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   The above copyright notice and this permission notice shall be included in
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  // cocos2d-x/cocos/3d/CCAABB.cpp
  
  #include "utils/cocos2d_aabb.h"
  
  namespace bubblefs {
  namespace mycocos2d {
  
  AABB::AABB()
  {
      reset();
  }
  
  AABB::AABB(const Vec3& min, const Vec3& max)
  {
      set(min, max);
  }
  
  AABB::AABB(const AABB& box)
  {
          set(box._min,box._max);
  }
  
  Vec3 AABB::getCenter()
  {
      Vec3 center;
          center.x = 0.5f*(_min.x+_max.x);
          center.y = 0.5f*(_min.y+_max.y);
          center.z = 0.5f*(_min.z+_max.z);
  
      return center;
  }
  
  void AABB::getCorners(Vec3 *dst) const
  {
      assert(dst);
      
      // Near face, specified counter-clockwise looking towards the origin from the positive z-axis.
      // Left-top-front.
      dst[0].set(_min.x, _max.y, _max.z);
      // Left-bottom-front.
      dst[1].set(_min.x, _min.y, _max.z);
      // Right-bottom-front.
      dst[2].set(_max.x, _min.y, _max.z);
      // Right-top-front.
      dst[3].set(_max.x, _max.y, _max.z);
  
      // Far face, specified counter-clockwise looking towards the origin from the negative z-axis.
      // Right-top-back.
      dst[4].set(_max.x, _max.y, _min.z);
      // Right-bottom-back.
      dst[5].set(_max.x, _min.y, _min.z);
      // Left-bottom-back.
      dst[6].set(_min.x, _min.y, _min.z);
      // Left-top-back.
      dst[7].set(_min.x, _max.y, _min.z);
  }
  
  bool AABB::intersects(const AABB& aabb) const
  {
      return ((_min.x >= aabb._min.x && _min.x <= aabb._max.x) || (aabb._min.x >= _min.x && aabb._min.x <= _max.x)) &&
             ((_min.y >= aabb._min.y && _min.y <= aabb._max.y) || (aabb._min.y >= _min.y && aabb._min.y <= _max.y)) &&
             ((_min.z >= aabb._min.z && _min.z <= aabb._max.z) || (aabb._min.z >= _min.z && aabb._min.z <= _max.z));
  }
  
  bool AABB::containPoint(const Vec3& point) const
  {
          if (point.x < _min.x) return false;
          if (point.y < _min.y) return false;
          if (point.z < _min.z) return false;
          if (point.x > _max.x) return false;
          if (point.y > _max.y) return false;
          if (point.z > _max.z) return false;
          return true;
  }
  
  void AABB::merge(const AABB& box)
  {
      // Calculate the new minimum point.
      _min.x = std::min(_min.x, box._min.x);
      _min.y = std::min(_min.y, box._min.y);
      _min.z = std::min(_min.z, box._min.z);
  
      // Calculate the new maximum point.
      _max.x = std::max(_max.x, box._max.x);
      _max.y = std::max(_max.y, box._max.y);
      _max.z = std::max(_max.z, box._max.z);
  }
  
  void AABB::set(const Vec3& min, const Vec3& max)
  {
      this->_min = min;
      this->_max = max;
  }
  
  void AABB::reset()
  {
          _min.set(99999.0f, 99999.0f, 99999.0f);
          _max.set(-99999.0f, -99999.0f, -99999.0f);
  }
  
  bool AABB::isEmpty() const
  {
      return _min.x > _max.x || _min.y > _max.y || _min.z > _max.z;
  }
  
  void AABB::updateMinMax(const Vec3* point, ssize_t num)
  {
      for (ssize_t i = 0; i < num; i++)
      {
          // Leftmost point.
          if (point[i].x < _min.x)
              _min.x = point[i].x;
          
          // Lowest point.
          if (point[i].y < _min.y)
              _min.y = point[i].y;
          
          // Farthest point.
          if (point[i].z < _min.z)
              _min.z = point[i].z;
          
          // Rightmost point.
          if (point[i].x > _max.x)
              _max.x = point[i].x;
          
          // Highest point.
          if (point[i].y > _max.y)
              _max.y = point[i].y;
          
          // Nearest point.
          if (point[i].z > _max.z)
              _max.z = point[i].z;
      }
  }
  
  void AABB::transform(const Mat4& mat)
  {
      Vec3 corners[8];
           // Near face, specified counter-clockwise
      // Left-top-front.
      corners[0].set(_min.x, _max.y, _max.z);
      // Left-bottom-front.
      corners[1].set(_min.x, _min.y, _max.z);
      // Right-bottom-front.
      corners[2].set(_max.x, _min.y, _max.z);
      // Right-top-front.
      corners[3].set(_max.x, _max.y, _max.z);
  
      // Far face, specified clockwise
      // Right-top-back.
      corners[4].set(_max.x, _max.y, _min.z);
      // Right-bottom-back.
      corners[5].set(_max.x, _min.y, _min.z);
      // Left-bottom-back.
      corners[6].set(_min.x, _min.y, _min.z);
      // Left-top-back.
      corners[7].set(_min.x, _max.y, _min.z);
  
      // Transform the corners, recalculate the min and max points along the way.
      for (int i = 0; i < 8; i++)
          mat.transformPoint(&corners[i]);
      
      reset();
      
      updateMinMax(corners, 8);
  }
  
  } // namespace mycocos2d
  } // namespace bubblefs