// 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 Box3::Box3 () { // uninitialized } //---------------------------------------------------------------------------- template Box3::Box3 (const Vector3& rkCenter, const Vector3* akAxis, const Real* afExtent) : Center(rkCenter) { for (int i = 0; i < 3; i++) { Axis[i] = akAxis[i]; Extent[i] = afExtent[i]; } } //---------------------------------------------------------------------------- template Box3::Box3 (const Vector3& rkCenter, const Vector3& rkAxis0, const Vector3& rkAxis1, const Vector3& 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 void Box3::ComputeVertices (Vector3 akVertex[8]) const { Vector3 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