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<h1 class="file-heading">File: src/shapes/Box.js</h1>

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    <pre class="code prettyprint linenums">
module.exports = Box;

var Shape = require(&#x27;./Shape&#x27;);
var Vec3 = require(&#x27;../math/Vec3&#x27;);
var ConvexPolyhedron = require(&#x27;./ConvexPolyhedron&#x27;);

/**
 * A 3d box shape.
 * @class Box
 * @constructor
 * @param {Vec3} halfExtents
 * @author schteppe
 * @extends Shape
 */
function Box(halfExtents){
    Shape.call(this);

    this.type = Shape.types.BOX;

    /**
     * @property halfExtents
     * @type {Vec3}
     */
    this.halfExtents = halfExtents;

    /**
     * Used by the contact generator to make contacts with other convex polyhedra for example
     * @property convexPolyhedronRepresentation
     * @type {ConvexPolyhedron}
     */
    this.convexPolyhedronRepresentation = null;

    this.updateConvexPolyhedronRepresentation();
    this.updateBoundingSphereRadius();
}
Box.prototype = new Shape();
Box.prototype.constructor = Box;

/**
 * Updates the local convex polyhedron representation used for some collisions.
 * @method updateConvexPolyhedronRepresentation
 */
Box.prototype.updateConvexPolyhedronRepresentation = function(){
    var sx = this.halfExtents.x;
    var sy = this.halfExtents.y;
    var sz = this.halfExtents.z;
    var V = Vec3;

    var vertices = [
        new V(-sx,-sy,-sz),
        new V( sx,-sy,-sz),
        new V( sx, sy,-sz),
        new V(-sx, sy,-sz),
        new V(-sx,-sy, sz),
        new V( sx,-sy, sz),
        new V( sx, sy, sz),
        new V(-sx, sy, sz)
    ];

    var indices = [
        [3,2,1,0], // -z
        [4,5,6,7], // +z
        [5,4,0,1], // -y
        [2,3,7,6], // +y
        [0,4,7,3], // -x
        [1,2,6,5], // +x
    ];

    var axes = [
        new V(0, 0, 1),
        new V(0, 1, 0),
        new V(1, 0, 0)
    ];

    var h = new ConvexPolyhedron(vertices, indices);
    this.convexPolyhedronRepresentation = h;
    h.material = this.material;
};

/**
 * @method calculateLocalInertia
 * @param  {Number} mass
 * @param  {Vec3} target
 * @return {Vec3}
 */
Box.prototype.calculateLocalInertia = function(mass,target){
    target = target || new Vec3();
    Box.calculateInertia(this.halfExtents, mass, target);
    return target;
};

Box.calculateInertia = function(halfExtents,mass,target){
    var e = halfExtents;
    target.x = 1.0 / 12.0 * mass * (   2*e.y*2*e.y + 2*e.z*2*e.z );
    target.y = 1.0 / 12.0 * mass * (   2*e.x*2*e.x + 2*e.z*2*e.z );
    target.z = 1.0 / 12.0 * mass * (   2*e.y*2*e.y + 2*e.x*2*e.x );
};

/**
 * Get the box 6 side normals
 * @method getSideNormals
 * @param {array}      sixTargetVectors An array of 6 vectors, to store the resulting side normals in.
 * @param {Quaternion} quat             Orientation to apply to the normal vectors. If not provided, the vectors will be in respect to the local frame.
 * @return {array}
 */
Box.prototype.getSideNormals = function(sixTargetVectors,quat){
    var sides = sixTargetVectors;
    var ex = this.halfExtents;
    sides[0].set(  ex.x,     0,     0);
    sides[1].set(     0,  ex.y,     0);
    sides[2].set(     0,     0,  ex.z);
    sides[3].set( -ex.x,     0,     0);
    sides[4].set(     0, -ex.y,     0);
    sides[5].set(     0,     0, -ex.z);

    if(quat!==undefined){
        for(var i=0; i!==sides.length; i++){
            quat.vmult(sides[i],sides[i]);
        }
    }

    return sides;
};

Box.prototype.volume = function(){
    return 8.0 * this.halfExtents.x * this.halfExtents.y * this.halfExtents.z;
};

Box.prototype.updateBoundingSphereRadius = function(){
    this.boundingSphereRadius = this.halfExtents.norm();
};

var worldCornerTempPos = new Vec3();
var worldCornerTempNeg = new Vec3();
Box.prototype.forEachWorldCorner = function(pos,quat,callback){

    var e = this.halfExtents;
    var corners = [[  e.x,  e.y,  e.z],
                   [ -e.x,  e.y,  e.z],
                   [ -e.x, -e.y,  e.z],
                   [ -e.x, -e.y, -e.z],
                   [  e.x, -e.y, -e.z],
                   [  e.x,  e.y, -e.z],
                   [ -e.x,  e.y, -e.z],
                   [  e.x, -e.y,  e.z]];
    for(var i=0; i&lt;corners.length; i++){
        worldCornerTempPos.set(corners[i][0],corners[i][1],corners[i][2]);
        quat.vmult(worldCornerTempPos,worldCornerTempPos);
        pos.vadd(worldCornerTempPos,worldCornerTempPos);
        callback(worldCornerTempPos.x,
                 worldCornerTempPos.y,
                 worldCornerTempPos.z);
    }
};

var worldCornersTemp = [
    new Vec3(),
    new Vec3(),
    new Vec3(),
    new Vec3(),
    new Vec3(),
    new Vec3(),
    new Vec3(),
    new Vec3()
];
Box.prototype.calculateWorldAABB = function(pos,quat,min,max){

    var e = this.halfExtents;
    worldCornersTemp[0].set(e.x, e.y, e.z);
    worldCornersTemp[1].set(-e.x,  e.y, e.z);
    worldCornersTemp[2].set(-e.x, -e.y, e.z);
    worldCornersTemp[3].set(-e.x, -e.y, -e.z);
    worldCornersTemp[4].set(e.x, -e.y, -e.z);
    worldCornersTemp[5].set(e.x,  e.y, -e.z);
    worldCornersTemp[6].set(-e.x,  e.y, -e.z);
    worldCornersTemp[7].set(e.x, -e.y,  e.z);

    var wc = worldCornersTemp[0];
    quat.vmult(wc, wc);
    pos.vadd(wc, wc);
    max.copy(wc);
    min.copy(wc);
    for(var i=1; i&lt;8; i++){
        var wc = worldCornersTemp[i];
        quat.vmult(wc, wc);
        pos.vadd(wc, wc);
        var x = wc.x;
        var y = wc.y;
        var z = wc.z;
        if(x &gt; max.x){
            max.x = x;
        }
        if(y &gt; max.y){
            max.y = y;
        }
        if(z &gt; max.z){
            max.z = z;
        }

        if(x &lt; min.x){
            min.x = x;
        }
        if(y &lt; min.y){
            min.y = y;
        }
        if(z &lt; min.z){
            min.z = z;
        }
    }

    // Get each axis max
    // min.set(Infinity,Infinity,Infinity);
    // max.set(-Infinity,-Infinity,-Infinity);
    // this.forEachWorldCorner(pos,quat,function(x,y,z){
    //     if(x &gt; max.x){
    //         max.x = x;
    //     }
    //     if(y &gt; max.y){
    //         max.y = y;
    //     }
    //     if(z &gt; max.z){
    //         max.z = z;
    //     }

    //     if(x &lt; min.x){
    //         min.x = x;
    //     }
    //     if(y &lt; min.y){
    //         min.y = y;
    //     }
    //     if(z &lt; min.z){
    //         min.z = z;
    //     }
    // });
};

    </pre>
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