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++ // Copyright (C) 2008-2012 NVIDIA Corporation.
++ // Copyright (C) 2019 The Qt Company Ltd.
++ // SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GPL-3.0-only
++ // Qt-Security score:significant reason:default
++
++
++ #include "qssgbounds3_p.h"
++ #include <private/qssgutils_p.h>
++
++ QT_BEGIN_NAMESPACE
++
++ void QSSGBounds3::include(const QVector3D &v)
++ {
++ minimum = QSSGUtils::vec3::minimum(minimum, v);
++ maximum = QSSGUtils::vec3::maximum(maximum, v);
++ }
++
++ void QSSGBounds3::include(const QSSGBounds3 &b)
++ {
++ minimum = QSSGUtils::vec3::minimum(minimum, b.minimum);
++ maximum = QSSGUtils::vec3::maximum(maximum, b.maximum);
++ }
++
++ bool QSSGBounds3::isFinite() const
++ {
++ return QSSGUtils::vec3::isFinite(minimum) && QSSGUtils::vec3::isFinite(maximum);
++ }
++
++ QSSGBounds3 QSSGBounds3::boundsOfPoints(const QVector3D &v0, const QVector3D &v1)
++ {
++ return QSSGBounds3(QSSGUtils::vec3::minimum(v0, v1), QSSGUtils::vec3::maximum(v0, v1));
++ }
++
++ QSSGBounds3 QSSGBounds3::basisExtent(const QVector3D ¢er, const QMatrix3x3 &basis, const QVector3D &extent)
++ {
++ // extended basis vectors
++ QVector3D c0 = QVector3D(basis(0, 0), basis(1, 0), basis(2, 0)) * extent.x();
++ QVector3D c1 = QVector3D(basis(0, 1), basis(1, 1), basis(2, 1)) * extent.y();
++ QVector3D c2 = QVector3D(basis(0, 2), basis(1, 2), basis(2, 2)) * extent.z();
++
++ QVector3D w;
++ // find combination of base vectors that produces max. distance for each component = sum of
++ // abs()
++ w.setX(qAbs(c0.x()) + qAbs(c1.x()) + qAbs(c2.x()));
++ w.setY(qAbs(c0.y()) + qAbs(c1.y()) + qAbs(c2.y()));
++ w.setZ(qAbs(c0.z()) + qAbs(c1.z()) + qAbs(c2.z()));
++
++ return QSSGBounds3(center - w, center + w);
++ }
++
++ QSSGBounds3 QSSGBounds3::transform(const QMatrix3x3 &matrix, const QSSGBounds3 &bounds)
++ {
++ return bounds.isEmpty()
++ ? bounds
++ : QSSGBounds3::basisExtent(QSSGUtils::mat33::transform(matrix, bounds.center()), matrix, bounds.extents());
++ }
++
++ void QSSGBounds3::transform(const QMatrix4x4 &inMatrix)
++ {
++ if (!isEmpty()) {
++ const auto pointsPrevious = toQSSGBoxPointsNoEmptyCheck();
++ setEmpty();
++ for (const QVector3D& point : pointsPrevious)
++ include(inMatrix.map(point));
++ }
++ }
++
++ QVector3D QSSGBounds3::getSupport(const QVector3D &direction) const
++ {
++ const QVector3D halfExtents = extents();
++ return QVector3D(direction.x() > 0 ? halfExtents.x() : -halfExtents.x(),
++ direction.y() > 0 ? halfExtents.y() : -halfExtents.y(),
++ direction.z() > 0 ? halfExtents.z() : -halfExtents.z()) + center();
++ }
++
++ QT_END_NAMESPACE