#include #include #pragma once namespace Geometry { using Vector2 = LinearAlgebra::Vector2; using Vector3 = LinearAlgebra::Vector3; class LineSegment2D { Vector2 A; Vector2 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); // 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 { Vector3 A; Vector3 B; }; class Ray { Vector3 Origin; Vector3 Direction; }; class OBB; class Plane { public: Vector3 Position; Vector3 Normal; float distance = 0.f; }; class Frustum { public: Plane TopFace; Plane BottomFace; Plane RightFace; Plane LeftFace; Plane FarFace; Plane NearFace; }; class Camera { public: Vector3 Position; Vector3 Front; Vector3 Right; Vector3 Up; }; static Frustum CreateFrustumFromCamera(const Camera& cam, float aspect, float fovY, float zNear, float zFar) { Frustum frustum; const float halfVSide = zFar * tanf(fovY * 0.5f); const float halfHSide = halfVSide * aspect; const Vector3 frontMultFar = cam.Front * zFar; frustum.NearFace = Plane{cam.Position + cam.Front * zNear, cam.Front}; frustum.FarFace = Plane{cam.Position + frontMultFar, -cam.Front}; frustum.RightFace = Plane{cam.Position, Vector3::Cross(frontMultFar - cam.Right * halfHSide, cam.Up)}; frustum.LeftFace = Plane{cam.Position, Vector3::Cross(cam.Up, frontMultFar+cam.Right*halfHSide)}; frustum.TopFace = Plane{cam.Position, Vector3::Cross(cam.Right, frontMultFar - cam.Up * halfVSide)}; frustum.BottomFace = Plane{cam.Position, Vector3::Cross(frontMultFar + cam.Up * halfVSide, cam.Right)}; return frustum; } class Polygon; class Polyhedron; class QuadTree; class OctTree; class Sphere; class Triangle; class TriangleMesh; }