14 real XMax = _vertices[0][0];
15 real YMax = _vertices[0][1];
16 real ZMax = _vertices[0][2];
18 real XMin = _vertices[0][0];
19 real YMin = _vertices[0][1];
20 real ZMin = _vertices[0][2];
23 for (
int i = 0; i < 3; ++i) {
25 if (_vertices[i][0] > XMax) {
26 XMax = _vertices[i][0];
28 if (_vertices[i][0] < XMin) {
29 XMin = _vertices[i][0];
33 if (_vertices[i][1] > YMax) {
34 YMax = _vertices[i][1];
36 if (_vertices[i][1] < YMin) {
37 YMin = _vertices[i][1];
41 if (_vertices[i][2] > ZMax) {
42 ZMax = _vertices[i][2];
44 if (_vertices[i][2] < ZMin) {
45 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