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Intersection and Collision Algorithms.
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/*
* Simplex3dAlgorithm - Intersection Module
* Copyright (C) 2011, Aleksey Nikiforov
*
* This file is part of Simplex3dAlgorithm.
*
* Simplex3dAlgorithm is free software: you can redistribute it and/or modify
* it under the terms of the GNU Lesser General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* Simplex3dAlgorithm is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License
* along with this program. If not, see .
*/
package simplex3d.algorithm.intersection
import simplex3d.math._
import simplex3d.math.double._
import simplex3d.math.double.functions._
/** Oriented bounding box. 2d case is orineted bounding rectangle (obr).
*
* @author Aleksey Nikiforov (lex)
*/
class Obb(val min: Vec3, val max: Vec3, val transformation: Mat4x3)
object Obb {
/** Intersect dynamic Obb (dmin, dmax, dtransformation) with a static Aabb (smin, smax).
* The result is a vector by which the dynamic box has to be displaced to resolve the collision.
*/
def intersectAabb(dmin: inVec3, dmax: inVec3, dtransformation: inMat4x3)(smin: inVec3, smax: inVec3) :Vec3 = {
intersectObb(dmin, dmax, dtransformation)(smin, smax, Mat4x3.Identity)
}
/** Intersect dynamic Obb (dmin, dmax, dtransformation) with a static Obb (smin, smax, stransformation).
* The result is a vector by which the dynamic box has to be displaced to resolve the collision.
*/
def intersectObb
(dmin: inVec3, dmax: inVec3, dtransformation: inMat4x3)
(smin: inVec3, smax: inVec3, stransformation: inMat4x3)
:Vec3 = {
Vec3(0)
}
}
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