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851 lines
16 KiB
C++
851 lines
16 KiB
C++
///////////////////////////////////////////////////////////////////////////
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//
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// Copyright (c) 2004, Industrial Light & Magic, a division of Lucas
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// Digital Ltd. LLC
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//
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// All rights reserved.
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//
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// Redistribution and use in source and binary forms, with or without
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// modification, are permitted provided that the following conditions are
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// met:
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// * Redistributions of source code must retain the above copyright
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// notice, this list of conditions and the following disclaimer.
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// * Redistributions in binary form must reproduce the above
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// copyright notice, this list of conditions and the following disclaimer
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// in the documentation and/or other materials provided with the
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// distribution.
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// * Neither the name of Industrial Light & Magic nor the names of
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// its contributors may be used to endorse or promote products derived
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// from this software without specific prior written permission.
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//
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// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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// "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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// LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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// A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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// OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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// SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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// LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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// DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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// THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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//
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///////////////////////////////////////////////////////////////////////////
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#ifndef INCLUDED_IMATHBOX_H
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#define INCLUDED_IMATHBOX_H
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//-------------------------------------------------------------------
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//
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// class Imath::Box<class T>
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// --------------------------------
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//
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// This class imposes the following requirements on its
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// parameter class:
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//
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// 1) The class T must implement these operators:
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// + - < > <= >= =
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// with the signature (T,T) and the expected
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// return values for a numeric type.
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//
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// 2) The class T must implement operator=
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// with the signature (T,float and/or double)
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//
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// 3) The class T must have a constructor which takes
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// a float (and/or double) for use in initializing the box.
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//
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// 4) The class T must have a function T::dimensions()
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// which returns the number of dimensions in the class
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// (since its assumed its a vector) -- preferably, this
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// returns a constant expression.
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//
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//-------------------------------------------------------------------
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#include "ImathVec.h"
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namespace Imath {
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template <class T>
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class Box
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{
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public:
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//-------------------------
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// Data Members are public
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//-------------------------
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T min;
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T max;
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//-----------------------------------------------------
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// Constructors - an "empty" box is created by default
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//-----------------------------------------------------
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Box ();
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Box (const T &point);
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Box (const T &minT, const T &maxT);
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//--------------------
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// Operators: ==, !=
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//--------------------
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bool operator == (const Box<T> &src) const;
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bool operator != (const Box<T> &src) const;
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//------------------
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// Box manipulation
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//------------------
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void makeEmpty ();
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void extendBy (const T &point);
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void extendBy (const Box<T> &box);
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void makeInfinite ();
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//---------------------------------------------------
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// Query functions - these compute results each time
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//---------------------------------------------------
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T size () const;
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T center () const;
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bool intersects (const T &point) const;
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bool intersects (const Box<T> &box) const;
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unsigned int majorAxis () const;
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//----------------
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// Classification
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//----------------
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bool isEmpty () const;
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bool hasVolume () const;
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bool isInfinite () const;
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};
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//--------------------
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// Convenient typedefs
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//--------------------
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typedef Box <V2s> Box2s;
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typedef Box <V2i> Box2i;
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typedef Box <V2f> Box2f;
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typedef Box <V2d> Box2d;
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typedef Box <V3s> Box3s;
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typedef Box <V3i> Box3i;
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typedef Box <V3f> Box3f;
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typedef Box <V3d> Box3d;
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//----------------
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// Implementation
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template <class T>
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inline Box<T>::Box()
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{
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makeEmpty();
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}
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template <class T>
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inline Box<T>::Box (const T &point)
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{
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min = point;
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max = point;
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}
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template <class T>
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inline Box<T>::Box (const T &minT, const T &maxT)
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{
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min = minT;
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max = maxT;
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}
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template <class T>
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inline bool
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Box<T>::operator == (const Box<T> &src) const
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{
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return (min == src.min && max == src.max);
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}
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template <class T>
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inline bool
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Box<T>::operator != (const Box<T> &src) const
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{
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return (min != src.min || max != src.max);
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}
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template <class T>
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inline void Box<T>::makeEmpty()
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{
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min = T(T::baseTypeMax());
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max = T(T::baseTypeMin());
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}
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template <class T>
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inline void Box<T>::makeInfinite()
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{
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min = T(T::baseTypeMin());
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max = T(T::baseTypeMax());
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}
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template <class T>
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inline void
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Box<T>::extendBy(const T &point)
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{
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for (unsigned int i = 0; i < min.dimensions(); i++)
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{
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if (point[i] < min[i])
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min[i] = point[i];
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if (point[i] > max[i])
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max[i] = point[i];
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}
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}
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template <class T>
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inline void
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Box<T>::extendBy(const Box<T> &box)
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{
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for (unsigned int i = 0; i < min.dimensions(); i++)
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{
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if (box.min[i] < min[i])
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min[i] = box.min[i];
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if (box.max[i] > max[i])
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max[i] = box.max[i];
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}
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}
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template <class T>
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inline bool
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Box<T>::intersects(const T &point) const
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{
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for (unsigned int i = 0; i < min.dimensions(); i++)
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{
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if (point[i] < min[i] || point[i] > max[i])
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return false;
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}
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return true;
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}
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template <class T>
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inline bool
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Box<T>::intersects(const Box<T> &box) const
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{
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for (unsigned int i = 0; i < min.dimensions(); i++)
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{
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if (box.max[i] < min[i] || box.min[i] > max[i])
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return false;
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}
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return true;
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}
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template <class T>
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inline T
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Box<T>::size() const
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{
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if (isEmpty())
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return T (0);
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return max - min;
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}
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template <class T>
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inline T
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Box<T>::center() const
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{
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return (max + min) / 2;
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}
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template <class T>
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inline bool
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Box<T>::isEmpty() const
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{
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for (unsigned int i = 0; i < min.dimensions(); i++)
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{
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if (max[i] < min[i])
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return true;
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}
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return false;
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}
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template <class T>
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inline bool
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Box<T>::isInfinite() const
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{
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for (unsigned int i = 0; i < min.dimensions(); i++)
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{
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if (min[i] != T::baseTypeMin() || max[i] != T::baseTypeMax())
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return false;
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}
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return true;
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}
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template <class T>
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inline bool
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Box<T>::hasVolume() const
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{
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for (unsigned int i = 0; i < min.dimensions(); i++)
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{
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if (max[i] <= min[i])
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return false;
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}
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return true;
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}
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template<class T>
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inline unsigned int
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Box<T>::majorAxis() const
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{
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unsigned int major = 0;
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T s = size();
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for (unsigned int i = 1; i < min.dimensions(); i++)
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{
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if (s[i] > s[major])
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major = i;
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}
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return major;
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}
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//-------------------------------------------------------------------
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//
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// Partial class specializations for Imath::Vec2<T> and Imath::Vec3<T>
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//
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//-------------------------------------------------------------------
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template <typename T> class Box;
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template <class T>
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class Box<Vec2<T> >
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{
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public:
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//-------------------------
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// Data Members are public
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//-------------------------
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Vec2<T> min;
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Vec2<T> max;
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//-----------------------------------------------------
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// Constructors - an "empty" box is created by default
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//-----------------------------------------------------
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Box();
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Box (const Vec2<T> &point);
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Box (const Vec2<T> &minT, const Vec2<T> &maxT);
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//--------------------
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// Operators: ==, !=
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//--------------------
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bool operator == (const Box<Vec2<T> > &src) const;
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bool operator != (const Box<Vec2<T> > &src) const;
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//------------------
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// Box manipulation
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//------------------
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void makeEmpty();
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void extendBy (const Vec2<T> &point);
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void extendBy (const Box<Vec2<T> > &box);
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void makeInfinite();
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//---------------------------------------------------
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// Query functions - these compute results each time
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//---------------------------------------------------
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Vec2<T> size() const;
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Vec2<T> center() const;
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bool intersects (const Vec2<T> &point) const;
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bool intersects (const Box<Vec2<T> > &box) const;
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unsigned int majorAxis() const;
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//----------------
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// Classification
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//----------------
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bool isEmpty() const;
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bool hasVolume() const;
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bool isInfinite() const;
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};
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//----------------
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// Implementation
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template <class T>
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inline Box<Vec2<T> >::Box()
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{
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makeEmpty();
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}
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template <class T>
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inline Box<Vec2<T> >::Box (const Vec2<T> &point)
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{
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min = point;
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max = point;
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}
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template <class T>
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inline Box<Vec2<T> >::Box (const Vec2<T> &minT, const Vec2<T> &maxT)
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{
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min = minT;
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max = maxT;
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}
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template <class T>
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inline bool
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Box<Vec2<T> >::operator == (const Box<Vec2<T> > &src) const
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{
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return (min == src.min && max == src.max);
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}
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template <class T>
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inline bool
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Box<Vec2<T> >::operator != (const Box<Vec2<T> > &src) const
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{
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return (min != src.min || max != src.max);
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}
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template <class T>
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inline void Box<Vec2<T> >::makeEmpty()
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{
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min = Vec2<T>(Vec2<T>::baseTypeMax());
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max = Vec2<T>(Vec2<T>::baseTypeMin());
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}
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template <class T>
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inline void Box<Vec2<T> >::makeInfinite()
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{
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min = Vec2<T>(Vec2<T>::baseTypeMin());
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max = Vec2<T>(Vec2<T>::baseTypeMax());
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}
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template <class T>
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inline void
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Box<Vec2<T> >::extendBy (const Vec2<T> &point)
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{
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if (point[0] < min[0])
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min[0] = point[0];
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if (point[0] > max[0])
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max[0] = point[0];
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if (point[1] < min[1])
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min[1] = point[1];
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if (point[1] > max[1])
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max[1] = point[1];
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}
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template <class T>
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inline void
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Box<Vec2<T> >::extendBy (const Box<Vec2<T> > &box)
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{
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if (box.min[0] < min[0])
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min[0] = box.min[0];
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if (box.max[0] > max[0])
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max[0] = box.max[0];
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if (box.min[1] < min[1])
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min[1] = box.min[1];
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if (box.max[1] > max[1])
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max[1] = box.max[1];
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}
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template <class T>
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inline bool
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Box<Vec2<T> >::intersects (const Vec2<T> &point) const
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{
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if (point[0] < min[0] || point[0] > max[0] ||
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point[1] < min[1] || point[1] > max[1])
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return false;
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return true;
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}
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template <class T>
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inline bool
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Box<Vec2<T> >::intersects (const Box<Vec2<T> > &box) const
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{
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if (box.max[0] < min[0] || box.min[0] > max[0] ||
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box.max[1] < min[1] || box.min[1] > max[1])
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return false;
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return true;
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}
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template <class T>
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inline Vec2<T>
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Box<Vec2<T> >::size() const
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{
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if (isEmpty())
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return Vec2<T> (0);
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return max - min;
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}
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template <class T>
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inline Vec2<T>
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Box<Vec2<T> >::center() const
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{
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return (max + min) / 2;
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}
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template <class T>
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inline bool
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Box<Vec2<T> >::isEmpty() const
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{
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if (max[0] < min[0] ||
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max[1] < min[1])
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return true;
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return false;
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}
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template <class T>
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inline bool
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Box<Vec2<T> > ::isInfinite() const
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{
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if (min[0] != limits<T>::min() || max[0] != limits<T>::max() ||
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min[1] != limits<T>::min() || max[1] != limits<T>::max())
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return false;
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return true;
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}
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template <class T>
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inline bool
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Box<Vec2<T> >::hasVolume() const
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{
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if (max[0] <= min[0] ||
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max[1] <= min[1])
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return false;
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return true;
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}
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template <class T>
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inline unsigned int
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Box<Vec2<T> >::majorAxis() const
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{
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unsigned int major = 0;
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Vec2<T> s = size();
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if (s[1] > s[major])
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major = 1;
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return major;
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}
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template <class T>
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class Box<Vec3<T> >
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{
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public:
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//-------------------------
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// Data Members are public
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//-------------------------
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Vec3<T> min;
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Vec3<T> max;
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//-----------------------------------------------------
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// Constructors - an "empty" box is created by default
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//-----------------------------------------------------
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Box();
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Box (const Vec3<T> &point);
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Box (const Vec3<T> &minT, const Vec3<T> &maxT);
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//--------------------
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// Operators: ==, !=
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//--------------------
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bool operator == (const Box<Vec3<T> > &src) const;
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bool operator != (const Box<Vec3<T> > &src) const;
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//------------------
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// Box manipulation
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//------------------
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void makeEmpty();
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void extendBy (const Vec3<T> &point);
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void extendBy (const Box<Vec3<T> > &box);
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void makeInfinite ();
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//---------------------------------------------------
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// Query functions - these compute results each time
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//---------------------------------------------------
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Vec3<T> size() const;
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Vec3<T> center() const;
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bool intersects (const Vec3<T> &point) const;
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bool intersects (const Box<Vec3<T> > &box) const;
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|
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unsigned int majorAxis() const;
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|
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//----------------
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// Classification
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|
//----------------
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|
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bool isEmpty() const;
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bool hasVolume() const;
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bool isInfinite() const;
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};
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//----------------
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// Implementation
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template <class T>
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inline Box<Vec3<T> >::Box()
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{
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makeEmpty();
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}
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template <class T>
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inline Box<Vec3<T> >::Box (const Vec3<T> &point)
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{
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min = point;
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max = point;
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}
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template <class T>
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inline Box<Vec3<T> >::Box (const Vec3<T> &minT, const Vec3<T> &maxT)
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{
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min = minT;
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max = maxT;
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}
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template <class T>
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inline bool
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Box<Vec3<T> >::operator == (const Box<Vec3<T> > &src) const
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{
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return (min == src.min && max == src.max);
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}
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template <class T>
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inline bool
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Box<Vec3<T> >::operator != (const Box<Vec3<T> > &src) const
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{
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return (min != src.min || max != src.max);
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}
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template <class T>
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inline void Box<Vec3<T> >::makeEmpty()
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{
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min = Vec3<T>(Vec3<T>::baseTypeMax());
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max = Vec3<T>(Vec3<T>::baseTypeMin());
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}
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template <class T>
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inline void Box<Vec3<T> >::makeInfinite()
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{
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min = Vec3<T>(Vec3<T>::baseTypeMin());
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max = Vec3<T>(Vec3<T>::baseTypeMax());
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}
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template <class T>
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inline void
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Box<Vec3<T> >::extendBy (const Vec3<T> &point)
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{
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if (point[0] < min[0])
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min[0] = point[0];
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if (point[0] > max[0])
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max[0] = point[0];
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if (point[1] < min[1])
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min[1] = point[1];
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if (point[1] > max[1])
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max[1] = point[1];
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if (point[2] < min[2])
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min[2] = point[2];
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if (point[2] > max[2])
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max[2] = point[2];
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}
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template <class T>
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inline void
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Box<Vec3<T> >::extendBy (const Box<Vec3<T> > &box)
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{
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if (box.min[0] < min[0])
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min[0] = box.min[0];
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if (box.max[0] > max[0])
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max[0] = box.max[0];
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if (box.min[1] < min[1])
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min[1] = box.min[1];
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if (box.max[1] > max[1])
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max[1] = box.max[1];
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if (box.min[2] < min[2])
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min[2] = box.min[2];
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if (box.max[2] > max[2])
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max[2] = box.max[2];
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}
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template <class T>
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inline bool
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Box<Vec3<T> >::intersects (const Vec3<T> &point) const
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{
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if (point[0] < min[0] || point[0] > max[0] ||
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point[1] < min[1] || point[1] > max[1] ||
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point[2] < min[2] || point[2] > max[2])
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return false;
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return true;
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}
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template <class T>
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inline bool
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Box<Vec3<T> >::intersects (const Box<Vec3<T> > &box) const
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{
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if (box.max[0] < min[0] || box.min[0] > max[0] ||
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box.max[1] < min[1] || box.min[1] > max[1] ||
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box.max[2] < min[2] || box.min[2] > max[2])
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return false;
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return true;
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}
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template <class T>
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inline Vec3<T>
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Box<Vec3<T> >::size() const
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{
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if (isEmpty())
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return Vec3<T> (0);
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return max - min;
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}
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template <class T>
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inline Vec3<T>
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Box<Vec3<T> >::center() const
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{
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return (max + min) / 2;
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}
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template <class T>
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inline bool
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Box<Vec3<T> >::isEmpty() const
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{
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if (max[0] < min[0] ||
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max[1] < min[1] ||
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max[2] < min[2])
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return true;
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return false;
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}
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template <class T>
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inline bool
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Box<Vec3<T> >::isInfinite() const
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{
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if (min[0] != limits<T>::min() || max[0] != limits<T>::max() ||
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min[1] != limits<T>::min() || max[1] != limits<T>::max() ||
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min[2] != limits<T>::min() || max[2] != limits<T>::max())
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return false;
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return true;
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}
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template <class T>
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inline bool
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Box<Vec3<T> >::hasVolume() const
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{
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if (max[0] <= min[0] ||
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max[1] <= min[1] ||
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max[2] <= min[2])
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return false;
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return true;
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}
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template <class T>
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inline unsigned int
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Box<Vec3<T> >::majorAxis() const
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{
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unsigned int major = 0;
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Vec3<T> s = size();
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if (s[1] > s[major])
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major = 1;
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if (s[2] > s[major])
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major = 2;
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return major;
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}
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} // namespace Imath
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#endif
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