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Fixing merging problem
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3728a9c6f0
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1 changed files with 42 additions and 45 deletions
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@ -43,50 +43,6 @@ glm::vec3 AABox::calcCenter() const {
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return center;
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}
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void AABox::rotate(const glm::quat& rotation) {
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auto minimum = _corner;
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auto maximum = _corner + _scale;
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glm::vec3 bottomLeftNear(minimum.x, minimum.y, minimum.z);
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glm::vec3 bottomRightNear(maximum.x, minimum.y, minimum.z);
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glm::vec3 bottomLeftFar(minimum.x, minimum.y, maximum.z);
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glm::vec3 bottomRightFar(maximum.x, minimum.y, maximum.z);
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glm::vec3 topLeftNear(minimum.x, maximum.y, minimum.z);
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glm::vec3 topRightNear(maximum.x, maximum.y, minimum.z);
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glm::vec3 topLeftFar(minimum.x, maximum.y, maximum.z);
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glm::vec3 topRightFar(maximum.x, maximum.y, maximum.z);
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glm::vec3 bottomLeftNearRotated = rotation * bottomLeftNear;
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glm::vec3 bottomRightNearRotated = rotation * bottomRightNear;
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glm::vec3 bottomLeftFarRotated = rotation * bottomLeftFar;
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glm::vec3 bottomRightFarRotated = rotation * bottomRightFar;
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glm::vec3 topLeftNearRotated = rotation * topLeftNear;
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glm::vec3 topRightNearRotated = rotation * topRightNear;
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glm::vec3 topLeftFarRotated = rotation * topLeftFar;
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glm::vec3 topRightFarRotated = rotation * topRightFar;
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minimum = glm::min(bottomLeftNearRotated,
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glm::min(bottomRightNearRotated,
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glm::min(bottomLeftFarRotated,
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glm::min(bottomRightFarRotated,
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glm::min(topLeftNearRotated,
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glm::min(topRightNearRotated,
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glm::min(topLeftFarRotated,
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topRightFarRotated)))))));
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maximum = glm::max(bottomLeftNearRotated,
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glm::max(bottomRightNearRotated,
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glm::max(bottomLeftFarRotated,
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glm::max(bottomRightFarRotated,
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glm::max(topLeftNearRotated,
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glm::max(topRightNearRotated,
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glm::max(topLeftFarRotated,
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topRightFarRotated)))))));
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_corner = minimum;
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_scale = maximum - minimum;
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}
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glm::vec3 AABox::getVertex(BoxVertex vertex) const {
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switch (vertex) {
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case BOTTOM_LEFT_NEAR:
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@ -532,8 +488,49 @@ void AABox::scale(const glm::vec3& scale) {
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_scale *= scale;
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}
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void AABox::rotate(const glm::quat& rotation) {
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void AABox::rotate(const glm::quat& rotation) {
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auto minimum = _corner;
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auto maximum = _corner + _scale;
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glm::vec3 bottomLeftNear(minimum.x, minimum.y, minimum.z);
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glm::vec3 bottomRightNear(maximum.x, minimum.y, minimum.z);
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glm::vec3 bottomLeftFar(minimum.x, minimum.y, maximum.z);
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glm::vec3 bottomRightFar(maximum.x, minimum.y, maximum.z);
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glm::vec3 topLeftNear(minimum.x, maximum.y, minimum.z);
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glm::vec3 topRightNear(maximum.x, maximum.y, minimum.z);
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glm::vec3 topLeftFar(minimum.x, maximum.y, maximum.z);
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glm::vec3 topRightFar(maximum.x, maximum.y, maximum.z);
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glm::vec3 bottomLeftNearRotated = rotation * bottomLeftNear;
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glm::vec3 bottomRightNearRotated = rotation * bottomRightNear;
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glm::vec3 bottomLeftFarRotated = rotation * bottomLeftFar;
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glm::vec3 bottomRightFarRotated = rotation * bottomRightFar;
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glm::vec3 topLeftNearRotated = rotation * topLeftNear;
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glm::vec3 topRightNearRotated = rotation * topRightNear;
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glm::vec3 topLeftFarRotated = rotation * topLeftFar;
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glm::vec3 topRightFarRotated = rotation * topRightFar;
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minimum = glm::min(bottomLeftNearRotated,
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glm::min(bottomRightNearRotated,
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glm::min(bottomLeftFarRotated,
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glm::min(bottomRightFarRotated,
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glm::min(topLeftNearRotated,
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glm::min(topRightNearRotated,
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glm::min(topLeftFarRotated,
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topRightFarRotated)))))));
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maximum = glm::max(bottomLeftNearRotated,
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glm::max(bottomRightNearRotated,
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glm::max(bottomLeftFarRotated,
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glm::max(bottomRightFarRotated,
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glm::max(topLeftNearRotated,
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glm::max(topRightNearRotated,
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glm::max(topLeftFarRotated,
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topRightFarRotated)))))));
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_corner = minimum;
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_scale = maximum - minimum;
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}
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void AABox::transform(const Transform& transform) {
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