Implement AABB

This commit is contained in:
2024-01-25 19:09:36 -05:00
parent 5cd5a44963
commit 56077b7c86

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@@ -3,17 +3,26 @@
#include <J3ML/LinearAlgebra/Vector3.h>
#include "Plane.h"
#include "Sphere.h"
#include "OBB.h"
#include "LineSegment.h"
using namespace LinearAlgebra;
namespace Geometry
{
// 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
{
static AABB FromCenterAndSize(const Vector3 FromSize);
float MinX();
// Returns the smallest sphere that contains this AABB.
// This function computes the minimal volume sphere that contains all the points inside this AABB
Sphere MinimalEnclosingSphere() const;
@@ -51,12 +60,25 @@ namespace Geometry
OBB Transform(const Matrix3x3& transform);
OBB Transform(const Matrix4x4& transform);
OBB Transform(const Quaternion& transform);
bool Contains(const Vector3& point) const;
bool Contains(const LineSegment& lineSegment) const;
bool Contains(const AABB& aabb) const;
bool Contains(const OBB& obb) const;
bool Contains(const Sphere& sphere) const;
bool C
bool Contains(const Triangle& triange) const;
bool Contains(const Polygon& polygon) const;
bool Contains(const Frustum& frustum) const;
bool Contains(const Polyhedron& polyhedron) const;
bool Contains(const Capsule& capsule) const;
// Tests whether this AABB and the given object intersect.
bool Intersects(const Ray& ray, float dNear, float dFar) const;
bool Intersects(const Capsule& capsule) const;
bool Intersects(const Triangle& triangle) const;
bool Intersects(const Polygon& polygon) const;
bool Intersects(const Frustum& frustum) const;
bool Intersects(const Polyhedron& polyhedron) const;
TriangleMesh Triangulate(int numFacesX, int numFacesY, int numFacesZ, bool ccwIsFrontFacing) const;
AABB Intersection(const AABB& rhs) const;
bool IntersectLineAABB(const Vector3& linePos, const Vector3& lineDir, float tNear, float tFar) const;
};
}