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