66 lines
1.6 KiB
C++
66 lines
1.6 KiB
C++
#include <J3ML/LinearAlgebra/Vector3.h>
|
|
|
|
#pragma once
|
|
|
|
namespace Geometry {
|
|
using Point2D = LinearAlgebra::Vector2;
|
|
|
|
class LineSegment2D
|
|
{
|
|
Point2D A;
|
|
Point2D 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);
|
|
|
|
|
|
|
|
|
|
|
|
using Point3D = LinearAlgebra::Vector3;
|
|
|
|
// 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
|
|
{
|
|
Point3D A;
|
|
Point3D B;
|
|
};
|
|
class Ray
|
|
{
|
|
Point3D Origin;
|
|
Point3D Direction;
|
|
};
|
|
|
|
class OBB;
|
|
class Frustum;
|
|
class Plane;
|
|
class Polygon;
|
|
class Polyhedron;
|
|
class QuadTree;
|
|
class OctTree;
|
|
class Sphere;
|
|
class Triangle;
|
|
class TriangleMesh;
|
|
} |