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#pragma once
#include <mbgl/util/geometry.hpp>
#include <mbgl/util/mat3.hpp>
#include <mbgl/util/mat4.hpp>
namespace mbgl {
namespace util {
enum class IntersectionResult : int {
Separate,
Intersects,
Contains,
};
class AABB {
public:
AABB();
AABB(const vec3& min_, const vec3& max_);
vec3 closestPoint(const vec3& point) const;
// Computes the shortest manhattan distance to the provided point
vec3 distanceXYZ(const vec3& point) const;
// Creates an aabb covering one quadrant of the aabb on XZ-plane.
AABB quadrant(int idx) const;
bool intersects(const AABB& aabb) const;
bool operator==(const AABB& aabb) const;
bool operator!=(const AABB& aabb) const;
vec3 min;
vec3 max;
};
class Frustum {
public:
Frustum(const std::array<vec3, 8>& points_, const std::array<vec4, 6>& planes_);
static Frustum fromInvProjMatrix(const mat4& invProj, double worldSize, double zoom, bool flippedY = false);
// Performs conservative intersection test using separating axis theorem.
// Some accuracy is traded for better performance. False positive rate is < 1%
IntersectionResult intersects(const AABB& aabb) const;
// Performs precise intersection test using separating axis theorem.
// It is possible run only edge cases that were not covered in intersects()
IntersectionResult intersectsPrecise(const AABB& aabb, bool edgeCasesOnly = false) const;
const std::array<vec3, 8>& getPoints() const { return points; }
const std::array<vec4, 6>& getPlanes() const { return planes; }
private:
struct Projection {
vec3 axis;
Point<double> projection;
};
AABB bounds;
std::array<vec3, 8> points;
std::array<vec4, 6> planes;
std::array<Projection, 12> projections;
};
} // namespace util
} // namespace mbgl
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