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Description
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rotate
void rotate(const glm::vec3 &axis);
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mirror
void mirror(const glm::vec3 &axis);
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get_neighbors
[[nodiscard]] std::array<std::weak_ptr<Cube>, 25> get_neighbors() const;
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get_neighbor
[[nodiscard]] std::weak_ptr<Cube> get_neighbor(const glm::vec3 &position) const;
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look_at_geometry
/// Get the cube you were looking at it's geometry. [[nodiscard]] std::weak_ptr<Cube> look_at_geometry(const glm::vec3 &position, const glm::vec3 &direction) const;
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point_in_geometry
/// Gets the smallest existing cube, where the point is inside the geometry. [[nodiscard]] std::weak_ptr<Cube> point_in_geometry(const glm::vec3 &position) const;
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point_in_cube
/// Get the smallest existing cube, where the point is inside the cubes bounding box. [[nodiscard]] std::weak_ptr<Cube> point_in_cube(const glm::vec3 &position) const;
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optimize
/// May merge child cubes into one normal cube if possible. void optimize();
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