/**************************************************************************** ** ** 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. ** ** $QT_END_LICENSE$ ** ****************************************************************************/ #include "SystemPrefix.h" //============================================================================== // Includes //============================================================================== #include "Qt3DSBoundingBox.h" #include "Qt3DSMatrix.h" //============================================================================== // Namespace //============================================================================== namespace Q3DStudio { //============================================================================== /** * Constructor - creates an empty BoundingBox */ CBoundingBox::CBoundingBox() : m_Min(1.0f, 1.0f, 1.0f) , m_Max(-1.0f, -1.0f, -1.0f) { } //============================================================================== /** * Make BoundingBox invalid */ void CBoundingBox::SetEmpty() { m_Min.Set(1.0f, 1.0f, 1.0f); m_Max.Set(-1.0f, -1.0f, -1.0f); } //============================================================================== /** * Is the BoundingBox empty? * @return true if bounding box is empty, false otherwise */ BOOL CBoundingBox::IsEmpty() const { return (m_Min.m_X > m_Max.m_X); } //============================================================================== /** * Add a point to the BoundingBox * @param inPoint a 3D point */ void CBoundingBox::Add(const RuntimeVector3 &inPoint) { if (IsEmpty()) { m_Min = inPoint; m_Max = inPoint; } else { m_Min.Minimize(inPoint); m_Max.Maximize(inPoint); } } //============================================================================== /** * Add another BoundingBox to this BoundingBox * @param inBox a 3D BoundingBox */ void CBoundingBox::Add(const CBoundingBox &inBox) { if (!inBox.IsEmpty()) { Add(inBox.GetMin()); Add(inBox.GetMax()); } } //============================================================================== /** * Get the bounding box's smallest position * @return the smallest position of the bounding box */ const RuntimeVector3 &CBoundingBox::GetMin() const { return m_Min; } //============================================================================== /** * Get the bounding box's largest position * @return the largest position of the bounding box */ const RuntimeVector3 &CBoundingBox::GetMax() const { return m_Max; } //============================================================================== /** * Apply a transform to the BoundingBox * @param inMatrix a 4x4 trasnform matrix */ void CBoundingBox::Transform(const RuntimeMatrix &inMatrix) { // Apply transform to the 8 corners of the BoundingBox and renormalize to majox axes CBoundingBox theTransformedBox; RuntimeVector3 theCorners[8]; theCorners[0].Set(m_Min.m_X, m_Min.m_Y, m_Min.m_Z); theCorners[1].Set(m_Min.m_X, m_Min.m_Y, m_Max.m_Z); theCorners[2].Set(m_Min.m_X, m_Max.m_Y, m_Min.m_Z); theCorners[3].Set(m_Min.m_X, m_Max.m_Y, m_Max.m_Z); theCorners[4].Set(m_Max.m_X, m_Min.m_Y, m_Min.m_Z); theCorners[5].Set(m_Max.m_X, m_Min.m_Y, m_Max.m_Z); theCorners[6].Set(m_Max.m_X, m_Max.m_Y, m_Min.m_Z); theCorners[7].Set(m_Max.m_X, m_Max.m_Y, m_Max.m_Z); for (INT32 theIndex = 0; theIndex < 8; ++theIndex) { theCorners[theIndex].Transform(inMatrix); theTransformedBox.Add(theCorners[theIndex]); } *this = theTransformedBox; } } // namespace Q3DStudio