// Copyright (c) 2008-2023 the Urho3D project // License: MIT #pragma once #include "../Math/Vector3.h" namespace Urho3D { class BoundingBox; class Frustum; class Matrix3; class Matrix3x4; class Plane; /// A convex volume built from polygon faces. class URHO3D_API Polyhedron { public: /// Construct empty. Polyhedron() noexcept = default; /// Destruct. ~Polyhedron() noexcept = default; /// Copy-construct from another polyhedron. Polyhedron(const Polyhedron& polyhedron) : faces_(polyhedron.faces_) { } /// Construct from a list of faces. explicit Polyhedron(const Vector>& faces) : faces_(faces) { } /// Construct from a bounding box. explicit Polyhedron(const BoundingBox& box) { Define(box); } /// Construct from a frustum. explicit Polyhedron(const Frustum& frustum) { Define(frustum); } /// Assign from another polyhedron. Polyhedron& operator =(const Polyhedron& rhs) { faces_ = rhs.faces_; return *this; } /// Define from a bounding box. void Define(const BoundingBox& box); /// Define from a frustum. void Define(const Frustum& frustum); /// Add a triangle face. void AddFace(const Vector3& v0, const Vector3& v1, const Vector3& v2); /// Add a quadrilateral face. void AddFace(const Vector3& v0, const Vector3& v1, const Vector3& v2, const Vector3& v3); /// Add an arbitrary face. void AddFace(const Vector& face); /// Clip with a plane. void Clip(const Plane& plane); /// Clip with a bounding box. void Clip(const BoundingBox& box); /// Clip with a frustum. void Clip(const Frustum& frustum); /// Clear all faces. void Clear(); /// Transform with a 3x3 matrix. void Transform(const Matrix3& transform); /// Transform with a 3x4 matrix. void Transform(const Matrix3x4& transform); /// Return transformed with a 3x3 matrix. Polyhedron Transformed(const Matrix3& transform) const; /// Return transformed with a 3x4 matrix. Polyhedron Transformed(const Matrix3x4& transform) const; /// Return whether is empty. bool Empty() const { return faces_.Empty(); } /// Polygon faces. Vector> faces_; private: /// Set a triangle face by index. void SetFace(i32 index, const Vector3& v0, const Vector3& v1, const Vector3& v2); /// Set a quadrilateral face by index. void SetFace(i32 index, const Vector3& v0, const Vector3& v1, const Vector3& v2, const Vector3& v3); /// Internal vector for clipped vertices. Vector clippedVertices_; /// Internal vector for the new face being constructed. Vector outFace_; }; }