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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
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