public void CalcFromTriangle(ref IndexedVector3 V1, ref IndexedVector3 V2, ref IndexedVector3 V3) { m_min.X = BoxCollision.BT_MIN3(V1.X, V2.X, V3.X); m_min.Y = BoxCollision.BT_MIN3(V1.Y, V2.Y, V3.Y); m_min.Z = BoxCollision.BT_MIN3(V1.Z, V2.Z, V3.Z); m_max.X = BoxCollision.BT_MAX3(V1.X, V2.X, V3.X); m_max.Y = BoxCollision.BT_MAX3(V1.Y, V2.Y, V3.Y); m_max.Z = BoxCollision.BT_MAX3(V1.Z, V2.Z, V3.Z); }
public AABB(ref IndexedVector3 V1, ref IndexedVector3 V2, ref IndexedVector3 V3) { m_min = new IndexedVector3(); m_max = new IndexedVector3(); m_min.X = BoxCollision.BT_MIN3(V1.X, V2.X, V3.X); m_min.Y = BoxCollision.BT_MIN3(V1.Y, V2.Y, V3.Y); m_min.Z = BoxCollision.BT_MIN3(V1.Z, V2.Z, V3.Z); m_max.X = BoxCollision.BT_MAX3(V1.X, V2.X, V3.X); m_max.Y = BoxCollision.BT_MAX3(V1.Y, V2.Y, V3.Y); m_max.Z = BoxCollision.BT_MAX3(V1.Z, V2.Z, V3.Z); }
public void CalcFromTriangleMargin(ref IndexedVector3 V1, ref IndexedVector3 V2, ref IndexedVector3 V3, float margin) { m_min.X = BoxCollision.BT_MIN3(V1.X, V2.X, V3.X); m_min.Y = BoxCollision.BT_MIN3(V1.Y, V2.Y, V3.Y); m_min.Z = BoxCollision.BT_MIN3(V1.Z, V2.Z, V3.Z); m_max.X = BoxCollision.BT_MAX3(V1.X, V2.X, V3.X); m_max.Y = BoxCollision.BT_MAX3(V1.Y, V2.Y, V3.Y); m_max.Z = BoxCollision.BT_MAX3(V1.Z, V2.Z, V3.Z); m_min.X -= margin; m_min.Y -= margin; m_min.Z -= margin; m_max.X += margin; m_max.Y += margin; m_max.Z += margin; }
public AABB(ref IndexedVector3 V1, ref IndexedVector3 V2, ref IndexedVector3 V3, float margin) { m_min = new IndexedVector3(); m_max = new IndexedVector3(); m_min.X = BoxCollision.BT_MIN3(V1.X, V2.X, V3.X); m_min.Y = BoxCollision.BT_MIN3(V1.Y, V2.Y, V3.Y); m_min.Z = BoxCollision.BT_MIN3(V1.Z, V2.Z, V3.Z); m_max.X = BoxCollision.BT_MAX3(V1.X, V2.X, V3.X); m_max.Y = BoxCollision.BT_MAX3(V1.Y, V2.Y, V3.Y); m_max.Z = BoxCollision.BT_MAX3(V1.Z, V2.Z, V3.Z); m_min.X -= margin; m_min.Y -= margin; m_min.Z -= margin; m_max.X += margin; m_max.Y += margin; m_max.Z += margin; }