AABBs structures are approximately equal.</returns>
public readonly bool IsEqualApprox(Aabb other)
{
return _position.IsEqualApprox(other._position) && _size.IsEqualApprox(other._size);
}
/// <summary>
/// Serves as the hash function for <see cref="Aabb"/>.
/// </summary>
/// <returns>A hash code for this AABB.</returns>
public override readonly int GetHashCode()
{
return HashCode.Combine(_position, _size);
}
/// <summary>
/// Converts this <see cref="Aabb"/> to a string.
/// </summary>
/// <returns>A string representation of this AABB.</returns>
public override readonly string ToString() => ToString(null);
/// <summary>
/// Converts this <see cref="Aabb"/> to a string with the given <paramref name="format"/>.
/// </summary>
/// <returns>A string representation of this AABB.</returns>
public readonly string ToString(string? format)
{
return $"{_position.ToString(format)}, {_size.ToString(format)}";
}
}
}