// Copyright (C) 2008-2012 NVIDIA Corporation. // Copyright (C) 2019 The Qt Company Ltd. // SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GPL-3.0-only #include "qssgbounds3_p.h" #include QT_BEGIN_NAMESPACE void QSSGBounds3::include(const QVector3D &v) { minimum = QSSGUtils::vec3::minimum(minimum, v); maximum = QSSGUtils::vec3::maximum(maximum, v); } void QSSGBounds3::include(const QSSGBounds3 &b) { minimum = QSSGUtils::vec3::minimum(minimum, b.minimum); maximum = QSSGUtils::vec3::maximum(maximum, b.maximum); } bool QSSGBounds3::isFinite() const { return QSSGUtils::vec3::isFinite(minimum) && QSSGUtils::vec3::isFinite(maximum); } QSSGBounds3 QSSGBounds3::boundsOfPoints(const QVector3D &v0, const QVector3D &v1) { return QSSGBounds3(QSSGUtils::vec3::minimum(v0, v1), QSSGUtils::vec3::maximum(v0, v1)); } QSSGBounds3 QSSGBounds3::basisExtent(const QVector3D ¢er, 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(QSSGUtils::mat33::transform(matrix, bounds.center()), matrix, bounds.extents()); } void QSSGBounds3::transform(const QMatrix4x4 &inMatrix) { if (!isEmpty()) { const auto pointsPrevious = toQSSGBoxPointsNoEmptyCheck(); setEmpty(); for (const QVector3D& point : pointsPrevious) include(inMatrix.map(point)); } } QVector3D QSSGBounds3::getSupport(const QVector3D &direction) const { const QVector3D halfExtents = extents(); return QVector3D(direction.x() > 0 ? halfExtents.x() : -halfExtents.x(), direction.y() > 0 ? halfExtents.y() : -halfExtents.y(), direction.z() > 0 ? halfExtents.z() : -halfExtents.z()) + center(); } QT_END_NAMESPACE