//! Implements 3d axis aligned bounding box use crate::{Number, Float}; use super::vector3::{Vector3, Vector3f}; use crate::core::{min, max}; use crate::core::Ray; #[derive(Clone)] pub struct Bound3 { pub min: Vector3, pub max: Vector3 } pub type Bound3f = Bound3; impl Bound3 { /// Creates a bound from two points pub fn new(p0: Vector3, p1: Vector3) -> Self { // Elliminate some code duplication here let min = Vector3::new_xyz( min(p0.x, p1.x), min(p0.y, p1.y), min(p0.z, p1.z) ); let max = Vector3::new_xyz( max(p0.x, p1.x), max(p0.y, p1.y), max(p0.z, p1.z) ); Self {min, max} } pub fn combine(&self, op: &Self) -> Self { let min = Vector3::new_xyz( min(self.min.x, op.min.x), min(self.min.y, op.min.y), min(self.min.z, op.min.z) ); let max = Vector3::new_xyz( max(self.max.x, op.max.x), max(self.max.y, op.max.y), max(self.max.z, op.max.z) ); Self {min, max} } pub fn and(&self, op: &Self) -> Self { let min_b = Vector3::new_xyz( max(self.min.x, op.min.x), max(self.min.y, op.min.y), max(self.min.z, op.min.z) ); let max_b = Vector3::new_xyz( min(self.max.x, op.max.x), min(self.max.y, op.max.y), min(self.max.z, op.max.z) ); Self {min: min_b, max: max_b} } pub fn area(&self) -> T { let diag = self.max - self.min; diag.x * diag.y * diag.z } } impl Bound3f { pub const EMPTY: Bound3f = Bound3f{min: Vector3f::ZERO, max: Vector3f::ZERO}; /// Calculate whether there is a intersect between a bounding box and a ray /// /// # Examples: /// /// ``` /// use rendering::core::{Bound3f, Vector3f, Ray}; /// use rendering::INFTY; /// let b = Bound3f::new(Vector3f::new(7.0), Vector3f::new(10.0)); /// let r1 = Ray::new_to(Vector3f::new(0.0), Vector3f::new(5.0)); /// let r2 = Ray::new_to(Vector3f::new(-0.0), Vector3f::new(-5.0)); /// let r3 = Ray::new(Vector3f::new_xyz(-1.0, 0.0, 0.0), Vector3f::new_xyz(1.0, 0.0, 0.0)); /// /// assert!(b.intersect(&r1, 0.0, INFTY)); /// assert!(!b.intersect(&r2, 0.0, INFTY)); /// assert!(!b.intersect(&r3, 0.0, INFTY)); /// ``` pub fn intersect(&self, ray: &Ray, t_min: Float, t_max: Float) -> bool { println!("BIN: {} -> {}", self.min, self.max); // Method stolen from Ray tracing the next week. // They mention its from pixar for i in 0..3 { let inv = 1.0 / ray.direction[i]; let mut t0 = (self.min[i] - ray.origin[i]) * inv; let mut t1 = (self.max[i] - ray.origin[i]) * inv; if inv < 0.0 { let tmp = t0; t0 = t1; t1 = tmp; } let t_min = max(t0, t_min); let t_max = min(t1, t_max); if t_max <= t_min { return false; } } return true; } }