+ Aabb(const Vector3& a, const Vector3& b)
+ {
+ init(a, b);
+ }
+
+ Aabb(Scalar ax, Scalar ay, Scalar az,
+ Scalar bx, Scalar by, Scalar bz)
+ {
+ Vector3 a(ax, ay, az);
+ Vector3 b(bx, by, bz);
+
+ init(a, b);
+ }
+
+ void init(const Vector3& a, const Vector3& b)
+ {
+ if (a[0] < b[0])
+ {
+ min[0] = a[0];
+ max[0] = b[0];
+ }
+ else
+ {
+ min[0] = b[0];
+ max[0] = a[0];
+ }
+ if (a[1] < b[1])
+ {
+ min[1] = a[1];
+ max[1] = b[1];
+ }
+ else
+ {
+ min[1] = b[1];
+ max[1] = a[1];
+ }
+ if (a[2] < b[2])
+ {
+ min[2] = a[2];
+ max[2] = b[2];
+ }
+ else
+ {
+ min[2] = b[2];
+ max[2] = a[2];
+ }
+ }
+
+ Vector3 getCenter() const
+ {
+ return Vector3((min[0] + max[0]) / 2.0,
+ (min[1] + max[1]) / 2.0,
+ (min[2] + max[2]) / 2.0);
+ }
+
+ void getOctant(Aabb& octant, int num) const;
+
+ Plane getPlaneXY() const
+ {
+ Plane plane;
+ plane.normal = Vector3(0.0, 0.0, 1.0);
+ plane.d = cml::dot(-plane.normal, getCenter());
+ return plane;
+ }
+
+ Plane getPlaneXZ() const
+ {
+ Plane plane;
+ plane.normal = Vector3(0.0, 1.0, 0.0);
+ plane.d = cml::dot(-plane.normal, getCenter());
+ return plane;
+ }
+
+ Plane getPlaneYZ() const
+ {
+ Plane plane;
+ plane.normal = Vector3(1.0, 0.0, 0.0);
+ plane.d = cml::dot(-plane.normal, getCenter());
+ return plane;
+ }
+
+ void getCorners(Vector3 corners[8]) const;
+
+ void encloseVertices(const Vector3 vertices[], unsigned count);
+
+ void draw(Scalar alpha = 0.0) const;
+ bool isVisible(const Frustum& frustum) const;