public void GetAABB(ref BezierPatchAABB dst)
 {
     Vector3 min = Vector3.zero;
     Vector3 max = Vector3.zero;
     uosBPGetMinMax(ref cp00, ref min, ref max, 0.0f);
     dst.center = (max + min) * 0.5f;
     dst.extents = (max - min) * 0.5f;
 }
        public void GetAABB(ref BezierPatchAABB dst)
        {
            Vector3 min = Vector3.zero;
            Vector3 max = Vector3.zero;

            osdiBPGetMinMax(ref cp00, ref min, ref max, 0.0f);
            dst.center  = (max + min) * 0.5f;
            dst.extents = (max - min) * 0.5f;
        }
        public void GetAABB(ref BezierPatchAABB dst)
        {
            Vector3 min = cp[0];
            Vector3 max = cp[0];

            for (int i = 1; i < cp.Length; ++i)
            {
                min = Vector3.Min(min, cp[i]);
                max = Vector3.Max(max, cp[i]);
            }
            dst.center  = (max + min) * 0.5f;
            dst.extents = (max - min) * 0.5f;
        }
 public void SetAABBs(BezierPatchAABB[] src)
 {
     m_aabbs = src;
 }
 public void GetAABB(ref BezierPatchAABB dst)
 {
     Vector3 min = cp[0];
     Vector3 max = cp[0];
     for(int i=1; i<cp.Length; ++i)
     {
         min = Vector3.Min(min, cp[i]);
         max = Vector3.Max(max, cp[i]);
     }
     dst.center = (max + min) * 0.5f;
     dst.extents = (max - min) * 0.5f;
 }