/* ResidualVM - A 3D game interpreter * * ResidualVM is the legal property of its developers, whose names * are too numerous to list here. Please refer to the COPYRIGHT * file distributed with this source distribution. * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * */ #include "math/aabb.h" namespace Math { AABB::AABB() : _valid(false) { } AABB::AABB(const Math::Vector3d &min, const Math::Vector3d &max) : _valid(true), _min(min), _max(max) { } void AABB::reset() { _valid = false; } void AABB::expand(const Math::Vector3d &v) { if (!_valid) { _min = v; _max = v; _valid = true; } else { if (v.x() < _min.x()) _min.x() = v.x(); if (v.y() < _min.y()) _min.y() = v.y(); if (v.z() < _min.z()) _min.z() = v.z(); if (v.x() > _max.x()) _max.x() = v.x(); if (v.y() > _max.y()) _max.y() = v.y(); if (v.z() > _max.z()) _max.z() = v.z(); } } void AABB::transform(const Math::Matrix4 &matrix) { Math::Vector3d min = _min; Math::Vector3d max = _max; reset(); Math::Vector3d verts[8]; verts[0].set(min.x(), min.y(), min.z()); verts[1].set(max.x(), min.y(), min.z()); verts[2].set(min.x(), max.y(), min.z()); verts[3].set(min.x(), min.y(), max.z()); verts[4].set(max.x(), max.y(), min.z()); verts[5].set(max.x(), min.y(), max.z()); verts[6].set(min.x(), max.y(), max.z()); verts[7].set(max.x(), max.y(), max.z()); for (int i = 0; i < 8; ++i) { matrix.transform(&verts[i], true); expand(verts[i]); } } }