Shortened DoIntervalsIntersect to two comparisons, made inline. (#3883)
* Shortened DoIntervalsIntersect to two comparisons, made inline. * Applied DeMorgan's * a_Max1 => a_Max2 * Moved DoIntervalsIntersect definition into header file. * Moved DoesIntersect into header. * Unindented line
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@ -7,20 +7,6 @@
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/** Returns true if the two specified intervals have a non-empty union */
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static bool DoIntervalsIntersect(int a_Min1, int a_Max1, int a_Min2, int a_Max2)
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{
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return (
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((a_Min1 >= a_Min2) && (a_Min1 <= a_Max2)) || // Start of first interval is within the second interval
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((a_Max1 >= a_Min2) && (a_Max1 <= a_Max2)) || // End of first interval is within the second interval
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((a_Min2 >= a_Min1) && (a_Min2 <= a_Max1)) // Start of second interval is within the first interval
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);
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}
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////////////////////////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////////////////////////
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// cCuboid:
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// cCuboid:
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@ -95,23 +81,6 @@ int cCuboid::GetVolume(void) const
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bool cCuboid::DoesIntersect(const cCuboid & a_Other) const
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{
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ASSERT(IsSorted());
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ASSERT(a_Other.IsSorted());
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// In order for cuboids to intersect, each of their coord intervals need to intersect
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return (
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DoIntervalsIntersect(p1.x, p2.x, a_Other.p1.x, a_Other.p2.x) &&
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DoIntervalsIntersect(p1.y, p2.y, a_Other.p1.y, a_Other.p2.y) &&
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DoIntervalsIntersect(p1.z, p2.z, a_Other.p1.z, a_Other.p2.z)
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);
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}
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bool cCuboid::IsCompletelyInside(const cCuboid & a_Outer) const
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bool cCuboid::IsCompletelyInside(const cCuboid & a_Outer) const
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{
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{
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ASSERT(IsSorted());
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ASSERT(IsSorted());
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24
src/Cuboid.h
24
src/Cuboid.h
@ -40,7 +40,18 @@ public:
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/** Returns true if the cuboids have at least one voxel in common. Both coords are considered inclusive.
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/** Returns true if the cuboids have at least one voxel in common. Both coords are considered inclusive.
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Assumes both cuboids are sorted. */
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Assumes both cuboids are sorted. */
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bool DoesIntersect(const cCuboid & a_Other) const;
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inline bool DoesIntersect(const cCuboid & a_Other) const
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{
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ASSERT(IsSorted());
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ASSERT(a_Other.IsSorted());
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// In order for cuboids to intersect, each of their coord intervals need to intersect
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return (
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DoIntervalsIntersect(p1.x, p2.x, a_Other.p1.x, a_Other.p2.x) &&
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DoIntervalsIntersect(p1.y, p2.y, a_Other.p1.y, a_Other.p2.y) &&
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DoIntervalsIntersect(p1.z, p2.z, a_Other.p1.z, a_Other.p2.z)
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);
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}
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bool IsInside(const Vector3i & v) const
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bool IsInside(const Vector3i & v) const
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{
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{
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@ -95,6 +106,17 @@ public:
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/** If needed, expands the cuboid so that it contains the specified point. Assumes sorted. Doesn't contract. */
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/** If needed, expands the cuboid so that it contains the specified point. Assumes sorted. Doesn't contract. */
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void Engulf(const Vector3i & a_Point);
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void Engulf(const Vector3i & a_Point);
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private:
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/** Returns true if the two specified intervals have a non-empty union */
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inline static bool DoIntervalsIntersect(int a_Min1, int a_Max1, int a_Min2, int a_Max2)
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{
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ASSERT(a_Min1 <= a_Max1);
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ASSERT(a_Min2 <= a_Max2);
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return ((a_Min1 <= a_Max2) && (a_Max1 >= a_Min2));
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}
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} ;
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} ;
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// tolua_end
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// tolua_end
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