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#ifndef QT3DRENDER_QAXISALIGNEDBOUNDINGBOX_P_H
#define QT3DRENDER_QAXISALIGNEDBOUNDINGBOX_P_H
//
// W A R N I N G
// -------------
//
// This file is not part of the Qt API. It exists for the convenience
// of other Qt classes. This header file may change from version to
// version without notice, or even be removed.
//
// We mean it.
//
#include <QMatrix4x4>
#include <QVector>
#include <QVector3D>
#include <Qt3DRender/private/qt3drender_global_p.h>
QT_BEGIN_NAMESPACE
class QDebug;
namespace Qt3DRender {
class QAxisAlignedBoundingBox
{
public:
inline QAxisAlignedBoundingBox()
: m_center(),
m_radii()
{}
inline explicit QAxisAlignedBoundingBox(const QVector<QVector3D> &points)
: m_center(),
m_radii()
{
update(points);
}
void clear()
{
m_center = QVector3D();
m_radii = QVector3D();
}
bool isNull() const { return m_center.isNull() && m_radii.isNull(); }
void Q_3DRENDERSHARED_PRIVATE_EXPORT update(const QVector<QVector3D> &points);
inline QVector3D center() const { return m_center; }
inline QVector3D radii() const { return m_radii; }
inline QVector3D minPoint() const { return m_center - m_radii; }
inline QVector3D maxPoint() const { return m_center + m_radii; }
inline float xExtent() const { return 2.0f * m_radii.x(); }
inline float yExtent() const { return 2.0f * m_radii.y(); }
inline float zExtent() const { return 2.0f * m_radii.z(); }
inline float maxExtent() const { return qMax( xExtent(), qMax( yExtent(), zExtent() ) ); }
inline float minExtent() const { return qMin( xExtent(), qMin( yExtent(), zExtent() ) ); }
inline bool contains( const QVector3D& pt ) const
{
QVector3D minP(minPoint()), maxP(maxPoint());
if ((pt.x() < minP.x()) || (pt.x() > maxP.x()) ||
(pt.y() < minP.y()) || (pt.y() > maxP.y()) ||
(pt.z() < minP.z()) || (pt.z() > maxP.z()) )
{
return false;
}
return true;
}
inline void expandToContain(const QVector3D &pt)
{
QVector<QVector3D> pts = QVector<QVector3D>() << pt;
update(pts);
}
inline void expandToContain(const QAxisAlignedBoundingBox &other)
{
QVector<QVector3D> pts = QVector<QVector3D>() << other.minPoint() << other.maxPoint();
update(pts);
}
inline QAxisAlignedBoundingBox transformBy(const QMatrix4x4 &mat) const
{
QAxisAlignedBoundingBox r;
r.m_center = mat.map(m_center);
r.m_radii = mat.map(m_radii);
return r;
}
inline QAxisAlignedBoundingBox &transform(const QMatrix4x4 &mat)
{
m_center = mat.map(m_center);
m_radii = mat.map(m_radii);
return *this;
}
private:
QVector3D m_center;
QVector3D m_radii;
friend bool intersects(const QAxisAlignedBoundingBox &a,
const QAxisAlignedBoundingBox &b);
};
QDebug operator<<(QDebug dbg, const QAxisAlignedBoundingBox &c);
inline bool intersects(const QAxisAlignedBoundingBox &a,
const QAxisAlignedBoundingBox &b)
{
// Test y axis last as this is often the least discriminatory in OpenGL applications
// where worlds tend to be mostly in the xz-plane
if (qAbs(a.m_center[0] - b.m_center[0]) > a.m_radii[0] + b.m_radii[0])
return false;
if (qAbs(a.m_center[2] - b.m_center[2]) > a.m_radii[2] + b.m_radii[2])
return false;
if (qAbs(a.m_center[1] - b.m_center[1]) > a.m_radii[1] + b.m_radii[1])
return false;
return true;
}
} // namespace Qt3DRender
QT_END_NAMESPACE
#endif // QT3DRENDER_QAXISALIGNEDBOUNDINGBOX_P_H