#pragma once #include void expandAABB(glm::vec3& min, glm::vec3& max, glm::vec3 point); void computeAABBFromPoints(glm::vec3& min, glm::vec3& max, glm::vec3* points, int count); void getAABBCoords(glm::vec3& pos, glm::vec3& size, glm::vec3 min, glm::vec3 max); // From godot/editor/plugins/gizmos/gizmo_3d_helper.h void get_closest_points_between_segments(const glm::vec3 &p_p0, const glm::vec3 &p_p1, const glm::vec3 &p_q0, const glm::vec3 &p_q1, glm::vec3 &r_ps, glm::vec3 &r_qt); /* Fast Ray-Box Intersection by Andrew Woo from "Graphics Gems", Academic Press, 1990 */ bool HitBoundingBox( glm::vec3 minB, glm::vec3 maxB, /*box */ glm::vec3 origin, glm::vec3 dir, /*ray */ glm::vec3 &coord /* hit point */ );