module Data.Glome.Box (box) where import Data.Glome.Vec import Data.Glome.Solid -- Simple, axis-aligned bounding box defined with two points at opposing corners. data Box = Box !Bbox deriving Show box :: Vec -> Vec -> SolidItem box (Vec x1 y1 z1) (Vec x2 y2 z2) = SolidItem (Box (Bbox (Vec (fmin x1 x2) (fmin y1 y2) (fmin z1 z2)) (Vec (fmax x1 x2) (fmax y1 y2) (fmax z1 z2)))) -- this could be optimized a bit more rayint_box :: Box -> Ray -> Flt -> Texture -> Rayint rayint_box (Box (Bbox (Vec p1x p1y p1z) (Vec p2x p2y p2z))) r@(Ray orig@(Vec ox oy oz) dir@(Vec dx dy dz)) d t = let dxrcp = 1/dx dyrcp = 1/dy dzrcp = 1/dz Interval inx outx = if dx > 0 then Interval ((p1x-ox)*dxrcp) ((p2x-ox)*dxrcp) else Interval ((p2x-ox)*dxrcp) ((p1x-ox)*dxrcp) Interval iny outy = if dy > 0 then Interval ((p1y-oy)*dyrcp) ((p2y-oy)*dyrcp) else Interval ((p2y-oy)*dyrcp) ((p1y-oy)*dyrcp) Interval inz outz = if dz > 0 then Interval ((p1z-oz)*dzrcp) ((p2z-oz)*dzrcp) else Interval ((p2z-oz)*dzrcp) ((p1z-oz)*dzrcp) lastin = (fmax3 inx iny inz) firstout = (fmin3 outx outy outz) in if lastin > firstout || firstout < 0 || lastin > d then RayMiss else let n = if inx == lastin then if dx > 0 then nvx else vx else if iny == lastin then if dy > 0 then nvy else vy else if dz > 0 then nvz else vz norm = if lastin > 0 then n else vinvert n hitdepth = fmax 0 lastin in RayHit hitdepth (vscaleadd orig dir hitdepth) norm t shadow_box :: Box -> Ray -> Flt -> Bool shadow_box (Box box) r d = let Interval near far = bbclip r box in if (near > far) || far <= 0 || far > d then False else True inside_box :: Box -> Vec -> Bool inside_box (Box (Bbox (Vec x1 y1 z1) (Vec x2 y2 z2))) (Vec x y z) = x > x1 && x < x2 && y > y1 && y < y2 && z > z1 && z < z2 bound_box :: Box -> Bbox bound_box (Box box) = box instance Solid Box where rayint = rayint_box shadow = shadow_box inside = inside_box bound = bound_box