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diff --git a/src/Runtime/Source/system/Qt3DSBoundingBox.cpp b/src/Runtime/Source/system/Qt3DSBoundingBox.cpp
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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.
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+#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