Implement more OBB methods

This commit is contained in:
2024-03-19 14:20:12 -04:00
parent 9f60f296c6
commit cd58676ece
2 changed files with 307 additions and 6 deletions

View File

@@ -6,6 +6,11 @@
namespace J3ML::Geometry {
/// A 3D arbitrarily oriented bounding box
// This data structure represents a box in 3D space. The local axes of this box can be arbitrarily oriented/rotated
// with respect to the global world coordinate system. This allows OBBs to more tightly bound objects than AABBs do,
// which always align with the world space axes. This flexibility has the drawback that the geometry tests and operations
// involving OBBs are more costly, and representing an OBB in memory takes more space (15 floats vs 6 floats)
class OBB : public Shape
{
public:
@@ -16,7 +21,9 @@ namespace J3ML::Geometry {
// Specifies normalized direction vectors for the local axes
Vector3 axis[3];
/// Default constructor that does not initialize any member values.
OBB() {}
// Constructs an OBB by explicitly initializing all member values
OBB(const Vector3& pos, const Vector3& radii, const Vector3& axis0, const Vector3& axis1, const Vector3& axis2);
OBB(const AABB& aabb);
inline static int NumFaces() { return 6; }
@@ -24,7 +31,7 @@ namespace J3ML::Geometry {
inline static int NumVertices() { return 8; }
Polyhedron ToPolyhedron() const;
//PBVolume<6> ToPBVolume() const;
AABB MinimalEnclosingAABB() const
{
AABB aabb;
@@ -38,6 +45,8 @@ namespace J3ML::Geometry {
Vector3 HalfSize() const;
Vector3 Diagonal() const;
Vector3 HalfDiagonal() const;
void Transform(const Matrix3x3& transform);
void Transform(const Matrix4x4& transform);
bool IsFinite() const;
bool IsDegenerate() const;
Vector3 CenterPoint() const;
@@ -45,9 +54,31 @@ namespace J3ML::Geometry {
Vector3 AnyPointFast() const;
float Volume();
float SurfaceArea();
float Volume() const;
float SurfaceArea() const;
Geometry::LineSegment Edge(int edgeIndex) const;
Vector3 CornerPoint(int cornerIndex) const;
Vector3 PointInside(float x, float y, float z) const;
Vector3 PointInside(const Vector3& pt) const;
void ProjectToAxis(const Vector3 &direction, float &outMin, float &outMax) const;
int UniqueFaceNormals(Vector3 *out) const;
int UniqueEdgeDirections(Vector3 *out) const;
Vector3 PointOnEdge(int edgeIndex, float u) const;
Vector3 FaceCenterPoint(int faceIndex) const;
void GetCornerPoints(Vector3 *outPointArray) const;
void GetFacePlanes(Plane *outPlaneArray) const;
Plane FacePlane(int faceIndex) const;
void ExtremePointsAlongDirection(const Vector3 &dir, const Vector3 *pointArray, int numPoints, int &idxSmallest,
int &idxLargest, float &smallestD, float &largestD);
};
}