28 real XMax = _vertices[0][0];
29 real YMax = _vertices[0][1];
30 real ZMax = _vertices[0][2];
32 real XMin = _vertices[0][0];
33 real YMin = _vertices[0][1];
34 real ZMin = _vertices[0][2];
37 for (
int i = 0; i < 3; ++i) {
39 if (_vertices[i][0] > XMax) {
40 XMax = _vertices[i][0];
42 if (_vertices[i][0] < XMin) {
43 XMin = _vertices[i][0];
47 if (_vertices[i][1] > YMax) {
48 YMax = _vertices[i][1];
50 if (_vertices[i][1] < YMin) {
51 YMin = _vertices[i][1];
55 if (_vertices[i][2] > ZMax) {
56 ZMax = _vertices[i][2];
58 if (_vertices[i][2] < ZMin) {
59 ZMin = _vertices[i][2];
Class to define the representation of a triangle.
virtual void setBBox(const BBox< Vec3f > &iBox)
virtual void ComputeBBox()
VecMat::Vec3< real > Vec3r