Axis aligned bounding box used for frustum, this is not directly connectable with physics engine.
Line segment helper functions.
static bool doesLineSegmentCollideWithPlane(const Vector3 &n, float d, const Vector3 &p1, const Vector3 &p2, Vector3 &contact)
Does line segment collide with plane.
static void computeClosestPointsOnLineSegments(const Vector3 &p1, const Vector3 &q1, const Vector3 &p2, const Vector3 &q2, Vector3 &c1, Vector3 &c2)
Computes closest points c1, c2 on line segment p1->q1, p2->q2 based on an algorithm from "Real-Time C...
static bool doesBoundingBoxCollideWithLineSegment(BoundingBox *boundingBox, const Vector3 &p, const Vector3 &q, Vector3 &contactMin, Vector3 &contactMax)
Check if segment collides with bounding box based on an algorithm from "Real-Time Collision Detection...
static bool doesOrientedBoundingBoxCollideWithLineSegment(OrientedBoundingBox *orientedBoundingBox, const Vector3 &p, const Vector3 &q, Vector3 &contactMin, Vector3 &contactMax)
Check if segment collides with oriented bounding box based on an algorithm from "Real-Time Collision ...
static bool doesLineSegmentCollideWithTriangle(const Vector3 &p1, const Vector3 &p2, const Vector3 &p3, const Vector3 &r1, const Vector3 &r2, Vector3 &contact)
Does line segment collides with triangle.
static void computeClosestPointOnLineSegment(const Vector3 &p1, const Vector3 &q1, const Vector3 &p, Vector3 &c)
Compute closest point on line segment.
static bool doesLineSegmentsCollide(const Vector3 &p1, const Vector3 &q1, const Vector3 &p2, const Vector3 &q2, Vector3 &p)
Does line segments collide.
Oriented bounding box physics primitive.
Vector3 class representing vector3 mathematical structure and operations with x, y,...