mirror of
https://github.com/orange-cpp/omath.git
synced 2026-02-13 15:03:27 +00:00
Adds comprehensive documentation for the pattern scanning API. Details parsing behavior, complexity, and usage examples. Includes troubleshooting tips and minimal test sketches. Clarifies edge-case handling and implementation notes.
119 lines
4.0 KiB
Markdown
119 lines
4.0 KiB
Markdown
# `omath::primitives::create_box` — Build an oriented box as 12 triangles
|
||
|
||
> Header: your project’s `primitives/box.hpp` (declares `create_box`)
|
||
> Namespace: `omath::primitives`
|
||
> Depends on: `omath::Triangle<omath::Vector3<float>>`, `omath::Vector3<float>`
|
||
|
||
```cpp
|
||
[[nodiscard]]
|
||
std::array<Triangle<Vector3<float>>, 12>
|
||
create_box(const Vector3<float>& top,
|
||
const Vector3<float>& bottom,
|
||
const Vector3<float>& dir_forward,
|
||
const Vector3<float>& dir_right,
|
||
float ratio = 4.f) noexcept;
|
||
```
|
||
|
||
---
|
||
|
||
## What it does
|
||
|
||
Constructs a **rectangular cuboid (“box”)** oriented in 3D space and returns its surface as **12 triangles** (2 per face × 6 faces). The box’s central axis runs from `bottom` → `top`. The **up** direction is inferred from that segment; the **forward** and **right** directions define the box’s orientation around that axis.
|
||
|
||
The lateral half-extents are derived from the axis length and `ratio`:
|
||
|
||
> Let `H = |top - bottom|`. Lateral half-size ≈ `H / ratio` along both `dir_forward` and `dir_right`
|
||
> (i.e., the cross-section is a square of side `2H/ratio`).
|
||
|
||
> **Note:** This describes the intended behavior from the interface. If you rely on a different sizing rule, document it next to your implementation.
|
||
|
||
---
|
||
|
||
## Parameters
|
||
|
||
* `top`
|
||
Center of the **top face**.
|
||
|
||
* `bottom`
|
||
Center of the **bottom face**.
|
||
|
||
* `dir_forward`
|
||
A direction that orients the box around its up axis. Should be **non-zero** and **not collinear** with `top - bottom`.
|
||
|
||
* `dir_right`
|
||
A direction roughly orthogonal to both `dir_forward` and `top - bottom`. Used to fully fix orientation.
|
||
|
||
* `ratio` (default `4.0f`)
|
||
Controls thickness relative to height. Larger values → thinner box.
|
||
With the default rule above, half-extent = `|top-bottom|/ratio`.
|
||
|
||
---
|
||
|
||
## Return value
|
||
|
||
`std::array<Triangle<Vector3<float>>, 12>` — the six faces of the box, triangulated.
|
||
Winding is intended to be **outward-facing** (right-handed coordinates). Do not rely on a specific **face ordering**; treat the array as opaque unless your implementation guarantees an order.
|
||
|
||
---
|
||
|
||
## Expected math & robustness
|
||
|
||
* Define `u = normalize(top - bottom)`.
|
||
* Re-orthonormalize the basis to avoid skew:
|
||
|
||
```cpp
|
||
f = normalize(dir_forward - u * u.dot(dir_forward)); // drop any up component
|
||
r = normalize(u.cross(f)); // right-handed basis
|
||
// (Optionally recompute f = r.cross(u) for orthogonality)
|
||
```
|
||
* Half-extents: `h = length(top - bottom) / ratio; hf = h * f; hr = h * r`.
|
||
* Corners (top): `t±r±f = top ± hr ± hf`; (bottom): `b±r±f = bottom ± hr ± hf`.
|
||
* Triangulate each face with consistent CCW winding when viewed from outside.
|
||
|
||
---
|
||
|
||
## Example
|
||
|
||
```cpp
|
||
using omath::Vector3;
|
||
using omath::Triangle;
|
||
using omath::primitives::create_box;
|
||
|
||
// Axis from bottom to top (height 2)
|
||
Vector3<float> bottom{0, 0, 0};
|
||
Vector3<float> top {0, 2, 0};
|
||
|
||
// Orientation around the axis
|
||
Vector3<float> forward{0, 0, 1};
|
||
Vector3<float> right {1, 0, 0};
|
||
|
||
// Ratio 4 → lateral half-size = height/4 = 0.5
|
||
auto tris = create_box(top, bottom, forward, right, 4.0f);
|
||
|
||
// Use the triangles (normals, rendering, collision, etc.)
|
||
for (const auto& tri : tris) {
|
||
auto n = tri.calculate_normal();
|
||
(void)n;
|
||
}
|
||
```
|
||
|
||
---
|
||
|
||
## Usage notes & pitfalls
|
||
|
||
* **Degenerate axis**: If `top == bottom`, the box is undefined (zero height). Guard against this.
|
||
* **Directions**: Provide **non-zero**, **reasonably orthogonal** `dir_forward`/`dir_right`. A robust implementation should project/normalize internally, but callers should still pass sensible inputs.
|
||
* **Winding**: If your renderer or collision expects a specific winding, verify with a unit test and flip vertex order per face if necessary.
|
||
* **Thickness policy**: This doc assumes both lateral half-extents equal `|top-bottom|/ratio`. If your implementation diverges (e.g., separate forward/right ratios), document it.
|
||
|
||
---
|
||
|
||
## See also
|
||
|
||
* `omath::Triangle` (vertex utilities: normals, centroid, etc.)
|
||
* `omath::Vector3` (geometry operations used by the construction)
|
||
|
||
---
|
||
|
||
*Last updated: 31 Oct 2025*
|