Adding code
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66
include/J3ML/Geometry.h
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66
include/J3ML/Geometry.h
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#include <J3ML/LinearAlgebra/Vector3.h>
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#pragma once
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namespace Geometry {
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using Point2D = LinearAlgebra::Vector2;
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class LineSegment2D
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{
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Point2D A;
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Point2D B;
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};
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class Rectangle; //AABB2D;
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class OBB2D;
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class Line2D;
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class Ray2D;
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class Triangle2D;
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class Polygon2D;
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struct IntersectionResult2D {
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};
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bool Intersects2D(LineSegment2D seg, Rectangle rect);
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IntersectionResult2D GetIntersection2D(LineSegment2D seg, Rectangle rect);
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using Point3D = LinearAlgebra::Vector3;
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// A 3D axis-aligned bounding box
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// This data structure can be used to represent coarse bounds of objects, in situations where detailed triangle-level
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// computations can be avoided. In physics systems, bounding boxes are used as an efficient early-out test for geometry
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// intersection queries.
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// the 'Axis-aligned' part in the name means that the local axes of this bounding box are restricted to align with the
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// axes of the world space coordinate system. This makes computation involving AABB's very fast, since AABB's cannot
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// be arbitrarily oriented in the space with respect to each other.
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// If you need to represent a box in 3D space with arbitrary orientation, see the class OBB. */
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class AABB;
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class Capsule;
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class Line;
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class LineSegment
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{
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Point3D A;
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Point3D B;
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};
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class Ray
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{
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Point3D Origin;
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Point3D Direction;
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};
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class OBB;
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class Frustum;
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class Plane;
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class Polygon;
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class Polyhedron;
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class QuadTree;
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class OctTree;
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class Sphere;
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class Triangle;
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class TriangleMesh;
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}
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