forked from bartvdbraak/blender
da376e0237
Cycles uses code from some great open source projects, many thanks them: * BVH building and traversal code from NVidia's "Understanding the Efficiency of Ray Traversal on GPUs": http://code.google.com/p/understanding-the-efficiency-of-ray-traversal-on-gpus/ * Open Shading Language for a large part of the shading system: http://code.google.com/p/openshadinglanguage/ * Blender for procedural textures and a few other nodes. * Approximate Catmull Clark subdivision from NVidia Mesh tools: http://code.google.com/p/nvidia-mesh-tools/ * Sobol direction vectors from: http://web.maths.unsw.edu.au/~fkuo/sobol/ * Film response functions from: http://www.cs.columbia.edu/CAVE/software/softlib/dorf.php
99 lines
1.9 KiB
C++
99 lines
1.9 KiB
C++
/*
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* Copyright 2011, Blender Foundation.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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#ifndef __UTIL_BOUNDBOX_H__
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#define __UTIL_BOUNDBOX_H__
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#include <float.h>
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#include "util_transform.h"
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#include "util_types.h"
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CCL_NAMESPACE_BEGIN
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class BoundBox
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{
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public:
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float3 min, max;
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BoundBox(void)
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{
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min = make_float3(FLT_MAX, FLT_MAX, FLT_MAX);
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max = make_float3(-FLT_MAX, -FLT_MAX, -FLT_MAX);
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}
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BoundBox(const float3& min_, const float3& max_)
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: min(min_), max(max_)
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{
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}
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void grow(const float3& pt)
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{
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min = ccl::min(min, pt);
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max = ccl::max(max, pt);
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}
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void grow(const BoundBox& bbox)
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{
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grow(bbox.min);
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grow(bbox.max);
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}
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void intersect(const BoundBox& bbox)
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{
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min = ccl::max(min, bbox.min);
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max = ccl::min(max, bbox.max);
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}
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float area(void) const
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{
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if(!valid())
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return 0.0f;
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float3 d = max - min;
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return dot(d, d)*2.0f;
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}
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bool valid(void) const
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{
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return (min.x <= max.x) && (min.y <= max.y) && (min.z <= max.z);
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}
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BoundBox transformed(const Transform *tfm)
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{
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BoundBox result;
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for(int i = 0; i < 8; i++) {
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float3 p;
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p.x = (i & 1)? min.x: max.x;
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p.y = (i & 2)? min.y: max.y;
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p.z = (i & 4)? min.z: max.z;
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result.grow(transform(tfm, p));
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}
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return result;
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}
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};
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CCL_NAMESPACE_END
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#endif /* __UTIL_BOUNDBOX_H__ */
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