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#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};
}
}
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