1// Copyright (C) 2008-2012 NVIDIA Corporation.
2// Copyright (C) 2019 The Qt Company Ltd.
3// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GPL-3.0-only
4
5#include "qssgbounds3_p.h"
6#include <private/qssgutils_p.h>
7
8QT_BEGIN_NAMESPACE
9
10void QSSGBounds3::include(const QVector3D &v)
11{
12 minimum = QSSGUtils::vec3::minimum(v1: minimum, v2: v);
13 maximum = QSSGUtils::vec3::maximum(v1: maximum, v2: v);
14}
15
16void QSSGBounds3::include(const QSSGBounds3 &b)
17{
18 minimum = QSSGUtils::vec3::minimum(v1: minimum, v2: b.minimum);
19 maximum = QSSGUtils::vec3::maximum(v1: maximum, v2: b.maximum);
20}
21
22bool QSSGBounds3::isFinite() const
23{
24 return QSSGUtils::vec3::isFinite(v: minimum) && QSSGUtils::vec3::isFinite(v: maximum);
25}
26
27QSSGBounds3 QSSGBounds3::boundsOfPoints(const QVector3D &v0, const QVector3D &v1)
28{
29 return QSSGBounds3(QSSGUtils::vec3::minimum(v1: v0, v2: v1), QSSGUtils::vec3::maximum(v1: v0, v2: v1));
30}
31
32QSSGBounds3 QSSGBounds3::basisExtent(const QVector3D &center, const QMatrix3x3 &basis, const QVector3D &extent)
33{
34 // extended basis vectors
35 QVector3D c0 = QVector3D(basis(0, 0), basis(1, 0), basis(2, 0)) * extent.x();
36 QVector3D c1 = QVector3D(basis(0, 1), basis(1, 1), basis(2, 1)) * extent.y();
37 QVector3D c2 = QVector3D(basis(0, 2), basis(1, 2), basis(2, 2)) * extent.z();
38
39 QVector3D w;
40 // find combination of base vectors that produces max. distance for each component = sum of
41 // abs()
42 w.setX(qAbs(t: c0.x()) + qAbs(t: c1.x()) + qAbs(t: c2.x()));
43 w.setY(qAbs(t: c0.y()) + qAbs(t: c1.y()) + qAbs(t: c2.y()));
44 w.setZ(qAbs(t: c0.z()) + qAbs(t: c1.z()) + qAbs(t: c2.z()));
45
46 return QSSGBounds3(center - w, center + w);
47}
48
49QSSGBounds3 QSSGBounds3::transform(const QMatrix3x3 &matrix, const QSSGBounds3 &bounds)
50{
51 return bounds.isEmpty()
52 ? bounds
53 : QSSGBounds3::basisExtent(center: QSSGUtils::mat33::transform(m: matrix, v: bounds.center()), basis: matrix, extent: bounds.extents());
54}
55
56void QSSGBounds3::transform(const QMatrix4x4 &inMatrix)
57{
58 if (!isEmpty()) {
59 const auto pointsPrevious = toQSSGBoxPointsNoEmptyCheck();
60 setEmpty();
61 for (const QVector3D& point : pointsPrevious)
62 include(v: inMatrix.map(point));
63 }
64}
65
66QVector3D QSSGBounds3::getSupport(const QVector3D &direction) const
67{
68 const QVector3D halfExtents = extents();
69 return QVector3D(direction.x() > 0 ? halfExtents.x() : -halfExtents.x(),
70 direction.y() > 0 ? halfExtents.y() : -halfExtents.y(),
71 direction.z() > 0 ? halfExtents.z() : -halfExtents.z()) + center();
72}
73
74QT_END_NAMESPACE
75

source code of qtquick3d/src/utils/qssgbounds3.cpp