use crate::ray::Ray; use crate::vec3::Point3; #[derive(Clone)] pub struct AABB { pub minimum: Point3, pub maximum: Point3, } impl AABB { pub fn hit(&self, ray: &Ray, t_min: f64, t_max: f64) -> bool { let mut t_min = t_min; let mut t_max = t_max; for a in 0..3 { let inv_d = 1.0 / ray.direction.get(a).unwrap(); let mut t0 = (self.minimum.get(a).unwrap() - ray.origin.get(a).unwrap()) * inv_d; let mut t1 = (self.maximum.get(a).unwrap() - ray.origin.get(a).unwrap()) * inv_d; if inv_d < 0.0 { (t0, t1) = (t1, t0); } t_min = if t0 > t_min { t0 } else { t_min }; t_max = if t1 < t_max { t1 } else { t_max }; if t_max <= t_min { return false; } } true } pub fn surrounding_box(&self, other: &AABB) -> AABB { AABB { minimum: Point3 { x: self.minimum.x.min(other.minimum.x), y: self.minimum.y.min(other.minimum.y), z: self.minimum.z.min(other.minimum.z), }, maximum: Point3 { x: self.maximum.x.max(other.maximum.x), y: self.maximum.y.max(other.maximum.y), z: self.maximum.z.max(other.maximum.z), }, } } }