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Hoops_Exchange/exchange/exchangesource/MeshViewer/utils/bounding_box.cpp
2025-12-15 23:22:33 +08:00

72 lines
2.2 KiB
C++

/***********************************************************************************************************************
*
* Copyright (c) 2010 - 2025 by Tech Soft 3D, Inc.
* The information contained herein is confidential and proprietary to Tech Soft 3D, Inc., and considered a trade secret
* as defined under civil and criminal statutes. Tech Soft 3D shall pursue its civil and criminal remedies in the event
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#include "bounding_box.h"
namespace utils
{
namespace geometry
{
void BoundingBox::reset()
{
min = glm::vec3(std::numeric_limits<float>::max());
max = glm::vec3(std::numeric_limits<float>::lowest());
}
void BoundingBox::add_point(const glm::vec3& point)
{
min.x = std::min(min.x, point.x);
min.y = std::min(min.y, point.y);
min.z = std::min(min.z, point.z);
max.x = std::max(max.x, point.x);
max.y = std::max(max.y, point.y);
max.z = std::max(max.z, point.z);
};
void BoundingBox::add_box(const BoundingBox& box)
{
add_point(box.min);
add_point(box.max);
};
BoundingBox BoundingBox::transform(const glm::mat4& mat) const
{
glm::vec3 trsf_min = glm::vec3(mat * glm::vec4(min, 1.));
glm::vec3 trsf_max = glm::vec3(mat * glm::vec4(max, 1.));
BoundingBox new_box;
new_box.add_point(trsf_min);
new_box.add_point(trsf_max);
return new_box;
};
void BoundingBox::add_boxes(const BoundingBox& box, const std::vector<glm::mat4>& mat4s)
{
for (const auto& mat : mat4s)
{
add_box(box.transform(mat));
}
};
glm::vec3 BoundingBox::diagonal() const
{
return max - min;
}
glm::vec3 BoundingBox::center() const
{
return ( max + min ) / 2.f;
}
double BoundingBox::size_max() const
{
double x = fabs(max.x - min.x);
double y = fabs(max.y - min.y);
double z = fabs(max.z - min.z);
if (x > y)
return x > z ? x : z;
else
return y > z ? y : z;
}
}
}