aDist = fabs(aBounds[5] - aBounds[4]);
}
float aOffset[3];
- aOffset[0] = (aBounds[1] < aBounds[0]) ? -aBounds[1] : -aBounds[0];
- aOffset[1] = (aBounds[3] < aBounds[2]) ? -aBounds[3] : -aBounds[2];
- aOffset[2] = (aBounds[5] < aBounds[4]) ? -aBounds[5] : -aBounds[4];
+ aOffset[0] = aOffset[1] = aOffset[2] = 0;
+ aOffset[aAxis] =
+ (aBounds[2*aAxis+1] < aBounds[2*aAxis]) ? -aBounds[2*aAxis+1] : -aBounds[2*aAxis];
if (i > 0) {
float aCCDist = (aDist + aPrevDist) / 2.0;