Hardened cCuboid with asserts for its assumptions.
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@ -72,6 +72,9 @@ 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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@ -86,6 +89,9 @@ bool cCuboid::DoesIntersect(const cCuboid & a_Other) const
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bool cCuboid::IsCompletelyInside(const cCuboid & a_Outer) const
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{
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ASSERT(IsSorted());
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ASSERT(a_Outer.IsSorted());
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return (
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(p1.x >= a_Outer.p1.x) &&
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(p2.x <= a_Outer.p2.x) &&
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@ -34,7 +34,8 @@ public:
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Works on unsorted cuboids, too. */
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int GetVolume(void) const;
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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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bool DoesIntersect(const cCuboid & a_Other) const;
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bool IsInside(const Vector3i & v) const
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@ -64,7 +65,8 @@ public:
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);
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}
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/** Returns true if this cuboid is completely inside the specifie cuboid (in all 6 coords) */
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/** Returns true if this cuboid is completely inside the specifie cuboid (in all 6 coords).
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Assumes both cuboids are sorted. */
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bool IsCompletelyInside(const cCuboid & a_Outer) const;
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/** Moves the cuboid by the specified offsets in each direction */
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@ -72,7 +74,7 @@ public:
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/** Expands the cuboid by the specified amount in each direction.
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Works on unsorted cuboids as well.
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Note that this function doesn't check for underflows. */
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Note that this function doesn't check for underflows when using negative amounts. */
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void Expand(int a_SubMinX, int a_AddMaxX, int a_SubMinY, int a_AddMaxY, int a_SubMinZ, int a_AddMaxZ);
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/** Clamps both X coords to the specified range. Works on unsorted cuboids, too. */
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