@@ -14,24 +14,23 @@ class Aabb3 {
1414  Vector3  get  max =>  _max;
1515
1616  /// The center of the AABB. 
17- Vector3  get  center =>  _min.clone ()
18-     ..add (_max)
19-     ..scale (0.5 );
17+ Vector3  get  center => 
18+       _min.clone ()
19+         ..add (_max)
20+         ..scale (0.5 );
2021
2122  /// Create a new AABB with [min]  and [max]  set to the origin. 
22- Aabb3 ()
23-       :  _min =  Vector3 .zero (),
24-         _max =  Vector3 .zero ();
23+ Aabb3 () :  _min =  Vector3 .zero (), _max =  Vector3 .zero ();
2524
2625  /// Create a new AABB as a copy of [other] . 
2726Aabb3 .copy (Aabb3  other)
28-        :  _min =  Vector3 .copy (other._min),
29-          _max =  Vector3 .copy (other._max);
27+     :  _min =  Vector3 .copy (other._min),
28+       _max =  Vector3 .copy (other._max);
3029
3130  /// Create a new AABB with a [min]  and [max] . 
3231Aabb3 .minMax (Vector3  min, Vector3  max)
33-        :  _min =  Vector3 .copy (min),
34-          _max =  Vector3 .copy (max);
32+     :  _min =  Vector3 .copy (min),
33+       _max =  Vector3 .copy (max);
3534
3635  /// Create a new AABB that encloses a [sphere] . 
3736factory  Aabb3 .fromSphere (Sphere  sphere) =>  Aabb3 ()..setSphere (sphere);
@@ -59,9 +58,11 @@ class Aabb3 {
5958  /// starting at [offset] . [offset]  has to be multiple of 
6059  /// [Float32List.bytesPerElement] . 
6160Aabb3 .fromBuffer (ByteBuffer  buffer, int  offset)
62-       :  _min =  Vector3 .fromBuffer (buffer, offset),
63-         _max =  Vector3 .fromBuffer (
64-             buffer, offset +  Float32List .bytesPerElement *  3 );
61+     :  _min =  Vector3 .fromBuffer (buffer, offset),
62+       _max =  Vector3 .fromBuffer (
63+         buffer,
64+         offset +  Float32List .bytesPerElement *  3 ,
65+       );
6566
6667  /// Set the AABB by a [center]  and [halfExtents] . 
6768void  setCenterAndHalfExtents (Vector3  center, Vector3  halfExtents) {
@@ -86,41 +87,65 @@ class Aabb3 {
8687  /// Set the AABB to enclose a [triangle] . 
8788void  setTriangle (Triangle  triangle) {
8889    _min.setValues (
89-         math.min (triangle._point0.x,
90-             math.min (triangle._point1.x, triangle._point2.x)),
91-         math.min (triangle._point0.y,
92-             math.min (triangle._point1.y, triangle._point2.y)),
93-         math.min (triangle._point0.z,
94-             math.min (triangle._point1.z, triangle._point2.z)));
90+       math.min (
91+         triangle._point0.x,
92+         math.min (triangle._point1.x, triangle._point2.x),
93+       ),
94+       math.min (
95+         triangle._point0.y,
96+         math.min (triangle._point1.y, triangle._point2.y),
97+       ),
98+       math.min (
99+         triangle._point0.z,
100+         math.min (triangle._point1.z, triangle._point2.z),
101+       ),
102+     );
95103    _max.setValues (
96-         math.max (triangle._point0.x,
97-             math.max (triangle._point1.x, triangle._point2.x)),
98-         math.max (triangle._point0.y,
99-             math.max (triangle._point1.y, triangle._point2.y)),
100-         math.max (triangle._point0.z,
101-             math.max (triangle._point1.z, triangle._point2.z)));
104+       math.max (
105+         triangle._point0.x,
106+         math.max (triangle._point1.x, triangle._point2.x),
107+       ),
108+       math.max (
109+         triangle._point0.y,
110+         math.max (triangle._point1.y, triangle._point2.y),
111+       ),
112+       math.max (
113+         triangle._point0.z,
114+         math.max (triangle._point1.z, triangle._point2.z),
115+       ),
116+     );
102117  }
103118
104119  /// Set the AABB to enclose a [quad] . 
105120void  setQuad (Quad  quad) {
106121    _min.setValues (
107-         math.min (quad._point0.x,
108-             math.min (quad._point1.x, math.min (quad._point2.x, quad._point3.x))),
109-         math.min (quad._point0.y,
110-             math.min (quad._point1.y, math.min (quad._point2.y, quad._point3.y))),
111-         math.min (
112-             quad._point0.z,
113-             math.min (
114-                 quad._point1.z, math.min (quad._point2.z, quad._point3.z))));
122+       math.min (
123+         quad._point0.x,
124+         math.min (quad._point1.x, math.min (quad._point2.x, quad._point3.x)),
125+       ),
126+       math.min (
127+         quad._point0.y,
128+         math.min (quad._point1.y, math.min (quad._point2.y, quad._point3.y)),
129+       ),
130+       math.min (
131+         quad._point0.z,
132+         math.min (quad._point1.z, math.min (quad._point2.z, quad._point3.z)),
133+       ),
134+     );
115135    _max.setValues (
116-         math.max (quad._point0.x,
117-             math.max (quad._point1.x, math.max (quad._point2.x, quad._point3.x))),
118-         math.max (quad._point0.y,
119-             math.max (quad._point1.y, math.max (quad._point2.y, quad._point3.y))),
120-         math.max (
121-             quad._point0.z,
122-             math.max (
123-                 quad._point1.z, math.max (quad._point2.z, quad._point3.z))));
136+       math.max (
137+         quad._point0.x,
138+         math.max (quad._point1.x, math.max (quad._point2.x, quad._point3.x)),
139+       ),
140+       math.max (
141+         quad._point0.y,
142+         math.max (quad._point1.y, math.max (quad._point2.y, quad._point3.y)),
143+       ),
144+       math.max (
145+         quad._point0.z,
146+         math.max (quad._point1.z, math.max (quad._point2.z, quad._point3.z)),
147+       ),
148+     );
124149  }
125150
126151  /// Set the AABB to enclose a [obb] . 
@@ -238,15 +263,17 @@ class Aabb3 {
238263
239264  /// Create a copy of this that is transformed by the transform [t]  and store 
240265  /// it in [out] . 
241- Aabb3  transformed (Matrix4  t, Aabb3  out) =>  out
242-     ..copyFrom (this )
243-     ..transform (t);
266+ Aabb3  transformed (Matrix4  t, Aabb3  out) => 
267+       out
268+         ..copyFrom (this )
269+         ..transform (t);
244270
245271  /// Create a copy of this that is rotated by the rotation matrix [t]  and 
246272  /// store it in [out] . 
247- Aabb3  rotated (Matrix4  t, Aabb3  out) =>  out
248-     ..copyFrom (this )
249-     ..rotate (t);
273+ Aabb3  rotated (Matrix4  t, Aabb3  out) => 
274+       out
275+         ..copyFrom (this )
276+         ..rotate (t);
250277
251278  void  getPN (Vector3  planeNormal, Vector3  outP, Vector3  outN) {
252279    if  (planeNormal.x <  0.0 ) {
@@ -393,8 +420,11 @@ class Aabb3 {
393420  /// be used for the test. If [result]  is specified and an intersection is 
394421  /// found, result is modified to contain more details about the type of 
395422  /// intersection. 
396- bool  intersectsWithTriangle (Triangle  other,
397-       {double  epsilon =  1e-3 , IntersectionResult ?  result}) {
423+ bool  intersectsWithTriangle (
424+     Triangle  other, {
425+     double  epsilon =  1e-3 ,
426+     IntersectionResult ?  result,
427+   }) {
398428    double  p0, p1, p2, r, len;
399429    double  a;
400430
@@ -639,7 +669,8 @@ class Aabb3 {
639669    copyCenterAndHalfExtents (_aabbCenter, _aabbHalfExtents);
640670
641671    // Compute the projection interval radius of b onto L(t) = b.c + t * p.n 
642-     final  r =  _aabbHalfExtents[0 ] *  other.normal[0 ].abs () + 
672+     final  r = 
673+         _aabbHalfExtents[0 ] *  other.normal[0 ].abs () + 
643674        _aabbHalfExtents[1 ] *  other.normal[1 ].abs () + 
644675        _aabbHalfExtents[2 ] *  other.normal[2 ].abs ();
645676    // Compute distance of box center from plane 
0 commit comments