#include "Grid.hpp" namespace Math { GridCellBoundaries grid_cell_for_point(Vector<2> point) { auto x1 = std::trunc(point.x()); auto y1 = std::trunc(point.y()); auto x2 = x1 + 1.0f; auto y2 = y1 + 1.0f; return GridCellBoundaries{x1, x2, y1, y2}; } Vector<2> GridCellBoundaries::top_left() const { return {x1, y1}; } Vector<2> GridCellBoundaries::top_right() const { return {x2, y1}; } Vector<2> GridCellBoundaries::bottom_left() const { return {x1, y2}; } Vector<2> GridCellBoundaries::bottom_right() const { return {x2, y2}; } CubeCellBoundaries cube_cell_for_point(Vector<3> point) { auto x1 = std::trunc(point.x()); auto y1 = std::trunc(point.y()); auto z1 = std::trunc(point.z()); auto x2 = x1 + 1.0f; auto y2 = y1 + 1.0f; auto z2 = z1 + 1.0f; return CubeCellBoundaries{x1, x2, y1, y2, z1, z2}; } Vector<3> CubeCellBoundaries::front_top_left() const { return {x1, y1, z1}; } Vector<3> CubeCellBoundaries::front_top_right() const { return {x2, y1, z1}; } Vector<3> CubeCellBoundaries::front_bottom_left() const { return {x1, y2, z1}; } Vector<3> CubeCellBoundaries::front_bottom_right() const { return {x2, y2, z1}; } Vector<3> CubeCellBoundaries::back_top_left() const { return {x1, y1, z2}; } Vector<3> CubeCellBoundaries::back_top_right() const { return {x2, y1, z2}; } Vector<3> CubeCellBoundaries::back_bottom_left() const { return {x1, y2, z2}; } Vector<3> CubeCellBoundaries::back_bottom_right() const { return {x2, y2, z2}; } GridCellBoundaries CubeCellBoundaries::grid_cell() const { return {x1, x2, y1, y2}; } }