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playcanvas

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PlayCanvas WebGL game engine

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/** * Oriented Box. * * @category Math */ export class OrientedBox { /** * Create a new OrientedBox instance. * * @param {Mat4} [worldTransform] - Transform that has the orientation and position of the box. * Scale is assumed to be one. Defaults to identity matrix. * @param {Vec3} [halfExtents] - Half the distance across the box in each local axis. Defaults * to (0.5, 0.5, 0.5). */ constructor(worldTransform?: Mat4, halfExtents?: Vec3); /** * @type {Vec3} * @private */ private halfExtents; /** * @type {Mat4} * @private */ private _modelTransform; /** * @type {Mat4} * @private */ private _worldTransform; /** * @type {BoundingBox} * @private */ private _aabb; /** * Sets the world transform of the OBB. * * @type {Mat4} */ set worldTransform(value: Mat4); /** * Gets the world transform of the OBB. * * @type {Mat4} */ get worldTransform(): Mat4; /** * Test if a ray intersects with the OBB. * * @param {Ray} ray - Ray to test against (direction must be normalized). * @param {Vec3} [point] - If there is an intersection, the intersection point will be copied * into here. * @returns {boolean} True if there is an intersection. */ intersectsRay(ray: Ray, point?: Vec3): boolean; /** * Test if a point is inside a OBB. * * @param {Vec3} point - Point to test. * @returns {boolean} True if the point is inside the OBB and false otherwise. */ containsPoint(point: Vec3): boolean; /** * Test if a Bounding Sphere is overlapping, enveloping, or inside this OBB. * * @param {BoundingSphere} sphere - Bounding Sphere to test. * @returns {boolean} True if the Bounding Sphere is overlapping, enveloping or inside this OBB * and false otherwise. */ intersectsBoundingSphere(sphere: BoundingSphere): boolean; } import { Mat4 } from '../math/mat4.js'; import { Ray } from './ray.js'; import { Vec3 } from '../math/vec3.js'; import { BoundingSphere } from './bounding-sphere.js';