Files
RayTracer/src/scene/AABB.h
T

55 lines
2.1 KiB
C++

#pragma once
#include <array>
#include <glm/glm.hpp>
#include <utility>
struct AABB
{
glm::vec3 min = glm::vec3(std::numeric_limits<float>::max());
glm::vec3 max = glm::vec3(std::numeric_limits<float>::lowest());
float surfaceArea() const
{
glm::vec3 d = glm::vec3(max.x - min.x, max.y - min.y, max.z - min.z);
return 2.0f * (d.x * d.y + d.y * d.z + d.z * d.x);
}
void adjust(glm::vec3 pos)
{
min.x = std::min(min.x, pos.x);
min.y = std::min(min.y, pos.y);
min.z = std::min(min.z, pos.z);
max.x = std::max(max.x, pos.x);
max.y = std::max(max.y, pos.y);
max.z = std::max(max.z, pos.z);
}
void transform(glm::mat4 transform)
{
std::array<glm::vec3, 8> corners;
corners[0] = glm::vec3(min.x, min.y, min.z);
corners[1] = glm::vec3(min.x, min.y, max.z);
corners[2] = glm::vec3(min.x, max.y, min.z);
corners[3] = glm::vec3(min.x, max.y, max.z);
corners[4] = glm::vec3(max.x, min.y, min.z);
corners[5] = glm::vec3(max.x, min.y, max.z);
corners[6] = glm::vec3(max.x, max.y, min.z);
corners[7] = glm::vec3(max.x, max.y, max.z);
min = glm::vec3(std::numeric_limits<float>::max());
max = glm::vec3(std::numeric_limits<float>::lowest());
for (int i = 0; i < 8; ++i)
{
glm::vec4 transformed = transform * glm::vec4(corners[i].x, corners[i].y, corners[i].z, 1.0f);
min = glm::vec3(std::min(min.x, transformed.x), std::min(min.y, transformed.y), std::min(min.z, transformed.z));
max = glm::vec3(std::max(max.x, transformed.x), std::max(max.y, transformed.y), std::max(max.z, transformed.z));
}
}
static AABB combine(AABB lhs, AABB rhs)
{
AABB result = {
.min = glm::vec3(std::min(lhs.min.x, rhs.min.x), std::min(lhs.min.y, rhs.min.y), std::min(lhs.min.z, rhs.min.z)),
.max = glm::vec3(std::max(lhs.max.x, rhs.max.x), std::max(lhs.max.y, rhs.max.y), std::max(lhs.max.z, rhs.max.z)),
};
return result;
}
};