/usr/include/libwildmagic/Wm5AxisAlignedBox3.inl is in libwildmagic-dev 5.13-1+b2.
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// Copyright (c) 1998-2014
// Distributed under the Boost Software License, Version 1.0.
// http://www.boost.org/LICENSE_1_0.txt
// http://www.geometrictools.com/License/Boost/LICENSE_1_0.txt
//
// File Version: 5.0.0 (2010/01/01)
//----------------------------------------------------------------------------
template <typename Real>
AxisAlignedBox3<Real>::AxisAlignedBox3 ()
{
}
//----------------------------------------------------------------------------
template <typename Real>
AxisAlignedBox3<Real>::~AxisAlignedBox3 ()
{
}
//----------------------------------------------------------------------------
template <typename Real>
AxisAlignedBox3<Real>::AxisAlignedBox3 (Real xmin, Real xmax, Real ymin,
Real ymax, Real zmin, Real zmax)
{
Min[0] = xmin;
Max[0] = xmax;
Min[1] = ymin;
Max[1] = ymax;
Min[2] = zmin;
Max[2] = zmax;
}
//----------------------------------------------------------------------------
template <typename Real>
void AxisAlignedBox3<Real>::GetCenterExtents (Vector3<Real>& center,
Real extent[3])
{
center[0] = ((Real)0.5)*(Max[0] + Min[0]);
center[1] = ((Real)0.5)*(Max[1] + Min[1]);
center[2] = ((Real)0.5)*(Max[2] + Min[2]);
extent[0] = ((Real)0.5)*(Max[0] - Min[0]);
extent[1] = ((Real)0.5)*(Max[1] - Min[1]);
extent[2] = ((Real)0.5)*(Max[2] - Min[2]);
}
//----------------------------------------------------------------------------
template <typename Real>
bool AxisAlignedBox3<Real>::HasXOverlap (const AxisAlignedBox3& box) const
{
return (Max[0] >= box.Min[0] && Min[0] <= box.Max[0]);
}
//----------------------------------------------------------------------------
template <typename Real>
bool AxisAlignedBox3<Real>::HasYOverlap (const AxisAlignedBox3& box) const
{
return (Max[1] >= box.Min[1] && Min[1] <= box.Max[1]);
}
//----------------------------------------------------------------------------
template <typename Real>
bool AxisAlignedBox3<Real>::HasZOverlap (const AxisAlignedBox3& box) const
{
return (Max[2] >= box.Min[2] && Min[2] <= box.Max[2]);
}
//----------------------------------------------------------------------------
template <typename Real>
bool AxisAlignedBox3<Real>::TestIntersection (const AxisAlignedBox3& box)
const
{
for (int i = 0; i < 3; i++)
{
if (Max[i] < box.Min[i] || Min[i] > box.Max[i])
{
return false;
}
}
return true;
}
//----------------------------------------------------------------------------
template <typename Real>
bool AxisAlignedBox3<Real>::FindIntersection (const AxisAlignedBox3& box,
AxisAlignedBox3& intersection) const
{
int i;
for (i = 0; i < 3; i++)
{
if (Max[i] < box.Min[i] || Min[i] > box.Max[i])
{
return false;
}
}
for (i = 0; i < 3; i++)
{
if (Max[i] <= box.Max[i])
{
intersection.Max[i] = Max[i];
}
else
{
intersection.Max[i] = box.Max[i];
}
if (Min[i] <= box.Min[i])
{
intersection.Min[i] = box.Min[i];
}
else
{
intersection.Min[i] = Min[i];
}
}
return true;
}
//----------------------------------------------------------------------------
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