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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 |