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#pragma BLENDER_REQUIRE(common_shape_lib.glsl)
/* ---------------------------------------------------------------------- */
/** \name Axis Aligned Bound Box
* \{ */
struct AABB {
vec3 min, max;
};
AABB aabb_init_min_max()
{
AABB aabb;
aabb.min = vec3(1.0e30);
aabb.max = vec3(-1.0e30);
return aabb;
}
void aabb_merge(inout AABB aabb, vec3 v)
{
aabb.min = min(aabb.min, v);
aabb.max = max(aabb.max, v);
}
/**
* Return true if there is any intersection.
*/
bool aabb_intersect(AABB a, AABB b)
{
return all(greaterThanEqual(min(a.max, b.max), max(a.min, b.min)));
}
/**
* Compute intersect intersection volume of \a a and \a b.
* Return true if the resulting volume is not empty.
*/
bool aabb_clip(AABB a, AABB b, out AABB c)
{
c.min = max(a.min, b.min);
c.max = min(a.max, b.max);
return all(greaterThanEqual(c.max, c.min));
}
Box aabb_to_box(AABB aabb)
{
Box box;
box.corners[0] = aabb.min;
box.corners[1] = vec3(aabb.max.x, aabb.min.y, aabb.min.z);
box.corners[2] = vec3(aabb.max.x, aabb.max.y, aabb.min.z);
box.corners[3] = vec3(aabb.min.x, aabb.max.y, aabb.min.z);
box.corners[4] = vec3(aabb.min.x, aabb.min.y, aabb.max.z);
box.corners[5] = vec3(aabb.max.x, aabb.min.y, aabb.max.z);
box.corners[6] = aabb.max;
box.corners[7] = vec3(aabb.min.x, aabb.max.y, aabb.max.z);
return box;
}
/** \} */
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