forked from BilalY/Rasagar
49 lines
1.5 KiB
C#
49 lines
1.5 KiB
C#
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using System;
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using UnityEngine;
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using Unity.Mathematics;
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namespace UnityEngine.Rendering
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{
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[Serializable]
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internal partial struct AABB
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{
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public float3 center;
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public float3 extents; // half the size, must be 0 or greater
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public float3 min { get { return center - extents; } }
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public float3 max { get { return center + extents; } }
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/// <summary>Returns a string representation of the AABB.</summary>
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public override string ToString()
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{
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return $"AABB(Center:{center}, Extents:{extents}";
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}
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static float3 RotateExtents(float3 extents, float3 m0, float3 m1, float3 m2)
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{
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return math.abs(m0 * extents.x) + math.abs(m1 * extents.y) + math.abs(m2 * extents.z);
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}
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public static AABB Transform(float4x4 transform, AABB localBounds)
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{
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AABB transformed;
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transformed.extents = RotateExtents(localBounds.extents, transform.c0.xyz, transform.c1.xyz, transform.c2.xyz);
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transformed.center = math.transform(transform, localBounds.center);
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return transformed;
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}
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}
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internal static class AABBExtensions
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{
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public static AABB ToAABB(this Bounds bounds)
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{
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return new AABB { center = bounds.center, extents = bounds.extents };
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}
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public static Bounds ToBounds(this AABB aabb)
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{
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return new Bounds { center = aabb.center, extents = aabb.extents };
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}
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}
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}
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