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++ // Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB).
++ // SPDX-License-Identifier: LicenseRef-Qt-Commercial OR LGPL-3.0-only OR GPL-2.0-only OR GPL-3.0-only
++
++ #ifndef QT3DRENDER_QAXISALIGNEDBOUNDINGBOX_P_H
++ #define QT3DRENDER_QAXISALIGNEDBOUNDINGBOX_P_H
++
++ //
++ // W A R N I N G
++ // -------------
++ //
++ // This file is not part of the Qt API. It exists for the convenience
++ // of other Qt classes. This header file may change from version to
++ // version without notice, or even be removed.
++ //
++ // We mean it.
++ //
++
++ #include <vector>
++ #include <QMatrix4x4>
++ #include <QVector3D>
++
++ #include <Qt3DRender/private/qt3drender_global_p.h>
++
++ QT_BEGIN_NAMESPACE
++
++ class QDebug;
++
++ namespace Qt3DRender {
++
++ class QAxisAlignedBoundingBox
++ {
++ public:
++ inline QAxisAlignedBoundingBox()
++ : m_center()
++ , m_radii()
++ {}
++
++ inline explicit QAxisAlignedBoundingBox(const std::vector<QVector3D> &points)
++ : m_center()
++ , m_radii()
++ {
++ update(points);
++ }
++
++ void clear()
++ {
++ m_center = QVector3D();
++ m_radii = QVector3D();
++ }
++
++ bool isNull() const { return m_center.isNull() && m_radii.isNull(); }
++
++ void Q_3DRENDERSHARED_PRIVATE_EXPORT update(const std::vector<QVector3D> &points);
++
++ inline QVector3D center() const { return m_center; }
++ inline QVector3D radii() const { return m_radii; }
++
++ inline QVector3D minPoint() const { return m_center - m_radii; }
++ inline QVector3D maxPoint() const { return m_center + m_radii; }
++
++ inline float xExtent() const { return 2.0f * m_radii.x(); }
++ inline float yExtent() const { return 2.0f * m_radii.y(); }
++ inline float zExtent() const { return 2.0f * m_radii.z(); }
++
++ inline float maxExtent() const { return qMax( xExtent(), qMax( yExtent(), zExtent() ) ); }
++ inline float minExtent() const { return qMin( xExtent(), qMin( yExtent(), zExtent() ) ); }
++
++ inline bool contains( const QVector3D& pt ) const
++ {
++ QVector3D minP(minPoint()), maxP(maxPoint());
++ if ((pt.x() < minP.x()) || (pt.x() > maxP.x()) ||
++ (pt.y() < minP.y()) || (pt.y() > maxP.y()) ||
++ (pt.z() < minP.z()) || (pt.z() > maxP.z()) )
++ {
++ return false;
++ }
++ return true;
++ }
++
++ inline void expandToContain(const QVector3D &pt)
++ {
++ update(std::vector<QVector3D> { pt });
++ }
++
++ inline void expandToContain(const QAxisAlignedBoundingBox &other)
++ {
++ update(std::vector<QVector3D> { other.minPoint(), other.maxPoint() });
++ }
++
++ inline QAxisAlignedBoundingBox transformBy(const QMatrix4x4 &mat) const
++ {
++ QAxisAlignedBoundingBox r;
++ r.m_center = mat.map(m_center);
++ r.m_radii = mat.map(m_radii);
++ return r;
++ }
++
++ inline QAxisAlignedBoundingBox &transform(const QMatrix4x4 &mat)
++ {
++ m_center = mat.map(m_center);
++ m_radii = mat.map(m_radii);
++ return *this;
++ }
++
++ private:
++ QVector3D m_center;
++ QVector3D m_radii;
++
++ friend bool intersects(const QAxisAlignedBoundingBox &a,
++ const QAxisAlignedBoundingBox &b);
++ };
++
++ QDebug operator<<(QDebug dbg, const QAxisAlignedBoundingBox &c);
++
++ inline bool intersects(const QAxisAlignedBoundingBox &a,
++ const QAxisAlignedBoundingBox &b)
++ {
++ // Test y axis last as this is often the least discriminatory in OpenGL applications
++ // where worlds tend to be mostly in the xz-plane
++ if (qAbs(a.m_center[0] - b.m_center[0]) > a.m_radii[0] + b.m_radii[0])
++ return false;
++ if (qAbs(a.m_center[2] - b.m_center[2]) > a.m_radii[2] + b.m_radii[2])
++ return false;
++ if (qAbs(a.m_center[1] - b.m_center[1]) > a.m_radii[1] + b.m_radii[1])
++ return false;
++ return true;
++ }
++
++ } // namespace Qt3DRender
++
++ QT_END_NAMESPACE
++
++ #endif // QT3DRENDER_QAXISALIGNEDBOUNDINGBOX_P_H