dist/claygl.es.js
function () {
        var bbox = this.boundingBox;
        if (!bbox) {
            bbox = this.boundingBox = new BoundingBox();
        }
        var posArr = this.attributes.position.value;
        if (posArr && posArr.length) {
            var min = bbox.min;
            var max = bbox.max;
            var minArr = min.array;
            var maxArr = max.array;
            vec3.set(minArr, posArr[0], posArr[1], posArr[2]);
            vec3.set(maxArr, posArr[0], posArr[1], posArr[2]);
            for (var i = 3; i < posArr.length;) {
                var x = posArr[i++];
                var y = posArr[i++];
                var z = posArr[i++];
                if (x < minArr[0]) { minArr[0] = x; }
                if (y < minArr[1]) { minArr[1] = y; }
                if (z < minArr[2]) { minArr[2] = z; }

                if (x > maxArr[0]) { maxArr[0] = x; }
                if (y > maxArr[1]) { maxArr[1] = y; }
                if (z > maxArr[2]) { maxArr[2] = z; }
            }
            min._dirty = true;
            max._dirty = true;
        }
    }
function () {
        var bbox = this.boundingBox;
        if (!bbox) {
            bbox = this.boundingBox = new BoundingBox();
        }
        var posArr = this.attributes.position.value;
        if (posArr && posArr.length) {
            var min = bbox.min;
            var max = bbox.max;
            var minArr = min.array;
            var maxArr = max.array;
            vec3.set(minArr, posArr[0], posArr[1], posArr[2]);
            vec3.set(maxArr, posArr[0], posArr[1], posArr[2]);
            for (var i = 3; i < posArr.length;) {
                var x = posArr[i++];
                var y = posArr[i++];
                var z = posArr[i++];
                if (x < minArr[0]) { minArr[0] = x; }
                if (y < minArr[1]) { minArr[1] = y; }
                if (z < minArr[2]) { minArr[2] = z; }

                if (x > maxArr[0]) { maxArr[0] = x; }
                if (y > maxArr[1]) { maxArr[1] = y; }
                if (z > maxArr[2]) { maxArr[2] = z; }
            }
            min._dirty = true;
            max._dirty = true;
        }
    }
function ( ) { var bbox = this . boundingBox ; if ( ! bbox ) { bbox = this . boundingBox = new BoundingBox ( ) ; } var posArr = this . attributes . position . value ; if ( posArr && posArr . length ) { var min = bbox . min ; var max = bbox . max ; var minArr = min . array ; var maxArr = max . array ; vec3 . set ( minArr , posArr [ 0 ] , posArr [ 1 ] , posArr [ 2 ] ) ; vec3 . set ( maxArr , posArr [ 0 ] , posArr [ 1 ] , posArr [ 2 ] ) ; for ( var i = 3 ; i < posArr . length ; ) { var x = posArr [ i ++ ] ; var y = posArr [ i ++ ] ; var z = posArr [ i ++ ] ; if ( x < minArr [ 0 ] ) { minArr [ 0 ] = x ; } if ( y < minArr [ 1 ] ) { minArr [ 1 ] = y ; } if ( z < minArr [ 2 ] ) { minArr [ 2 ] = z ; } if ( x > maxArr [ 0 ] ) { maxArr [ 0 ] = x ; } if ( y > maxArr [ 1 ] ) { maxArr [ 1 ] = y ; } if ( z > maxArr [ 2 ] ) { maxArr [ 2 ] = z ; } } min . _dirty = true ; max . _dirty = true ; } }
Update boundingBox of Geometry
Update boundingBox of Geometry