omath::primitives::create_box — Build an oriented box as 12 triangles
Header: your project’s
primitives/box.hpp(declarescreate_box) Namespace:omath::primitivesDepends on:omath::Triangle<omath::Vector3<float>>,omath::Vector3<float>
[[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 / ratioalong bothdir_forwardanddir_right(i.e., the cross-section is a square of side2H/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
-
topCenter of the top face. -
bottomCenter of the bottom face. -
dir_forwardA direction that orients the box around its up axis. Should be non-zero and not collinear withtop - bottom. -
dir_rightA direction roughly orthogonal to bothdir_forwardandtop - bottom. Used to fully fix orientation. -
ratio(default4.0f) 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
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