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Core/Misc: update g3dlite lib (#2904)
* Core/Misc: update g3dlite lib * update Co-authored-by: Francesco Borzì <borzifrancesco@gmail.com>
This commit is contained in:
406
deps/g3dlite/source/Box.cpp
vendored
406
deps/g3dlite/source/Box.cpp
vendored
@@ -1,11 +1,11 @@
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/**
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@file Box.cpp
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\file G3D.lib/source/Box.cpp
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Box class
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@maintainer Morgan McGuire, http://graphics.cs.williams.edu
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\maintainer Morgan McGuire, http://graphics.cs.williams.edu, Michael Mara
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@created 2001-06-02
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@edited 2006-02-05
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\created 2001-06-02
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\edited 2013-04-13
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*/
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#include "G3D/Box.h"
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@@ -13,126 +13,207 @@
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#include "G3D/Plane.h"
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#include "G3D/AABox.h"
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#include "G3D/CoordinateFrame.h"
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#include "G3D/vectorMath.h"
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#include "G3D/Any.h"
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namespace G3D {
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/**
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Sets a field on four vertices. Used by the constructor.
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*/
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#define setMany(i0, i1, i2, i3, field, extreme) \
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_corner[i0].field = _corner[i1].field = \
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_corner[i2].field = _corner[i3].field = \
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(extreme).field
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Box::Box() : _area(0), _volume(0) {
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}
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Box::Box() {
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Box::Box
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(const Point3& min,
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const Point3& max) {
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init(min.min(max), min.max(max));
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}
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Box::Box(const Point3& min) {
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init(min, min);
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}
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Box::Box
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(const Point3& min,
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const Point3& max,
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const CFrame& c) {
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init(min.min(max), min.max(max));
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*this = c.toWorldSpace(*this);
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}
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Box::Box(const AABox& b) {
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debugAssert(! b.isEmpty());
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init(b.low(), b.high());
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}
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Box::Box(class BinaryInput& b) {
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deserialize(b);
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Box::Box(BinaryInput& b) {
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deserialize(b);
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}
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void Box::serialize(class BinaryOutput& b) const {
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int i;
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for (i = 0; i < 8; ++i) {
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_corner[i].serialize(b);
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}
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Box::Box(const Any& a) {
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if (a.name() == "Box::inf") {
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*this = Box::inf();
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} else {
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a.verifyName("Box", "AABox", "Point3");
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if (a.name() == "Point3") {
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*this = Box(Point3(a));
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} else if (a.size() == 1) {
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// Single point
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*this = Box(Point3(a[0]));
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} else if (a.size() == 2) {
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*this = Box(Point3(a[0]), Point3(a[1]));
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} else {
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// Oriented box
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a.verifySize(2);
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a.verifyName("Box");
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*this = Box(Point3(a[0]), Point3(a[1]), CFrame(a[2]));
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}
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}
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}
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Any Box::toAny() const {
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if (! isFinite()) {
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return Any(Any::ARRAY, "Box::inf");
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} else {
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CFrame c;
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getLocalFrame(c);
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if (c.rotation == Matrix3::identity()) {
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// Aligned box
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AABox b;
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getBounds(b);
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return b.toAny();
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} else {
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// Oriented box
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Any a(Any::ARRAY, "Box");
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AABox b;
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c.toObjectSpace(*this).getBounds(b);
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a.append(b.low(), b.high(), c);
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return a;
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}
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}
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}
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Box Box::operator*(float f) const {
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Box b;
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for (int i = 0; i < 3; ++i) {
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b._edgeVector[i] = _edgeVector[i] * f;
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b._center = _center * f;
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b._area = _area * square(f * f);
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b._volume = _area * (f * f * f);
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}
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return b;
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}
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void Box::serialize(BinaryOutput& b) const {
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int i;
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for (i = 0; i < 3; ++i) {
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_edgeVector[i].serialize(b);
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}
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_center.serialize(b);
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// Other state can be reconstructed
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}
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void Box::deserialize(class BinaryInput& b) {
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int i;
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_center = Vector3::zero();
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for (i = 0; i < 8; ++i) {
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_corner[i].deserialize(b);
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_center += _corner[i];
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}
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_center = _center / 8;
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// Reconstruct other state from the corners
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_axis[0] = _corner[5] - _corner[4];
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_axis[1] = _corner[7] - _corner[4];
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_axis[2] = _corner[0] - _corner[4];
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int i;
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for (i = 0; i < 3; ++i) {
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_extent[i] = _axis[i].magnitude();
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_axis[i] /= _extent[i];
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_edgeVector[i].deserialize(b);
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}
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_center.deserialize(b);
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_volume = _extent.x * _extent.y * _extent.z;
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float extent0 = extent(0);
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float extent1 = extent(1);
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float extent2 = extent(2);
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_volume = extent0 * extent1 * extent2;
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_area = 2 *
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(_extent.x * _extent.y +
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_extent.y * _extent.z +
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_extent.z * _extent.x);
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(extent0 * extent1 +
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extent1 * extent2 +
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extent2 * extent0);
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}
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Box::Box(
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const Vector3& min,
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const Vector3& max) {
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init(min.min(max), min.max(max));
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}
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void Box::init(
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const Vector3& min,
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const Vector3& max) {
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void Box::init
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(const Point3& min,
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const Point3& max) {
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debugAssert(
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(min.x <= max.x) &&
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(min.y <= max.y) &&
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(min.z <= max.z));
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setMany(0, 1, 2, 3, z, max);
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setMany(4, 5, 6, 7, z, min);
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_center = (max + min) * 0.5f;
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setMany(1, 2, 5, 6, x, max);
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setMany(0, 3, 4, 7, x, min);
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Vector3 bounds = Vector3(max.x - min.x, max.y - min.y, max.z - min.z);
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_edgeVector[0] = Vector3(bounds.x, 0, 0);
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_edgeVector[1] = Vector3(0, bounds.y, 0);
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_edgeVector[2] = Vector3(0, 0, bounds.z);
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bool finiteExtent = true;
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for (int i = 0; i < 3; ++i) {
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if (! G3D::isFinite(extent(i))) {
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finiteExtent = false;
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// If the extent is infinite along an axis, make the center zero to avoid NaNs
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_center[i] = 0.0f;
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}
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}
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setMany(3, 2, 6, 7, y, max);
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setMany(0, 1, 5, 4, y, min);
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_extent = max - min;
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_axis[0] = Vector3::unitX();
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_axis[1] = Vector3::unitY();
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_axis[2] = Vector3::unitZ();
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if (_extent.isFinite()) {
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_volume = _extent.x * _extent.y * _extent.z;
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if (finiteExtent) {
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_volume = bounds.x * bounds.y * bounds.z;
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} else {
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_volume = G3D::finf();
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}
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debugAssert(! isNaN(_extent.x));
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debugAssert(! _edgeVector[0].isNaN());
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_area = 2 *
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(_extent.x * _extent.y +
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_extent.y * _extent.z +
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_extent.z * _extent.x);
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_center = (max + min) * 0.5f;
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// If the extent is infinite along an axis, make the center zero to avoid NaNs
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for (int i = 0; i < 3; ++i) {
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if (! G3D::isFinite(_extent[i])) {
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_center[i] = 0.0f;
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}
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}
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(bounds.x * bounds.y +
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bounds.y * bounds.z +
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bounds.z * bounds.x);
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}
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Vector3 Box::corner(int i) const{
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debugAssert(i < 8);
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// The corner forms a bit mask (xyz), where a one indicates we should
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// add half of the corresponding edge vector from center, and a zero indicates
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// we should subtract it. Note:
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// 1 = 001
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// 2 = 010
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// 4 = 100
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//
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// The following bit-hacky code shows this directly:
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// return _center + ((_edgeVector[0] * ((i&1) - 0.5) +
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// _edgeVector[1] * (((i>>1)&1) - 0.5) +
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// _edgeVector[2] * (((i>>2)&1) - 0.5)));
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// This method is implemented as a swtich statement due to being marginally faster than the bit-hack method
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// Also, the _center + 0.5f * (...) is repeated every time for similarly speed-based reasons.
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switch(i) {
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case 0: return _center + (0.5f * (-_edgeVector[0] - _edgeVector[1] - _edgeVector[2]));
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case 1: return _center + (0.5f * ( _edgeVector[0] - _edgeVector[1] - _edgeVector[2]));
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case 2: return _center + (0.5f * (-_edgeVector[0] + _edgeVector[1] - _edgeVector[2]));
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case 3: return _center + (0.5f * ( _edgeVector[0] + _edgeVector[1] - _edgeVector[2]));
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case 4: return _center + (0.5f * (-_edgeVector[0] - _edgeVector[1] + _edgeVector[2]));
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case 5: return _center + (0.5f * ( _edgeVector[0] - _edgeVector[1] + _edgeVector[2]));
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case 6: return _center + (0.5f * (-_edgeVector[0] + _edgeVector[1] + _edgeVector[2]));
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default: return _center + (0.5f * ( _edgeVector[0] + _edgeVector[1] + _edgeVector[2]));//case 7
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}
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}
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float Box::volume() const {
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return _volume;
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}
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@@ -144,11 +225,14 @@ float Box::area() const {
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void Box::getLocalFrame(CoordinateFrame& frame) const {
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const Vector3& axis0 = axis(0);
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const Vector3& axis1 = axis(1);
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const Vector3& axis2 = axis(2);
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frame.rotation = Matrix3(
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_axis[0][0], _axis[1][0], _axis[2][0],
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_axis[0][1], _axis[1][1], _axis[2][1],
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_axis[0][2], _axis[1][2], _axis[2][2]);
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axis0[0], axis1[0], axis2[0],
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axis0[1], axis1[1], axis2[1],
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axis0[2], axis1[2], axis2[2]);
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frame.translation = _center;
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}
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@@ -161,30 +245,30 @@ CoordinateFrame Box::localFrame() const {
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}
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void Box::getFaceCorners(int f, Vector3& v0, Vector3& v1, Vector3& v2, Vector3& v3) const {
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void Box::getFaceCorners(int f, Point3& v0, Point3& v1, Point3& v2, Point3& v3) const {
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switch (f) {
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case 0:
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v0 = _corner[0]; v1 = _corner[1]; v2 = _corner[2]; v3 = _corner[3];
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v0 = corner(0); v1 = corner(2); v2 = corner(3); v3 = corner(1);
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break;
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case 1:
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v0 = _corner[1]; v1 = _corner[5]; v2 = _corner[6]; v3 = _corner[2];
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v0 = corner(1); v1 = corner(3); v2 = corner(7); v3 = corner(5);
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break;
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case 2:
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v0 = _corner[7]; v1 = _corner[6]; v2 = _corner[5]; v3 = _corner[4];
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v0 = corner(6); v1 = corner(4); v2 = corner(5); v3 = corner(7);
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break;
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case 3:
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v0 = _corner[2]; v1 = _corner[6]; v2 = _corner[7]; v3 = _corner[3];
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v0 = corner(3); v1 = corner(2); v2 = corner(6); v3 = corner(7);
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break;
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case 4:
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v0 = _corner[3]; v1 = _corner[7]; v2 = _corner[4]; v3 = _corner[0];
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v0 = corner(2); v1 = corner(0); v2 = corner(4); v3 = corner(6);
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break;
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case 5:
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v0 = _corner[1]; v1 = _corner[0]; v2 = _corner[4]; v3 = _corner[5];
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v0 = corner(1); v1 = corner(5); v2 = corner(4); v3 = corner(0);
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break;
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default:
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@@ -196,8 +280,8 @@ void Box::getFaceCorners(int f, Vector3& v0, Vector3& v1, Vector3& v2, Vector3&
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int Box::dummy = 0;
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bool Box::culledBy(
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const Array<Plane>& plane,
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bool Box::culledBy
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(const Array<Plane>& plane,
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int& cullingPlane,
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const uint32 _inMask,
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uint32& childMask) const {
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@@ -208,13 +292,11 @@ bool Box::culledBy(
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childMask = 0;
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// See if there is one plane for which all of the
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// vertices are in the negative half space.
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// vertices are in the negative half space.
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for (int p = 0; p < plane.size(); ++p) {
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// Only test planes that are not masked
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if ((inMask & 1) != 0) {
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Vector3 corner;
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// Only test planes that are not masked
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if ((inMask & 1) != 0) {
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int numContained = 0;
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int v = 0;
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@@ -222,93 +304,94 @@ bool Box::culledBy(
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// We can early-out only if we have found one point on each
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// side of the plane (i.e. if we are straddling). That
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// occurs when (numContained < v) && (numContained > 0)
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for (v = 0; (v < 8) && ((numContained == v) || (numContained == 0)); ++v) {
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if (plane[p].halfSpaceContains(_corner[v])) {
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for (v = 0; (v < 8) && ((numContained == v) || (numContained == 0)); ++v) {
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if (plane[p].halfSpaceContains(corner(v))) {
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++numContained;
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}
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}
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}
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if (numContained == 0) {
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// Plane p culled the box
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cullingPlane = p;
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if (numContained == 0) {
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// Plane p culled the box
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cullingPlane = p;
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// The caller should not recurse into the children,
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// since the parent is culled. If they do recurse,
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// make them only test against this one plane, which
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// will immediately cull the volume.
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childMask = 1 << p;
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return true;
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return true;
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} else if (numContained < v) {
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// The bounding volume straddled the plane; we have
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// to keep testing against this plane
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childMask |= (1 << p);
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}
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}
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}
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// Move on to the next bit.
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inMask = inMask >> 1;
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inMask = inMask >> 1;
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}
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// None of the planes could cull this box
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cullingPlane = -1;
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cullingPlane = -1;
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return false;
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}
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bool Box::culledBy(
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const Array<Plane>& plane,
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int& cullingPlane,
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const uint32 _inMask) const {
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bool Box::culledBy
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(const Array<Plane>& plane,
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int& cullingPlane,
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const uint32 _inMask) const {
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uint32 inMask = _inMask;
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assert(plane.size() < 31);
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uint32 inMask = _inMask;
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assert(plane.size() < 31);
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// See if there is one plane for which all of the
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// vertices are in the negative half space.
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// vertices are in the negative half space.
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for (int p = 0; p < plane.size(); ++p) {
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// Only test planes that are not masked
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if ((inMask & 1) != 0) {
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bool culled = true;
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// Only test planes that are not masked
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if ((inMask & 1) != 0) {
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|
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bool culled = true;
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||||
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int v;
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// Assume this plane culls all points. See if there is a point
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// not culled by the plane... early out when at least one point
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// Assume this plane culls all points. See if there is a point
|
||||
// not culled by the plane... early out when at least one point
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// is in the positive half space.
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for (v = 0; (v < 8) && culled; ++v) {
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for (v = 0; (v < 8) && culled; ++v) {
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culled = ! plane[p].halfSpaceContains(corner(v));
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}
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||||
if (culled) {
|
||||
// Plane p culled the box
|
||||
cullingPlane = p;
|
||||
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
if (culled) {
|
||||
// Plane p culled the box
|
||||
cullingPlane = p;
|
||||
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
// Move on to the next bit.
|
||||
inMask = inMask >> 1;
|
||||
inMask = inMask >> 1;
|
||||
}
|
||||
|
||||
// None of the planes could cull this box
|
||||
cullingPlane = -1;
|
||||
cullingPlane = -1;
|
||||
return false;
|
||||
}
|
||||
|
||||
|
||||
bool Box::contains(
|
||||
const Vector3& point) const {
|
||||
bool Box::contains
|
||||
(const Point3& point) const {
|
||||
|
||||
// Form axes from three edges, transform the point into that
|
||||
// space, and perform 3 interval tests
|
||||
|
||||
Vector3 u = _corner[4] - _corner[0];
|
||||
Vector3 v = _corner[3] - _corner[0];
|
||||
Vector3 w = _corner[1] - _corner[0];
|
||||
// TODO: Write in a more intuitive way. I left it as it was before after figuring it out, but
|
||||
// this should make no sense to someone who is just starting to read this code.
|
||||
const Vector3& u = _edgeVector[2];
|
||||
const Vector3& v = _edgeVector[1];
|
||||
const Vector3& w = _edgeVector[0];
|
||||
|
||||
Matrix3 M = Matrix3(u.x, v.x, w.x,
|
||||
u.y, v.y, w.y,
|
||||
@@ -316,7 +399,7 @@ bool Box::contains(
|
||||
|
||||
// M^-1 * (point - _corner[0]) = point in unit cube's object space
|
||||
// compute the inverse of M
|
||||
Vector3 osPoint = M.inverse() * (point - _corner[0]);
|
||||
Vector3 osPoint = M.inverse() * (point - corner(0));
|
||||
|
||||
return
|
||||
(osPoint.x >= 0) &&
|
||||
@@ -327,13 +410,13 @@ bool Box::contains(
|
||||
(osPoint.z <= 1);
|
||||
}
|
||||
|
||||
#undef setMany
|
||||
|
||||
|
||||
|
||||
void Box::getRandomSurfacePoint(Vector3& P, Vector3& N) const {
|
||||
float aXY = _extent.x * _extent.y;
|
||||
float aYZ = _extent.y * _extent.z;
|
||||
float aZX = _extent.z * _extent.x;
|
||||
float aXY = extent(0) * extent(1);
|
||||
float aYZ = extent(1) * extent(2);
|
||||
float aZX = extent(2) * extent(0);
|
||||
|
||||
float r = (float)uniformRandom(0, aXY + aYZ + aZX);
|
||||
|
||||
@@ -343,20 +426,20 @@ void Box::getRandomSurfacePoint(Vector3& P, Vector3& N) const {
|
||||
// The probability of choosing a given face is proportional to
|
||||
// its area.
|
||||
if (r < aXY) {
|
||||
P = _axis[0] * (float)uniformRandom(-0.5, 0.5) * _extent.x +
|
||||
_axis[1] * (float)uniformRandom(-0.5, 0.5) * _extent.y +
|
||||
_center + _axis[2] * d * _extent.z * 0.5f;
|
||||
N = _axis[2] * d;
|
||||
P = _edgeVector[0] * (float)uniformRandom(-0.5, 0.5) +
|
||||
_edgeVector[1] * (float)uniformRandom(-0.5, 0.5) +
|
||||
_center + _edgeVector[2] * d * 0.5f;
|
||||
N = axis(2) * d;
|
||||
} else if (r < aYZ) {
|
||||
P = _axis[1] * (float)uniformRandom(-0.5, 0.5) * _extent.y +
|
||||
_axis[2] * (float)uniformRandom(-0.5, 0.5) * _extent.z +
|
||||
_center + _axis[0] * d * _extent.x * 0.5f;
|
||||
N = _axis[0] * d;
|
||||
P = _edgeVector[1] * (float)uniformRandom(-0.5, 0.5) +
|
||||
_edgeVector[2] * (float)uniformRandom(-0.5, 0.5) +
|
||||
_center + _edgeVector[0] * d * 0.5f;
|
||||
N = axis(0) * d;
|
||||
} else {
|
||||
P = _axis[2] * (float)uniformRandom(-0.5, 0.5) * _extent.z +
|
||||
_axis[0] *(float) uniformRandom(-0.5, 0.5) * _extent.x +
|
||||
_center + _axis[1] * d * _extent.y * 0.5f;
|
||||
N = _axis[1] * d;
|
||||
P = _edgeVector[2] * (float)uniformRandom(-0.5, 0.5) +
|
||||
_edgeVector[0] *(float) uniformRandom(-0.5, 0.5) +
|
||||
_center + _edgeVector[1] * d * 0.5f;
|
||||
N = axis(1) * d;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -365,28 +448,25 @@ Vector3 Box::randomInteriorPoint() const {
|
||||
Vector3 sum = _center;
|
||||
|
||||
for (int a = 0; a < 3; ++a) {
|
||||
sum += _axis[a] * (float)uniformRandom(-0.5, 0.5) * _extent[a];
|
||||
sum += _edgeVector[a] * (float)uniformRandom(-0.5, 0.5);
|
||||
}
|
||||
|
||||
return sum;
|
||||
}
|
||||
|
||||
|
||||
Box Box::inf() {
|
||||
return Box(-Vector3::inf(), Vector3::inf());
|
||||
}
|
||||
|
||||
void Box::getBounds(class AABox& aabb) const {
|
||||
|
||||
Vector3 lo = _corner[0];
|
||||
Vector3 hi = lo;
|
||||
|
||||
for (int v = 1; v < 8; ++v) {
|
||||
const Vector3& C = _corner[v];
|
||||
lo = lo.min(C);
|
||||
hi = hi.max(C);
|
||||
void Box::getBounds(AABox& aabb) const {
|
||||
debugAssert(! _edgeVector[0].isNaN());
|
||||
debugAssert(! _center.isNaN());
|
||||
aabb = AABox::empty();
|
||||
for (int i = 0; i < 8; ++i) {
|
||||
aabb.merge(corner(i));
|
||||
}
|
||||
|
||||
aabb = AABox(lo, hi);
|
||||
}
|
||||
|
||||
|
||||
|
||||
Reference in New Issue
Block a user