28package com.jogamp.math.geom;
30import com.jogamp.math.Matrix4f;
31import com.jogamp.math.Vec3f;
127 return set( box.getLow(), box.getHigh());
197 (
lbf).minus(
lbn).normalize(),
202 (
lbn).minus(
lbf).normalize(),
207 (
rbf).minus(
lbf).normalize(),
212 (
lbf).minus(
rbf).normalize(),
217 (
ltf).minus(
lbf).normalize(),
222 (
lbf).minus(
ltf).normalize(),
Basic 4x4 float matrix implementation using fields for intensive use-cases (host operations).
final Vec3f mulVec3f(final Vec3f v_in, final Vec3f v_out)
Affine 3f-vector transformation by 4x4 matrix.
3D Vector based upon three float components.
Vec3f set(final Vec3f o)
this = o, returns this.
Axis Aligned Bounding Box.
final Vec3f getHigh()
Returns the maximum right-top-near (xyz) coordinate.
final Vec3f getLow()
Returns the minimum left-bottom-far (xyz) coordinate.
Simple 8-point Vec3f cube compound having z-far <= z-near @endiliteral.
Frustum updateFrustumPlanes(final Frustum frustum)
Calculate the frustum planes using this Cube.
Cube transform(final Matrix4f mat)
Affine 3f-vector transformation of all 8-points with given matrix, Matrix4f#mulVec3f(Vec3f).
final Vec3f ltf
left -top -far (xyz) in AABB case, otherwise arbitrary
final Vec3f ltn
left -top -near (xyz) in AABB case, otherwise arbitrary
final Vec3f rtn
right-top -near (xyz) in AABB case, otherwise arbitrary
final Vec3f lbn
left -bottom-near (xyz) in AABB case, otherwise arbitrary
Cube()
Construct a Cube with all points set to zero.
final Vec3f rbn
right-bottom-near (xyz) in AABB case, otherwise arbitrary
final Vec3f rtf
right-top -far (xyz) in AABB case, otherwise arbitrary
final Vec3f rbf
right-bottom-far (xyz) in AABB case, otherwise arbitrary
Cube(final Cube o)
Copy construct for a Cube.
Cube(final AABBox box)
Construct a Cube with given AABBox.
final Vec3f lbf
left -bottom-far (xyz) in AABB case, otherwise arbitrary
Cube(final Vec3f lo_lbf, final Vec3f hi_rtn)
Construct a Cube with given AABBox minimum and maximum.
Providing frustum planes derived by different inputs (P*MV, ..) used to classify objects.
static final int NEAR
Index for near plane: {@value}.
static final int BOTTOM
Index for bottom plane: {@value}.
final Plane[] getPlanes()
Planes are ordered in the returned array as follows:
static final int RIGHT
Index for right plane: {@value}.
static final int TOP
Index for top plane: {@value}.
static final int LEFT
Index for left plane: {@value}.
static final int FAR
Index for far plane: {@value}.