Files
vimix/GlmToolkit.h
brunoherbelin 3b09bc877c Introducing Oriented bounding box for GeometryView selection
First implementation of MixingView selection manipulation (scale and
rotate)
2021-03-15 11:56:16 +01:00

78 lines
2.2 KiB
C++

#ifndef GLMTOOLKIT_H
#define GLMTOOLKIT_H
#include <vector>
#include <glm/glm.hpp>
namespace GlmToolkit
{
// get integer with unique id
uint64_t uniqueId();
// get Matrix for these transformation components
glm::mat4 transform(glm::vec3 translation, glm::vec3 rotation, glm::vec3 scale);
void inverse_transform(glm::mat4 M, glm::vec3 &translation, glm::vec3 &rotation, glm::vec3 &scale);
class AxisAlignedBoundingBox
{
public:
AxisAlignedBoundingBox();
inline void operator = (const AxisAlignedBoundingBox &D ) {
mMin = D.mMin;
mMax = D.mMax;
}
// test
inline bool isNull() const { return mMin.x > mMax.x || mMin.y > mMax.y || mMin.z > mMax.z;}
inline glm::vec3 min() const { return mMin; }
inline glm::vec3 max() const { return mMax; }
glm::vec3 center(bool ignore_z = true) const;
glm::vec3 scale(bool ignore_z = true) const;
bool intersect(const AxisAlignedBoundingBox& bb, bool ignore_z = true) const;
bool contains(const AxisAlignedBoundingBox& bb, bool ignore_z = true) const;
bool contains(glm::vec3 point, bool ignore_z = true) const;
// build
void extend(const glm::vec3& point);
void extend(std::vector<glm::vec3> points);
void extend(const AxisAlignedBoundingBox& bb);
AxisAlignedBoundingBox translated(glm::vec3 t) const;
AxisAlignedBoundingBox scaled(glm::vec3 s) const;
AxisAlignedBoundingBox transformed(glm::mat4 m) const;
friend bool operator<(const AxisAlignedBoundingBox& A, const AxisAlignedBoundingBox& B );
protected:
glm::vec3 mMin;
glm::vec3 mMax;
};
// a bbox A is < from bbox B if its diagonal is shorter
bool operator< (const AxisAlignedBoundingBox& A, const AxisAlignedBoundingBox& B );
class OrientedBoundingBox
{
public:
OrientedBoundingBox() : orientation(glm::vec3(0.f,0.f,0.f)) {}
AxisAlignedBoundingBox aabb;
glm::vec3 orientation;
};
static const char* aspect_ratio_names[6] = { "1:1", "4:3", "3:2", "16:10", "16:9", "21:9" };
static const char* height_names[10] = { "16", "64", "200", "320", "480", "576", "720p", "1080p", "1440", "4K" };
glm::ivec2 resolutionFromDescription(int aspectratio, int height);
}
#endif // GLMTOOLKIT_H