#pragma once #include "Math/Vector.h" #include "Math/Matrix.h" #include "Containers/Array.h" namespace Seele { struct AABB { Math::Vector min = Math::Vector(std::numeric_limits::max()); Math::Vector max = Math::Vector(std::numeric_limits::min()); float surfaceArea() const { Math::Vector d = max - min; return 2.0f * (d.x * d.y + d.y * d.z + d.z * d.x); } bool intersects(const AABB& other) const { if (min.x > other.max.x || max.x < other.min.x) { return false; } if (min.y > other.max.y || max.y < other.min.y) { return false; } if (min.z > other.max.z || max.z < other.min.z) { return false; } return true; } bool contains(const AABB& other) const { if (min.x > other.min.x || max.x < other.max.x) { return false; } if (min.y > other.min.y || max.y < other.max.y) { return false; } if (min.z > other.min.z || max.z < other.max.z) { return false; } return true; } AABB getTransformedBox(const Math::Matrix4& matrix) const { StaticArray corners; corners[0] = Math::Vector(min.x, min.y, min.z); corners[1] = Math::Vector(min.x, min.y, max.z); corners[2] = Math::Vector(min.x, max.y, min.z); corners[3] = Math::Vector(min.x, max.y, max.z); corners[4] = Math::Vector(max.x, min.y, min.z); corners[5] = Math::Vector(max.x, min.y, max.z); corners[6] = Math::Vector(max.x, max.y, min.z); corners[7] = Math::Vector(max.x, max.y, max.z); Math::Vector tmin = Math::Vector(1, 1, 1) * std::numeric_limits::max(); Math::Vector tmax = Math::Vector(1, 1, 1) * std::numeric_limits::min(); for(int i = 0; i < 8; ++i) { Math::Vector transformed = matrix * Math::Vector4(corners[i], 1.0f); tmin = Math::Vector(std::min(tmin.x, transformed.x), std::min(tmin.y, transformed.y), std::min(tmin.z, transformed.z)); tmax = Math::Vector(std::max(tmax.x, transformed.x), std::max(tmax.y, transformed.y), std::max(tmax.z, transformed.z)); } return AABB { .min = tmin, .max = tmax, }; } void adjust(const Math::Vector vertex) { min.x = std::min(min.x, vertex.x); min.y = std::min(min.y, vertex.y); min.z = std::min(min.z, vertex.z); max.x = std::max(max.x, vertex.x); max.y = std::max(max.y, vertex.y); max.z = std::max(max.z, vertex.z); } AABB combine(const AABB& other) const { return AABB { .min = Math::Vector( std::min(min.x, other.min.x), std::min(min.y, other.min.y), std::min(min.z, other.min.z) ), .max = Math::Vector ( std::max(max.x, other.max.x), std::max(max.y, other.max.y), std::max(max.z, other.max.z) ), }; } }; } // namespace Seele