Implement Geometric Types
This commit is contained in:
@@ -30,7 +30,25 @@ include_directories("include")
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add_library(J3ML SHARED ${J3ML_SRC}
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add_library(J3ML SHARED ${J3ML_SRC}
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src/J3ML/LinearAlgebra/AxisAngle.cpp
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src/J3ML/LinearAlgebra/AxisAngle.cpp
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include/J3ML/LinearAlgebra/Vector.h)
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include/J3ML/LinearAlgebra/Vector.h
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include/J3ML/Geometry/Plane.h
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include/J3ML/Geometry/AABB.h
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include/J3ML/Geometry/Frustum.h
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include/J3ML/Geometry/OBB.h
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include/J3ML/Geometry/Capsule.h
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include/J3ML/Geometry/Sphere.h
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include/J3ML/Geometry/Ray.h
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include/J3ML/Geometry/QuadTree.h
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include/J3ML/Geometry/LineSegment.h
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include/J3ML/Geometry/TriangleMesh.h
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include/J3ML/Geometry/Polygon.h
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include/J3ML/Geometry/Triangle.h
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include/J3ML/Geometry/Triangle2D.h
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src/J3ML/Geometry/AABB.cpp
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src/J3ML/Geometry/Plane.cpp
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src/J3ML/Geometry/Sphere.cpp
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src/J3ML/Geometry/Frustum.cpp
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src/J3ML/Geometry/OBB.cpp)
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set_target_properties(J3ML PROPERTIES LINKER_LANGUAGE CXX)
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set_target_properties(J3ML PROPERTIES LINKER_LANGUAGE CXX)
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install(TARGETS ${PROJECT_NAME} DESTINATION lib/${PROJECT_NAME})
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install(TARGETS ${PROJECT_NAME} DESTINATION lib/${PROJECT_NAME})
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@@ -20,12 +20,21 @@ namespace Geometry {
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class Triangle2D;
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class Triangle2D;
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class Polygon2D;
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class Polygon2D;
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class Sphere;
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class LineSegment
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{
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Vector3 A;
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Vector3 B;
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};
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struct IntersectionResult2D {};
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struct IntersectionResult2D {};
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bool Intersects2D(LineSegment2D seg, Rectangle rect);
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bool Intersects2D(LineSegment2D seg, Rectangle rect);
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IntersectionResult2D GetIntersection2D(LineSegment2D seg, Rectangle rect);
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IntersectionResult2D GetIntersection2D(LineSegment2D seg, Rectangle rect);
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class OBB;
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// A 3D axis-aligned bounding box
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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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// 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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// computations can be avoided. In physics systems, bounding boxes are used as an efficient early-out test for geometry
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@@ -34,38 +43,19 @@ namespace Geometry {
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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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// 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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// 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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// 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 Capsule;
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class Line;
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class Line;
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class LineSegment
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{
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Vector3 A;
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Vector3 B;
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};
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class Ray
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class Ray
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{
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{
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Vector3 Origin;
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Vector3 Origin;
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Vector3 Direction;
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Vector3 Direction;
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};
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};
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class OBB;
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class Plane
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{
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public:
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Vector3 Position;
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Vector3 Normal;
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float distance = 0.f;
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};
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class Frustum {
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public:
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Plane TopFace;
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Plane BottomFace;
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Plane RightFace;
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Plane LeftFace;
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Plane FarFace;
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Plane NearFace;
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};
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class Camera {
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class Camera {
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public:
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public:
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@@ -75,28 +65,13 @@ namespace Geometry {
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Vector3 Up;
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Vector3 Up;
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};
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};
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static Frustum CreateFrustumFromCamera(const Camera& cam, float aspect, float fovY, float zNear, float zFar)
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{
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Frustum frustum;
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const float halfVSide = zFar * tanf(fovY * 0.5f);
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const float halfHSide = halfVSide * aspect;
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const Vector3 frontMultFar = cam.Front * zFar;
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frustum.NearFace = Plane{cam.Position + cam.Front * zNear, cam.Front};
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frustum.FarFace = Plane{cam.Position + frontMultFar, -cam.Front};
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frustum.RightFace = Plane{cam.Position, Vector3::Cross(frontMultFar - cam.Right * halfHSide, cam.Up)};
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frustum.LeftFace = Plane{cam.Position, Vector3::Cross(cam.Up, frontMultFar+cam.Right*halfHSide)};
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frustum.TopFace = Plane{cam.Position, Vector3::Cross(cam.Right, frontMultFar - cam.Up * halfVSide)};
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frustum.BottomFace = Plane{cam.Position, Vector3::Cross(frontMultFar + cam.Up * halfVSide, cam.Right)};
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return frustum;
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}
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class Polygon;
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class Polygon;
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class Polyhedron;
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class Polyhedron;
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class QuadTree;
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class QuadTree;
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class OctTree;
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class OctTree;
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class Sphere;
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class Triangle;
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class Triangle;
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class TriangleMesh;
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class TriangleMesh;
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}
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}
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62
include/J3ML/Geometry/AABB.h
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include/J3ML/Geometry/AABB.h
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@@ -0,0 +1,62 @@
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#pragma once
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#include <J3ML/LinearAlgebra/Vector3.h>
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#include "Plane.h"
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#include "Sphere.h"
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using namespace LinearAlgebra;
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namespace Geometry
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{
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class AABB
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{
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static AABB FromCenterAndSize(const Vector3 FromSize);
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float MinX();
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// Returns the smallest sphere that contains this AABB.
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// This function computes the minimal volume sphere that contains all the points inside this AABB
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Sphere MinimalEnclosingSphere() const;
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// Returns the largest sphere that can fit inside this AABB
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// This function computes the largest sphere that can fit inside this AABB.
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Sphere MaximalContainedSphere() const;
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Vector3 GetCentroid() const;
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// Quickly returns an arbitrary point inside this AABB
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Vector3 AnyPointFast() const;
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Vector3 PointInside(float x, float y, float z) const;
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// Returns an edge of this AABB
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LineSegment Edge(int edgeIndex) const;
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Vector3 CornerPoint(int cornerIndex);
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Vector3 ExtremePoint(const Vector3& direction) const;
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Vector3 ExtremePoint(const Vector3& direction, float projectionDistance);
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Vector3 PointOnEdge(int edgeIndex, float u) const;
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Vector3 FaceCenterPoint(int faceIndex) const;
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Vector3 FacePoint(int faceIndex, float u, float v) const;
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Vector3 FaceNormal(int faceIndex) const;
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Plane FacePlane(int faceIndex);
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static AABB MinimalEnclosingAABB(const Vector3* pointArray, int numPoints);
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Vector3 GetSize();
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Vector3 GetVolume();
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float GetVolumeCubed();
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float GetSurfaceArea();
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Vector3 GetRandomPointInside();
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Vector3 GetRandomPointOnSurface();
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Vector3 GetRandomPointOnEdge();
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Vector3 GetRandomCornerPoint();
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AABB Translated(const Vector3& offset) const;
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AABB TransformAABB(const Matrix3x3& transform);
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AABB TransformAABB(const Matrix4x4& transform);
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AABB TransformAABB(const Quaternion& transform);
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OBB Transform(const Matrix3x3& transform);
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OBB Transform(const Matrix4x4& transform);
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OBB Transform(const Quaternion& transform);
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bool Contains(const Vector3& point) const;
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bool Contains(const LineSegment& lineSegment) const;
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bool Contains(const AABB& aabb) const;
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bool Contains(const OBB& obb) const;
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bool Contains(const Sphere& sphere) const;
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bool C
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};
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}
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include/J3ML/Geometry/Capsule.h
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include/J3ML/Geometry/Capsule.h
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//
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// Created by dawsh on 1/25/24.
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//
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#ifndef J3ML_CAPSULE_H
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#define J3ML_CAPSULE_H
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#endif //J3ML_CAPSULE_H
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38
include/J3ML/Geometry/Frustum.h
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include/J3ML/Geometry/Frustum.h
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//
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// Created by dawsh on 1/25/24.
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//
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#pragma once
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#include "Plane.h"
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namespace Geometry
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{
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class Frustum {
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public:
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Plane TopFace;
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Plane BottomFace;
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Plane RightFace;
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Plane LeftFace;
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Plane FarFace;
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Plane NearFace;
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static Frustum CreateFrustumFromCamera(const Camera& cam, float aspect, float fovY, float zNear, float zFar);
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};
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Frustum Frustum::CreateFrustumFromCamera(const Camera &cam, float aspect, float fovY, float zNear, float zFar) {
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Frustum frustum;
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const float halfVSide = zFar * tanf(fovY * 0.5f);
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const float halfHSide = halfVSide * aspect;
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const Vector3 frontMultFar = cam.Front * zFar;
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frustum.NearFace = Plane{cam.Position + cam.Front * zNear, cam.Front};
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frustum.FarFace = Plane{cam.Position + frontMultFar, -cam.Front};
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frustum.RightFace = Plane{cam.Position, Vector3::Cross(frontMultFar - cam.Right * halfHSide, cam.Up)};
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frustum.LeftFace = Plane{cam.Position, Vector3::Cross(cam.Up, frontMultFar+cam.Right*halfHSide)};
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frustum.TopFace = Plane{cam.Position, Vector3::Cross(cam.Right, frontMultFar - cam.Up * halfVSide)};
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frustum.BottomFace = Plane{cam.Position, Vector3::Cross(frontMultFar + cam.Up * halfVSide, cam.Right)};
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return frustum;
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}
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}
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8
include/J3ML/Geometry/LineSegment.h
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include/J3ML/Geometry/LineSegment.h
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//
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// Created by dawsh on 1/25/24.
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//
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#ifndef J3ML_LINESEGMENT_H
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#define J3ML_LINESEGMENT_H
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#endif //J3ML_LINESEGMENT_H
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8
include/J3ML/Geometry/OBB.h
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include/J3ML/Geometry/OBB.h
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//
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// Created by dawsh on 1/25/24.
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//
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#ifndef J3ML_OBB_H
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#define J3ML_OBB_H
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#endif //J3ML_OBB_H
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include/J3ML/Geometry/Plane.h
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include/J3ML/Geometry/Plane.h
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#pragma once
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#include <J3ML/LinearAlgebra/Vector3.h>
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using namespace LinearAlgebra;
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class Plane
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{
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public:
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Vector3 Position;
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Vector3 Normal;
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float distance = 0.f;
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};
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include/J3ML/Geometry/Polygon.h
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include/J3ML/Geometry/Polygon.h
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//
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// Created by dawsh on 1/25/24.
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//
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#ifndef J3ML_POLYGON_H
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#define J3ML_POLYGON_H
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#endif //J3ML_POLYGON_H
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include/J3ML/Geometry/QuadTree.h
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include/J3ML/Geometry/QuadTree.h
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//
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// Created by dawsh on 1/25/24.
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//
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#ifndef J3ML_QUADTREE_H
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#define J3ML_QUADTREE_H
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#endif //J3ML_QUADTREE_H
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include/J3ML/Geometry/Ray.h
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include/J3ML/Geometry/Ray.h
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//
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// Created by dawsh on 1/25/24.
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//
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#ifndef J3ML_RAY_H
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#define J3ML_RAY_H
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#endif //J3ML_RAY_H
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include/J3ML/Geometry/Sphere.h
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include/J3ML/Geometry/Sphere.h
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#pragma once
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namespace Geometry
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{
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class Sphere
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{
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};
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}
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include/J3ML/Geometry/Triangle.h
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include/J3ML/Geometry/Triangle.h
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//
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// Created by dawsh on 1/25/24.
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//
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#ifndef J3ML_TRIANGLE_H
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#define J3ML_TRIANGLE_H
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#endif //J3ML_TRIANGLE_H
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include/J3ML/Geometry/Triangle2D.h
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include/J3ML/Geometry/Triangle2D.h
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//
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// Created by dawsh on 1/25/24.
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//
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#ifndef J3ML_TRIANGLE2D_H
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#define J3ML_TRIANGLE2D_H
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#endif //J3ML_TRIANGLE2D_H
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include/J3ML/Geometry/TriangleMesh.h
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include/J3ML/Geometry/TriangleMesh.h
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//
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// Created by dawsh on 1/25/24.
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//
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#ifndef J3ML_TRIANGLEMESH_H
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#define J3ML_TRIANGLEMESH_H
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#endif //J3ML_TRIANGLEMESH_H
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src/J3ML/Geometry/AABB.cpp
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src/J3ML/Geometry/AABB.cpp
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#include <J3ML/Geometry/AABB.h>
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src/J3ML/Geometry/Frustum.cpp
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src/J3ML/Geometry/Frustum.cpp
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#include <J3ML/Geometry/Frustum.h>
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src/J3ML/Geometry/OBB.cpp
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src/J3ML/Geometry/OBB.cpp
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//
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// Created by dawsh on 1/25/24.
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//
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src/J3ML/Geometry/Plane.cpp
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src/J3ML/Geometry/Plane.cpp
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#include <J3ML/Geometry/Plane.h>
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src/J3ML/Geometry/Sphere.cpp
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src/J3ML/Geometry/Sphere.cpp
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#include <J3ML/Geometry/Sphere.h>
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