#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; class Sphere; class LineSegment { Vector3 A; Vector3 B; }; struct IntersectionResult2D {}; bool Intersects2D(LineSegment2D seg, Rectangle rect); IntersectionResult2D GetIntersection2D(LineSegment2D seg, Rectangle rect); class OBB; // 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 Capsule; class Line; class Ray { Vector3 Origin; Vector3 Direction; }; class Camera { public: Vector3 Position; Vector3 Front; Vector3 Right; Vector3 Up; }; class Polygon; class Polyhedron; class QuadTree; class OctTree; class Triangle; class TriangleMesh; }