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+/****************************************************************************
+**
+** Copyright (C) 1993-2009 NVIDIA Corporation.
+** Copyright (C) 2017 The Qt Company Ltd.
+** Contact: https://www.qt.io/licensing/
+**
+** This file is part of Qt 3D Studio.
+**
+** $QT_BEGIN_LICENSE:GPL$
+** Commercial License Usage
+** Licensees holding valid commercial Qt licenses may use this file in
+** accordance with the commercial license agreement provided with the
+** Software or, alternatively, in accordance with the terms contained in
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see https://www.qt.io/terms-conditions. For further
+** information use the contact form at https://www.qt.io/contact-us.
+**
+** GNU General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU
+** General Public License version 3 or (at your option) any later version
+** approved by the KDE Free Qt Foundation. The licenses are as published by
+** the Free Software Foundation and appearing in the file LICENSE.GPL3
+** included in the packaging of this file. Please review the following
+** information to ensure the GNU General Public License requirements will
+** be met: https://www.gnu.org/licenses/gpl-3.0.html.
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+#pragma once
+
+//==============================================================================
+// Includes
+//==============================================================================
+#include "Qt3DSVector3.h"
+
+//==============================================================================
+// Namespace
+//==============================================================================
+namespace Q3DStudio {
+
+//==============================================================================
+// Forwards
+//==============================================================================
+class RuntimeMatrix;
+
+//==============================================================================
+/**
+ * Axis aligned 3D bounding box construction and manipulation.
+ *
+ * Initial construction creates an inverted box signifying an Empty box instead
+ * of an infinitely small box at 0,0,0. Keep this in mind when asking for
+ * Min or max on a box that has had no points added to it.
+ *
+ * Transforming a box simply transforms all eight corners to span a new
+ * axis aligned bounding box. Successive transformations can thus create a
+ * non-optimal box, much larger than needed.
+ */
+class CBoundingBox
+{
+ //==============================================================================
+ // Fields
+ //==============================================================================
+public:
+ RuntimeVector3 m_Min; ///< box minimum corner point
+ RuntimeVector3 m_Max; ///< box maximum corner point
+
+ //==============================================================================
+ // Methods
+ //==============================================================================
+public: // Construction
+ CBoundingBox();
+
+public: // Functions
+ BOOL IsEmpty() const;
+ void SetEmpty();
+ void Add(const RuntimeVector3 &inPoint);
+ void Add(const CBoundingBox &inBox);
+ const RuntimeVector3 &GetMin() const;
+ const RuntimeVector3 &GetMax() const;
+ void Transform(const RuntimeMatrix &inMatrix);
+};
+
+} // namespace Q3DStudio