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275
modules/dep/g3dlite/include/G3D/AABox.h
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275
modules/dep/g3dlite/include/G3D/AABox.h
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/**
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@file AABox.h
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Axis-aligned box class
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@maintainer Morgan McGuire, http://graphics.cs.williams.edu
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@created 2004-01-10
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@edited 2009-02-10
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Copyright 2000-2009, Morgan McGuire.
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All rights reserved.
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*/
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#ifndef G3D_AABOX_H
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#define G3D_AABOX_H
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#include "G3D/platform.h"
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#include "G3D/Vector3.h"
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#include "G3D/debug.h"
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#include "G3D/Array.h"
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#include "G3D/Plane.h"
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#include "G3D/Sphere.h"
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namespace G3D {
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/**
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An axis-aligned box.
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*/
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class AABox {
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private:
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friend class Intersect;
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/** Optional argument placeholder */
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static int dummy;
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Vector3 lo;
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Vector3 hi;
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public:
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/** Does not initialize the fields */
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inline AABox() {}
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/**
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Constructs a zero-area AABox at v.
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*/
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inline explicit AABox(const Vector3& v) {
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lo = hi = v;
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}
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/** Assumes that low is less than or equal to high along each dimension.
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To have this automatically enforced, use
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<code>AABox(low.min(high), low.max(high));</code>
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*/
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inline AABox(const Vector3& low, const Vector3& high) {
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set(low, high);
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}
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/** Assumes that low is less than or equal to high along each dimension.
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*/
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inline void set(const Vector3& low, const Vector3& high) {
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debugAssert(
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(low.x <= high.x) &&
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(low.y <= high.y) &&
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(low.z <= high.z));
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lo = low;
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hi = high;
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}
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/**
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Grows to include the bounds of a
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*/
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inline void merge(const AABox& a) {
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lo = lo.min(a.lo);
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hi = hi.max(a.hi);
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}
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inline void merge(const Vector3& a) {
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lo = lo.min(a);
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hi = hi.max(a);
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}
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void serialize(class BinaryOutput& b) const;
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void deserialize(class BinaryInput& b);
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inline bool isFinite() const {
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return lo.isFinite() && hi.isFinite();
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}
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inline const Vector3& low() const {
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return lo;
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}
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inline const Vector3& high() const {
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return hi;
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}
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/**
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The largest possible finite box.
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*/
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static const AABox& maxFinite();
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/** A large finite box. This is smaller than FLT_MAX
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because it leaves room to add boxes together. */
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static const AABox& large();
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static const AABox& inf();
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static const AABox& zero();
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/**
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Returns the centroid of the box.
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*/
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inline Vector3 center() const {
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return (lo + hi) * 0.5;
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}
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Vector3 corner(int index) const;
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/**
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Distance from corner(0) to the next corner along axis a.
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*/
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inline float extent(int a) const {
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debugAssert(a < 3);
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return hi[a] - lo[a];
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}
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inline Vector3 extent() const {
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return hi - lo;
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}
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/**
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Splits the box into two AABoxes along the specified axis. low contains
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the part that was closer to negative infinity along axis, high contains
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the other part. Either may have zero volume.
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*/
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void split(const Vector3::Axis& axis, float location, AABox& low, AABox& high) const;
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/**
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Conservative culling test for up to 32 planes.
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Returns true if there exists a <CODE>plane[p]</CODE> for
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which the entire object is in the negative half space
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(opposite the plane normal).
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<CODE>testMask</CODE> and <CODE>childMask</CODE>
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are used for optimizing bounding volume hierarchies.
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The version of this method that produces childMask
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is slower than the version without; it should only
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be used for parent nodes.
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@param cullingPlaneIndex The index of the first plane for which
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the entire object is in the negative half-space. The function
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exits early when one plane is found. -1 when the function
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returns false (i.e. when no plane culls the whole object).
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@param testMask If bit <I>p</I> is 0, the
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bounding volume automatically passes the culling test for
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<CODE>plane[p]</CODE> (i.e. it is known that the volume
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is entirely within the positive half space). The function
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must return false if testMask is 0 and test all planes
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when testMask is -1 (0xFFFFFFFF).
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@param childMask Test mask for the children of this volume.
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*/
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bool culledBy(
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const Array<Plane>& plane,
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int32& cullingPlaneIndex,
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const uint32 testMask,
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uint32& childMask) const;
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/**
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Conservative culling test that does not produce a mask for children.
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*/
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bool culledBy(
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const Array<Plane>& plane,
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int32& cullingPlaneIndex = dummy,
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const uint32 testMask = 0xFFFFFFFF) const;
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/** less than or equal to containment */
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inline bool contains(const AABox& other) const {
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return
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(other.hi.x <= hi.x) &&
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(other.hi.y <= hi.y) &&
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(other.hi.z <= hi.z) &&
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(other.lo.x >= lo.x) &&
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(other.lo.y >= lo.y) &&
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(other.lo.z >= lo.z);
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}
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inline bool contains(
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const Vector3& point) const {
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return
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(point.x >= lo.x) &&
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(point.y >= lo.y) &&
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(point.z >= lo.z) &&
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(point.x <= hi.x) &&
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(point.y <= hi.y) &&
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(point.z <= hi.z);
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}
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inline float area() const {
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Vector3 diag = hi - lo;
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return 2.0f * (diag.x * diag.y + diag.y * diag.z + diag.x * diag.z);
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}
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inline float volume() const {
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Vector3 diag = hi - lo;
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return diag.x * diag.y * diag.z;
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}
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Vector3 randomInteriorPoint() const;
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Vector3 randomSurfacePoint() const;
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/** Returns true if there is any overlap */
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bool intersects(const AABox& other) const;
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/** Returns true if there is any overlap.
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@cite Jim Arvo's algorithm from Graphics Gems II*/
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bool intersects(const class Sphere& other) const;
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/** Return the intersection of the two boxes */
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AABox intersect(const AABox& other) const {
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Vector3 H = hi.min(other.hi);
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Vector3 L = lo.max(other.lo).min(H);
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return AABox(L, H);
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}
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inline size_t hashCode() const {
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return lo.hashCode() + hi.hashCode();
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}
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inline bool operator==(const AABox& b) const {
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return (lo == b.lo) && (hi == b.hi);
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}
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inline bool operator!=(const AABox& b) const {
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return !((lo == b.lo) && (hi == b.hi));
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}
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inline AABox operator+(const Vector3& v) const {
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AABox out;
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out.lo = lo + v;
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out.hi = hi + v;
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return out;
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}
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inline AABox operator-(const Vector3& v) const {
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AABox out;
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out.lo = lo - v;
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out.hi = hi - v;
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return out;
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}
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void getBounds(AABox& out) const {
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out = *this;
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}
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void getBounds(Sphere& out) const;
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};
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}
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template <> struct HashTrait<G3D::AABox> {
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static size_t hashCode(const G3D::AABox& key) { return key.hashCode(); }
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};
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#endif
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