Esempio n. 1
0
AABB<float> Bezier::getAABB() const {
	float maxv[3];
	float minv[3];
	bool havevals[6];
	for (int n = 0; n < 6; ++n)
		havevals[n] = false;

	for (int x = 0; x < 4; ++x) {
		for (int y = 0; y < 4; ++y) {
			MathVector<float,3> temp(points[x][y]);

			// Cache for bounding box stuff
			for (int n = 0; n < 3; ++n) {
				if (!havevals[n]) {
					maxv[n] = temp[n];
					havevals[n] = true;
				} else if (temp[n] > maxv[n])
					maxv[n] = temp[n];

				if (!havevals[n+3]) {
					minv[n] = temp[n];
					havevals[n+3] = true;
				} else if (temp[n] < minv[n])
					minv[n] = temp[n];
			}
		}
	}

	MathVector<float, 3>bboxmin(minv[0], minv[1], minv[2]);
	MathVector<float, 3>bboxmax(maxv[0], maxv[1], maxv[2]);

	AABB <float> box;
	box.setFromCorners(bboxmin, bboxmax);
	return box;
}
Esempio n. 2
0
AABB <float> BEZIER::GetAABB() const
{
	float maxv[3];
	float minv[3];
	bool havevals[6];
	for (int n = 0; n < 6; n++)
		havevals[n] = false;

	for (int x = 0; x < 4; x++)
	{
		for (int y = 0; y < 4; y++)
		{
			MATHVECTOR<float,3> temp(points[x][y]);

			//cache for bbox stuff
			for ( int n = 0; n < 3; n++ )
			{
				if (!havevals[n])
				{
					maxv[n] = temp[n];
					havevals[n] = true;
				}
				else if (temp[n] > maxv[n])
					maxv[n] = temp[n];

				if (!havevals[n+3])
				{
					minv[n] = temp[n];
					havevals[n+3] = true;
				}
				else if (temp[n] < minv[n])
					minv[n] = temp[n];
			}
		}
	}

	MATHVECTOR<float,3> bboxmin(minv[0], minv[1], minv[2]);
	MATHVECTOR<float,3> bboxmax(maxv[0], maxv[1], maxv[2]);

	AABB <float> box;
	box.SetFromCorners(bboxmin, bboxmax);
	return box;
}
Esempio n. 3
0
Aabb <float> Bezier::GetAABB() const
{
	float maxv[3] = {-1E38, -1E38, -1E38};
	float minv[3] = {+1E38, +1E38, +1E38};
	for (int x = 0; x < 4; x++)
	{
		for (int y = 0; y < 4; y++)
		{
			const Vec3 temp = points[x][y];
			for (int n = 0; n < 3; n++)
			{
				if (temp[n] > maxv[n])
					maxv[n] = temp[n];
				if (temp[n] < minv[n])
					minv[n] = temp[n];
			}
		}
	}

	Vec3 bboxmin(minv[0], minv[1], minv[2]);
	Vec3 bboxmax(maxv[0], maxv[1], maxv[2]);
	Aabb <float> box(bboxmin, bboxmax);
	return box;
}