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https://github.com/CraftyBoss/SuperMarioOdysseyOnline.git
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282 lines
5.5 KiB
C++
282 lines
5.5 KiB
C++
#pragma once
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#include <math/seadMathCalcCommon.h>
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#ifndef SEAD_MATH_BOUND_BOX_H_
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#include <math/seadBoundBox.h>
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#endif
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namespace sead
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{
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template <typename T>
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inline Vector2<T> BoundBox2<T>::getCenter() const
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{
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return Vector2((mMin.x + mMax.x) / 2.0f, (mMin.y + mMax.y) / 2.0f);
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}
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template <typename T>
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inline void BoundBox2<T>::getCenter(Vector2* center) const
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{
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center->set((mMin.x + mMax.x) / 2.0f, (mMin.y + mMax.y) / 2.0f);
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}
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template <typename T>
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inline bool BoundBox2<T>::isUndef() const
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{
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return mMin.x > mMax.x || mMin.y > mMax.y;
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}
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template <typename T>
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inline bool BoundBox2<T>::isInside(const Vector2& p) const
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{
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return mMin.x <= p.x && p.x <= mMax.x && mMin.y <= p.y && p.y <= mMax.y;
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}
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template <typename T>
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inline void BoundBox2<T>::setUndef()
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{
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const T max = MathCalcCommon<T>::maxNumber();
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mMin.set(max, max);
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const T min = MathCalcCommon<T>::minNumber();
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mMax.set(min, min);
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}
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template <typename T>
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inline void BoundBox2<T>::set(T x0, T y0, T x1, T y1)
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{
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if (x0 < x1)
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{
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mMin.x = x0;
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mMax.x = x1;
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}
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else
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{
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mMin.x = x1;
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mMax.x = x0;
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}
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if (y0 < y1)
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{
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mMin.y = y0;
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mMax.y = y1;
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}
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else
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{
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mMin.y = y1;
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mMax.y = y0;
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}
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}
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template <typename T>
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inline void BoundBox2<T>::set(const Vector2& min, const Vector2& max)
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{
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mMin = min;
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mMax = max;
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}
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template <typename T>
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inline void BoundBox2<T>::setMin(const Vector2& min)
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{
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mMin = min;
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}
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template <typename T>
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inline void BoundBox2<T>::setMax(const Vector2& max)
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{
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mMax = max;
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}
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template <typename T>
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inline void BoundBox2<T>::setFromCenterAndXY(T centerX, T centerY, T sizeX, T sizeY)
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{
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mMin.set(centerX - sizeX / 2.0f, centerY - sizeY / 2.0f);
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mMax.set(centerX + sizeX / 2.0f, centerY + sizeY / 2.0f);
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}
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template <typename T>
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inline void BoundBox2<T>::setFromCornerAndXY(T cornerX, T cornerY, T sizeX, T sizeY)
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{
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mMin.set(cornerX, cornerY);
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mMax.set(cornerX + sizeX, cornerY + sizeY);
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}
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template <typename T>
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inline void BoundBox2<T>::setFromCornerAndXY(const Vector2& corner, T sizeX, T sizeY)
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{
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mMin.set(corner.x, corner.y);
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mMax.set(corner.x + sizeX, corner.y + sizeY);
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}
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template <typename T>
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inline void BoundBox2<T>::offset(T dx, T dy)
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{
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mMin.x += dx;
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mMin.y += dy;
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mMax.x += dx;
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mMax.y += dy;
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}
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template <typename T>
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inline void BoundBox2<T>::offset(const Vector2& dv)
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{
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offset(dv.x, dv.y);
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}
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template <typename T>
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inline void BoundBox2<T>::scaleX(T sx)
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{
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T sizeX = (mMax.x - mMin.x) * (sx / 2.0f);
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T centerX = (mMin.x + mMax.x) / 2.0f;
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mMin.x = centerX - sizeX;
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mMax.x = centerX + sizeX;
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}
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template <typename T>
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inline void BoundBox2<T>::scaleY(T sy)
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{
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T sizeY = (mMax.y - mMin.y) * (sy / 2.0f);
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T centerY = (mMin.y + mMax.y) / 2.0f;
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mMin.y = centerY - sizeY;
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mMax.y = centerY + sizeY;
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}
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template <typename T>
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inline Vector3<T> BoundBox3<T>::getCenter() const
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{
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return Vector3((mMin.x + mMax.x) / 2.0f, (mMin.y + mMax.y) / 2.0f, (mMin.z + mMax.z) / 2.0f);
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}
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template <typename T>
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inline void BoundBox3<T>::getCenter(Vector3* center) const
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{
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center->set((mMin.x + mMax.x) / 2.0f, (mMin.y + mMax.y) / 2.0f, (mMin.z + mMax.z) / 2.0f);
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}
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template <typename T>
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inline bool BoundBox3<T>::isUndef() const
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{
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return mMin.x > mMax.x || mMin.y > mMax.y || mMin.z > mMax.z;
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}
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template <typename T>
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inline bool BoundBox3<T>::isInside(const Vector3& p) const
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{
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return mMin.x <= p.x && p.x <= mMax.x && mMin.y <= p.y && p.y <= mMax.y && mMin.z <= p.z &&
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p.z <= mMax.z;
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}
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template <typename T>
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inline void BoundBox3<T>::setUndef()
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{
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const T max = MathCalcCommon<T>::maxNumber();
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mMin.set(max, max, max);
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const T min = MathCalcCommon<T>::minNumber();
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mMax.set(min, min, min);
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}
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template <typename T>
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inline void BoundBox3<T>::set(T x0, T y0, T z0, T x1, T y1, T z1)
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{
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if (x0 < x1)
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{
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mMin.x = x0;
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mMax.x = x1;
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}
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else
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{
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mMin.x = x1;
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mMax.x = x0;
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}
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if (y0 < y1)
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{
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mMin.y = y0;
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mMax.y = y1;
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}
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else
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{
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mMin.y = y1;
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mMax.y = y0;
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}
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if (z0 < z1)
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{
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mMin.z = z0;
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mMax.z = z1;
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}
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else
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{
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mMin.z = z1;
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mMax.z = z0;
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}
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}
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template <typename T>
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inline void BoundBox3<T>::set(const Vector3& min, const Vector3& max)
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{
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mMin = min;
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mMax = max;
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}
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template <typename T>
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inline void BoundBox3<T>::setMin(const Vector3& min)
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{
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mMin = min;
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}
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template <typename T>
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inline void BoundBox3<T>::setMax(const Vector3& max)
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{
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mMax = max;
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}
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template <typename T>
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inline void BoundBox3<T>::offset(T dx, T dy, T dz)
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{
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mMin.x += dx;
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mMin.y += dy;
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mMin.z += dz;
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mMax.x += dx;
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mMax.y += dy;
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mMax.z += dz;
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}
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template <typename T>
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inline void BoundBox3<T>::offset(const Vector3& dv)
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{
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offset(dv.x, dv.y, dv.z);
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}
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template <typename T>
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inline void BoundBox3<T>::scaleX(T sx)
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{
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T sizeX = (mMax.x - mMin.x) * (sx / 2.0f);
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T centerX = (mMin.x + mMax.x) / 2.0f;
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mMin.x = centerX - sizeX;
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mMax.x = centerX + sizeX;
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}
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template <typename T>
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inline void BoundBox3<T>::scaleY(T sy)
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{
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T sizeY = (mMax.y - mMin.y) * (sy / 2.0f);
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T centerY = (mMin.y + mMax.y) / 2.0f;
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mMin.y = centerY - sizeY;
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mMax.y = centerY + sizeY;
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}
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template <typename T>
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inline void BoundBox3<T>::scaleZ(T sz)
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{
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T sizeZ = (mMax.z - mMin.z) * (sz / 2.0f);
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T centerZ = (mMin.z + mMax.z) / 2.0f;
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mMin.z = centerZ - sizeZ;
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mMax.z = centerZ + sizeZ;
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}
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} // namespace sead
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