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; }