#ifndef __AABB_HPP_ #define __AABB_HPP_ #include #include #include "vec3.hpp" #include "triangle.hpp" class aabb { public: aabb() = default; aabb(vec3 &min_point, vec3 &max_point): minimum(min_point), maximum(max_point) {} aabb(vec3 &position, float radius): minimum(position - vec3(radius)), maximum(position + vec3(radius)) {} aabb(triangle &tri) { auto &v1 = tri.p1; auto &v2 = tri.p2; auto &v3 = tri.p3; // TODO: Use vector 3 functions minimum.v[0] = fmin(fmin(v1.v[0], v2.v[0]), v3.v[0]); minimum.v[1] = fmin(fmin(v1.v[1], v2.v[1]), v3.v[1]); minimum.v[2] = fmin(fmin(v1.v[2], v2.v[2]), v3.v[2]); maximum.v[0] = fmax(fmax(v1.v[0], v2.v[0]), v3.v[0]); maximum.v[1] = fmax(fmax(v1.v[1], v2.v[1]), v3.v[1]); maximum.v[2] = fmax(fmax(v1.v[2], v2.v[2]), v3.v[2]); } void union_with(const aabb &box) { minimum.min(box.minimum); maximum.max(box.maximum); } void union_with(const point3 &point) { minimum.min(point); maximum.max(point); } int32_t maximum_axis() const { vec3 diag = diagonal(); if (diag.v[0] > diag.v[1] && diag.v[0] > diag.v[2]) { return 0; } if (diag.v[1] > diag.v[2]) { return 1; } return 2; } vec3 diagonal() const { return maximum - minimum; } vec3 center() const { return diagonal() / 2.f; } float surface_area() const { auto diag = diagonal(); return 2.f * (diag.v[0] * diag.v[1] + diag.v[0] * diag.v[2] + diag.v[1] * diag.v[2]); } vec3 minimum = vec3(std::numeric_limits::max()); vec3 maximum = vec3(std::numeric_limits::lowest()); }; #endif // !__AABB_HPP_