初始提交: UE5.3项目基础框架

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#pragma once
#include "AxisAlignedBox.h"
#include "BoundingSphere.h"
#include "CullingResult.h"
#include "Library.h"
#include <glm/mat3x3.hpp>
#include <glm/vec3.hpp>
namespace CesiumGeometry {
class Plane;
/**
* @brief A bounding volume defined as a closed and convex cuboid with any
* orientation.
*
* @see BoundingSphere
* @see BoundingRegion
*/
class CESIUMGEOMETRY_API OrientedBoundingBox final {
public:
/**
* @brief Constructs a new instance.
*
* @param center The center of the box.
* @param halfAxes The three orthogonal half-axes of the bounding box.
* Equivalently, the transformation matrix to rotate and scale a 2x2x2 cube
* centered at the origin.
*
* @snippet TestOrientedBoundingBox.cpp Constructor
*/
OrientedBoundingBox(
const glm::dvec3& center,
const glm::dmat3& halfAxes) noexcept
: _center(center),
_halfAxes(halfAxes),
// TODO: what should we do if halfAxes is singular?
_inverseHalfAxes(glm::inverse(halfAxes)),
_lengths(
2.0 * glm::length(_halfAxes[0]),
2.0 * glm::length(_halfAxes[1]),
2.0 * glm::length(_halfAxes[2])) {}
/**
* @brief Gets the center of the box.
*/
constexpr const glm::dvec3& getCenter() const noexcept {
return this->_center;
}
/**
* @brief Gets the three orthogonal half-axes of the bounding box.
* Equivalently, the transformation matrix to rotate and scale a 2x2x2 cube
* centered at the origin.
*/
constexpr const glm::dmat3& getHalfAxes() const noexcept {
return this->_halfAxes;
}
/**
* @brief Gets the inverse transformation matrix, to rotate from world space
* to local space relative to the box.
*/
constexpr const glm::dmat3& getInverseHalfAxes() const noexcept {
return this->_inverseHalfAxes;
}
/**
* @brief Gets the lengths of the box on each local axis respectively.
*/
constexpr const glm::dvec3& getLengths() const noexcept {
return this->_lengths;
}
/**
* @brief Determines on which side of a plane the bounding box is located.
*
* @param plane The plane to test against.
* @return The {@link CullingResult}:
* * `Inside` if the entire box is on the side of the plane the normal is
* pointing.
* * `Outside` if the entire box is on the opposite side.
* * `Intersecting` if the box intersects the plane.
*/
CullingResult intersectPlane(const Plane& plane) const noexcept;
/**
* @brief Computes the distance squared from a given position to the closest
* point on this bounding volume. The bounding volume and the position must be
* expressed in the same coordinate system.
*
* @param position The position
* @return The estimated distance squared from the bounding box to the point.
*
* @snippet TestOrientedBoundingBox.cpp distanceSquaredTo
*/
double
computeDistanceSquaredToPosition(const glm::dvec3& position) const noexcept;
/**
* @brief Computes whether the given position is contained within the bounding
* box.
*
* @param position The position.
* @return Whether the position is contained within the bounding box.
*/
bool contains(const glm::dvec3& position) const noexcept;
/**
* @brief Transforms this bounding box to another coordinate system using a
* 4x4 matrix.
*
* @param transformation The transformation.
* @return The oriented bounding box in the new coordinate system.
*/
OrientedBoundingBox
transform(const glm::dmat4& transformation) const noexcept;
/**
* @brief Converts this oriented bounding box to an axis-aligned bounding box.
*/
AxisAlignedBox toAxisAligned() const noexcept;
/**
* @brief Converts this oriented bounding box to a bounding sphere.
*/
BoundingSphere toSphere() const noexcept;
/**
* @brief Creates an oriented bounding box from the given axis-aligned
* bounding box.
*/
static OrientedBoundingBox
fromAxisAligned(const AxisAlignedBox& axisAligned) noexcept;
/**
* @brief Creates an oriented bounding box from the given bounding sphere.
*/
static OrientedBoundingBox fromSphere(const BoundingSphere& sphere) noexcept;
private:
glm::dvec3 _center;
glm::dmat3 _halfAxes;
glm::dmat3 _inverseHalfAxes;
glm::dvec3 _lengths;
};
} // namespace CesiumGeometry