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#include "qssgbounds3_p.h"
#include <private/qssgutils_p.h>
QT_BEGIN_NAMESPACE
void QSSGBounds3::include(const QVector3D &v)
{
minimum = vec3::minimum(minimum, v);
maximum = vec3::maximum(maximum, v);
}
void QSSGBounds3::include(const QSSGBounds3 &b)
{
minimum = vec3::minimum(minimum, b.minimum);
maximum = vec3::maximum(maximum, b.maximum);
}
bool QSSGBounds3::isFinite() const
{
return vec3::isFinite(minimum) && vec3::isFinite(maximum);
}
QSSGBounds3 QSSGBounds3::boundsOfPoints(const QVector3D &v0, const QVector3D &v1)
{
return QSSGBounds3(vec3::minimum(v0, v1), vec3::maximum(v0, v1));
}
QSSGBounds3 QSSGBounds3::basisExtent(const QVector3D &center, const QMatrix3x3 &basis, const QVector3D &extent)
{
// extended basis vectors
QVector3D c0 = QVector3D(basis(0, 0), basis(1, 0), basis(2, 0)) * extent.x();
QVector3D c1 = QVector3D(basis(0, 1), basis(1, 1), basis(2, 1)) * extent.y();
QVector3D c2 = QVector3D(basis(0, 2), basis(1, 2), basis(2, 2)) * extent.z();
QVector3D w;
// find combination of base vectors that produces max. distance for each component = sum of
// abs()
w.setX(qAbs(c0.x()) + qAbs(c1.x()) + qAbs(c2.x()));
w.setY(qAbs(c0.y()) + qAbs(c1.y()) + qAbs(c2.y()));
w.setZ(qAbs(c0.z()) + qAbs(c1.z()) + qAbs(c2.z()));
return QSSGBounds3(center - w, center + w);
}
QSSGBounds3 QSSGBounds3::transform(const QMatrix3x3 &matrix, const QSSGBounds3 &bounds)
{
return bounds.isEmpty()
? bounds
: QSSGBounds3::basisExtent(mat33::transform(matrix, bounds.center()), matrix, bounds.extents());
}
void QSSGBounds3::transform(const QMatrix4x4 &inMatrix)
{
if (!isEmpty()) {
QSSGBounds2BoxPoints thePoints;
expand(thePoints);
setEmpty();
for (quint32 idx = 0; idx < 8; ++idx)
include(inMatrix * thePoints[idx]);
}
}
QT_END_NAMESPACE