- public Vec diagonal() {
- float min_x = Float.MAX_VALUE;
- float min_y = Float.MAX_VALUE;
- float min_z = Float.MAX_VALUE;
- float max_x = Float.MIN_VALUE;
- float max_y = Float.MIN_VALUE;
- float max_z = Float.MIN_VALUE;
- for(Point p : verts.keySet()) {
- if (p.x < min_x) min_x = p.x;
- if (p.y < min_y) min_y = p.y;
- if (p.z < min_z) min_z = p.z;
- if (p.x > max_x) max_x = p.x;
- if (p.y > max_y) max_y = p.y;
- if (p.z > max_z) max_z = p.z;
- }
- return new Vec(max_x - min_x, max_y - min_y, max_z - min_z);
- }
-
- public Point centroid() {
- float min_x = Float.MAX_VALUE;
- float min_y = Float.MAX_VALUE;
- float min_z = Float.MAX_VALUE;
- float max_x = Float.MIN_VALUE;
- float max_y = Float.MIN_VALUE;
- float max_z = Float.MIN_VALUE;
- for(Point p : verts.keySet()) {
- if (p.x < min_x) min_x = p.x;
- if (p.y < min_y) min_y = p.y;
- if (p.z < min_z) min_z = p.z;
- if (p.x > max_x) max_x = p.x;
- if (p.y > max_y) max_y = p.y;
- if (p.z > max_z) max_z = p.z;
- }
- return new Point((float)(max_x + min_x)/2,
- (float)(max_y + min_y)/2,
- (float)(max_z + min_z)/2);
- }