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// SPDX-License-Identifier: LGPL-2.1-or-later
// Wild Magic Source Code
// David Eberly
// http://www.geometrictools.com
// Copyright (c) 1998-2007
//
// This library is free software; you can redistribute it and/or modify it
// under the terms of the GNU Lesser General Public License as published by
// the Free Software Foundation; either version 2.1 of the License, or (at
// your option) any later version. The license is available for reading at
// either of the locations:
// http://www.gnu.org/copyleft/lgpl.html
// http://www.geometrictools.com/License/WildMagicLicense.pdf
// The license applies to versions 0 through 4 of Wild Magic.
//
// Version: 4.0.0 (2006/06/28)
namespace Wm4
{
//----------------------------------------------------------------------------
template <class Real>
Box3<Real>::Box3 ()
{
// uninitialized
}
//----------------------------------------------------------------------------
template <class Real>
Box3<Real>::Box3 (const Vector3<Real>& rkCenter, const Vector3<Real>* akAxis,
const Real* afExtent)
:
Center(rkCenter)
{
for (int i = 0; i < 3; i++)
{
Axis[i] = akAxis[i];
Extent[i] = afExtent[i];
}
}
//----------------------------------------------------------------------------
template <class Real>
Box3<Real>::Box3 (const Vector3<Real>& rkCenter, const Vector3<Real>& rkAxis0,
const Vector3<Real>& rkAxis1, const Vector3<Real>& rkAxis2, Real fExtent0,
Real fExtent1, Real fExtent2)
:
Center(rkCenter)
{
Axis[0] = rkAxis0;
Axis[1] = rkAxis1;
Axis[2] = rkAxis2;
Extent[0] = fExtent0;
Extent[1] = fExtent1;
Extent[2] = fExtent2;
}
//----------------------------------------------------------------------------
template <class Real>
void Box3<Real>::ComputeVertices (Vector3<Real> akVertex[8]) const
{
Vector3<Real> akEAxis[3] =
{
Extent[0]*Axis[0],
Extent[1]*Axis[1],
Extent[2]*Axis[2]
};
akVertex[0] = Center - akEAxis[0] - akEAxis[1] - akEAxis[2];
akVertex[1] = Center + akEAxis[0] - akEAxis[1] - akEAxis[2];
akVertex[2] = Center + akEAxis[0] + akEAxis[1] - akEAxis[2];
akVertex[3] = Center - akEAxis[0] + akEAxis[1] - akEAxis[2];
akVertex[4] = Center - akEAxis[0] - akEAxis[1] + akEAxis[2];
akVertex[5] = Center + akEAxis[0] - akEAxis[1] + akEAxis[2];
akVertex[6] = Center + akEAxis[0] + akEAxis[1] + akEAxis[2];
akVertex[7] = Center - akEAxis[0] + akEAxis[1] + akEAxis[2];
}
//----------------------------------------------------------------------------
} //namespace Wm4