BoundingBox

Methods

BoundingBox 是一个 axis-aligned bounding box (AABB),由两个 Vector3 角点:: minimum (最低 x, y, z) 和 maximum (最高 x, y, z)。它用于空间查询,例如点在盒子内测试、视锥体剔除辅助以及场景级别的大小估计。.

A BoundingBox 可以处于一个 null (empty/uninitialised) 状态,当使用无参数创建时。调用 merge() 在 null 框上会从提供的第一个点或框进行初始化。.

Methods: aspose.threed.utilities

from aspose.threed.utilities import BoundingBox, Vector3

Methods

MethodsMethods
BoundingBox()Null(empty)边界框
BoundingBox(minimum, maximum)从两个构造 Vector3 角点
BoundingBox(min_x, min_y, min_z, max_x, max_y, max_z)从六个标量值构造

Methods

MethodsMethodsMethods
minimumVector3具有最小 x、y、z 值的角点。返回 (+inf, +inf, +inf) 对于空盒子
maximumVector3具有最大 x、y、z 值的角点。返回 (-inf, -inf, -inf) 对于空盒子
centerVector3之间的中点 minimummaximum; (0,0,0) 对于空盒子
sizeVector3每轴的范围 (maximum - minimum); (0,0,0) 对空盒子

静态工厂方法

Methods返回类型Methods
BoundingBox.get_null()BoundingBox返回一个 null(空)边界框
BoundingBox.get_infinite()BoundingBox返回一个覆盖整个空间的无限边界框

实例方法

Methods返回类型Methods
merge(point)None将框扩展以包括一个 Vector3, Vector4, 或另一个 BoundingBox
merge(x, y, z)None将框扩展以包括该点 (x, y, z)
contains(point)boolMethods True 如果 Vector3 点在内部或在边界上
contains(box)boolMethods True 如果 box 完全位于此盒子内
overlaps_with(box)boolMethods True 如果两个盒子相交
scale()float返回最大的绝对坐标值 — 用作粗略的场景尺度估计

Methods

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)

另请参阅

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