#region usings
using System;
using OpenTK;
using OpenTK.Graphics.OpenGL;
#endregion
namespace SM.OGL.Mesh
{
///
/// Contains information about bounding boxes of meshes
///
public class BoundingBox
{
///
/// The maximum corner.
///
public Vector3 Max = Vector3.Zero;
///
/// The minimum corner.
///
public Vector3 Min = Vector3.Zero;
///
/// Empty constructor
///
public BoundingBox()
{
}
///
/// Creates the bounding box with predefined min and max values
///
///
///
public BoundingBox(Vector3 min, Vector3 max)
{
Min = min;
Max = max;
}
///
/// Returns specific configurations of corners
///
/// If true, it takes the X-value of maximum, otherwise the minimum.
/// If true, it takes the Y-value of maximum, otherwise the minimum.
/// If true, it takes the Z-value of maximum, otherwise the minimum.
///
public Vector3 this[bool x, bool y, bool z] => Get(x,y,z);
public Vector3 Get(bool x, bool y, bool z)
{
return new Vector3(x ? Max.X : Min.X, y ? Max.Y : Min.Y, z ? Max.Z : Min.Z);
}
public Vector3 Get(bool xyz) => Get(xyz, xyz, xyz);
public Vector3 Get(Matrix4 transformation, bool x, bool y, bool z)
{
Vector3 get = Get(x, y, z);
return (new Vector4(get, 1) * transformation).Xyz;
}
public Vector3 Get(Matrix4 transformation, bool xyz) => Get(transformation, xyz, xyz, xyz);
public void Update(GenericMesh mesh)
{
int pos = 0;
foreach (float f in mesh.Vertex)
{
Min[pos] = Math.Min(Min[pos], f);
Max[pos] = Math.Max(Max[pos], f);
pos++;
pos %= mesh.Vertex.PointerSize;
}
}
///
/// Updates the bounding box.
///
///
public void Update(Vector2 vector)
{
for (var i = 0; i < 2; i++)
{
Min[i] = Math.Min(Min[i], vector[i]);
Max[i] = Math.Max(Max[i], vector[i]);
}
}
///
/// Updates the bounding box.
///
///
public void Update(Vector3 vector)
{
for (var i = 0; i < 3; i++)
{
Min[i] = Math.Min(Min[i], vector[i]);
Max[i] = Math.Max(Min[i], vector[i]);
}
}
}
}