/**************************************************************************** ** ** 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