AABB docs
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@ -14,6 +14,11 @@
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// limitations under the License.
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//! Axis-aligned bounding boxes
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//!
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//! An AABB is a geometric object which encompasses a set of points and is not
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//! rotated. It is either a rectangle or a rectangular prism (depending on the
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//! dimension) where the slope of every line is either 0 or undefined. These
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//! are useful for very cheap collision detection.
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use point::{Point, Point2, Point3};
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use vector::{Vector, Vector2, Vector3};
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@ -30,39 +35,52 @@ pub trait Aabb
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P: Point<S, V, Slice>,
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Slice
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> {
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/// Create a new AABB using two points as opposing corners.
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fn new(p1: P, p2: P) -> Self;
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/// Return a shared reference to the point nearest to (-inf, -inf).
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fn min<'a>(&'a self) -> &'a P;
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/// Return a shared reference to the point nearest to (inf, inf).
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fn max<'a>(&'a self) -> &'a P;
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/// Return the dimensions of this AABB.
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#[inline] fn dim(&self) -> V { self.max().sub_p(self.min()) }
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/// Return the volume this AABB encloses.
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#[inline] fn volume(&self) -> S { self.dim().comp_mul() }
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/// Return the center point of this AABB.
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#[inline] fn center(&self) -> P {
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let two = one::<S>() + one::<S>();
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self.min().add_v(&self.dim().div_s(two))
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}
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// Tests whether a point is cointained in the box, inclusive for min corner
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// and exclusive for the max corner.
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/// Tests whether a point is cointained in the box, inclusive for min corner
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/// and exclusive for the max corner.
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#[inline] fn contains(&self, p: &P) -> bool {
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p.sub_p(self.min()).iter().all(|x| *x >= zero::<S>()) &&
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self.max().sub_p(p).iter().all(|x| *x > zero::<S>())
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}
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// Returns a new AABB that is grown to include the given point.
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/// Returns a new AABB that is grown to include the given point.
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fn grow(&self, p: &P) -> Self {
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let min : P = build(|i| self.min().i(i).min(*p.i(i)));
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let max : P = build(|i| self.max().i(i).max(*p.i(i)));
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Aabb::new(min, max)
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}
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// Returns a new AABB that has its points translated by the given vector.
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/// Add a vector to every point in the AABB, returning a new AABB.
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fn add_v(&self, v: &V) -> Self {
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Aabb::new(self.min().add_v(v), self.max().add_v(v))
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}
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/// Multiply every point in the AABB by a scalar, returning a new AABB.
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fn mul_s(&self, s: S) -> Self {
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Aabb::new(self.min().mul_s(s.clone()), self.max().mul_s(s.clone()))
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}
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/// Multiply every point in the AABB by a vector, returning a new AABB.
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fn mul_v(&self, v: &V) -> Self {
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let min : P = Point::from_vec(&self.min().to_vec().mul_v(v));
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let max : P = Point::from_vec(&self.max().to_vec().mul_v(v));
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@ -70,6 +88,7 @@ pub trait Aabb
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}
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}
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/// A two-dimensional AABB, aka a rectangle.
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#[deriving(Clone, Eq)]
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pub struct Aabb2<S> {
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pub min: Point2<S>,
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@ -101,6 +120,7 @@ impl<S: fmt::Show> fmt::Show for Aabb2<S> {
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}
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}
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/// A three-dimensional AABB, aka a rectangular prism.
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#[deriving(Clone, Eq)]
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pub struct Aabb3<S> {
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pub min: Point3<S>,
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@ -23,6 +23,10 @@
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#![feature(macro_rules)]
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//! Computer graphics-centric math.
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//!
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//! This crate provides useful mathematical primitives and operations on them.
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//! It is organized into one module per primitive.
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pub use array::Array;
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mod array;
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