AABB3D FormTriangle::getAABB() { AABB3D aabb; aabb._lowerBound = aabb._upperBound = _points[0]; aabb.expand(_points[1]); aabb.expand(_points[2]); aabb.calculateHalfDims(); aabb.calculateCenter(); return aabb; }
AABB3D AABB3D::getTransformedAABB(const Matrix4x4f &mat) const { AABB3D transformedAABB; Vec3f newCenter(mat * _center); transformedAABB._lowerBound = newCenter; transformedAABB._upperBound = newCenter; // Loop through all corners, transform, and compare for (int x = -1; x <= 1; x += 2) for (int y = -1; y <= 1; y += 2) for (int z = -1; z <= 1; z += 2) { Vec3f corner(x * _halfDims.x + _center.x, y * _halfDims.y + _center.y, z * _halfDims.z + _center.z); // Transform the corner corner = mat * corner; // Compare bounds if (corner.x > transformedAABB._upperBound.x) transformedAABB._upperBound.x = corner.x; if (corner.y > transformedAABB._upperBound.y) transformedAABB._upperBound.y = corner.y; if (corner.z > transformedAABB._upperBound.z) transformedAABB._upperBound.z = corner.z; if (corner.x < transformedAABB._lowerBound.x) transformedAABB._lowerBound.x = corner.x; if (corner.y < transformedAABB._lowerBound.y) transformedAABB._lowerBound.y = corner.y; if (corner.z < transformedAABB._lowerBound.z) transformedAABB._lowerBound.z = corner.z; } // Move from local into world space transformedAABB.calculateHalfDims(); transformedAABB.calculateCenter(); return transformedAABB; }