BoundingBox

BoundingBox je okomito poravnata granična kutija (AABB) definirana s dva Vector3 ugla: minimum (najmanji x, y, z) i maximum (najveći x, y, z). Koristi se za prostorne upite poput testova točka-u-kutiji, pomoćnika za culling vidnog polja i procjene veličine na razini scene.

A BoundingBox može biti u null (prazno/neinicijalizirano) stanje kada je stvoren bez argumenata. Pozivanje merge() na null kutiji inicijalizira ga iz prve točke ili kutije koja je navedena.

from aspose.threed.utilities import BoundingBox, Vector3

| ——————————————————- | ———————————— | | BoundingBox() | Null (prazna) granična kutija | | BoundingBox(minimum, maximum) | Kreira iz dva Vector3 ugla | | BoundingBox(min_x, min_y, min_z, max_x, max_y, max_z) | Kreira iz šest skalarnih vrijednosti |

| ————————- | ————————- | ——————————————————————————— | | minimum | Vector3 | Ugao s najmanjim x, y, z vrijednostima. Vraća (+inf, +inf, +inf) za null kutiju | | maximum | Vector3 | Ugao s najvećim x, y, z vrijednostima. Vraća (-inf, -inf, -inf) za null box | | center | Vector3 | Srednja točka između minimum i maximum; (0,0,0) za null box | | size | Vector3 | Opseg po osi (maximum - minimum); (0,0,0) za null kutiju |

Statičke metode tvornice

| —————————- | ————- | —————————————————————- | | BoundingBox.get_null() | BoundingBox | Vraća null (praznu) ograničavajuću kutiju | | BoundingBox.get_infinite() | BoundingBox | Vraća beskonačnu ograničavajuću kutiju koja obuhvaća sav prostor |

Metode instance

| ————————- | ———— | ————————————————————————————– | | merge(point) | None | Proširuje kutiju da uključi Vector3, Vector4, ili drugi BoundingBox | | merge(x, y, z) | None | Proširuje kutiju da uključi točku (x, y, z) | | scale() | float | Vraća najveću apsolutnu vrijednost koordinate — korisno kao grubu procjenu skale scene |

from aspose.threed.utilities import BoundingBox, Vector3

# Build a bounding box from a list of points
bb = BoundingBox()
points = [
    Vector3(0.0, 0.0, 0.0),
    Vector3(1.0, 2.0, 3.0),
    Vector3(-1.0, 0.5, 1.5),
]
for p in points:
    bb.merge(p)

print(bb.minimum)   # Vector3(-1.0, 0.0, 0.0)
print(bb.maximum)   # Vector3(1.0, 2.0, 3.0)
print(bb.center)    # Vector3(0.0, 1.0, 1.5)
print(bb.size)      # Vector3(2.0, 2.0, 3.0)

# Point containment
print(bb.contains(Vector3(0.5, 1.0, 1.5)))   # True
print(bb.contains(Vector3(5.0, 0.0, 0.0)))   # False

# Box containment
inner = BoundingBox(Vector3(0, 0, 0), Vector3(0.5, 0.5, 0.5))
print(bb.contains(inner))   # True

# Overlap test
other = BoundingBox(Vector3(0.5, 0.5, 0.5), Vector3(2.0, 2.0, 2.0))
print(bb.overlaps_with(other))   # True

# Retrieve from a node
from aspose.threed import Scene
from aspose.threed.entities import Mesh
from aspose.threed.utilities import Vector4

scene = Scene()
mesh = Mesh()
# Use _control_points to mutate the backing list (control_points returns a copy)
mesh._control_points.append(Vector4(-1, 0, 0, 1))
mesh._control_points.append(Vector4( 1, 0, 0, 1))
mesh._control_points.append(Vector4( 0, 1, 0, 1))
mesh.create_polygon(0, 1, 2)
node = scene.root_node.create_child_node("tri", mesh)
node_bb = node.get_bounding_box()
print(node_bb.minimum)
print(node_bb.maximum)

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