glm::vec3 Center() const noexcept {
return min + (max - min) * 0.5f;
}
+
+ /// return distance between origin and farthest vertex
+ float OriginRadius() const noexcept {
+ glm::vec3 high(glm::max(abs(min), abs(max)));
+ return length(high);
+ }
};
struct Ray {