#pragma once #include #include #include struct AABB { glm::vec3 min = glm::vec3(std::numeric_limits::max()); glm::vec3 max = glm::vec3(std::numeric_limits::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 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::max()); max = glm::vec3(std::numeric_limits::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; } };