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cuberite-2a/src/Cuboid.cpp

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#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
#include "Cuboid.h"
////////////////////////////////////////////////////////////////////////////////
// cCuboid:
void cCuboid::Assign(Vector3i a_Point1, Vector3i a_Point2)
{
p1 = a_Point1;
p2 = a_Point2;
}
void cCuboid::Sort(void)
{
if (p1.x > p2.x)
{
std::swap(p1.x, p2.x);
}
if (p1.y > p2.y)
{
std::swap(p1.y, p2.y);
}
if (p1.z > p2.z)
{
std::swap(p1.z, p2.z);
}
}
int cCuboid::GetVolume(void) const
{
int DifX = abs(p2.x - p1.x) + 1;
int DifY = abs(p2.y - p1.y) + 1;
int DifZ = abs(p2.z - p1.z) + 1;
return DifX * DifY * DifZ;
}
bool cCuboid::IsCompletelyInside(const cCuboid & a_Outer) const
{
ASSERT(IsSorted());
ASSERT(a_Outer.IsSorted());
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return (
(p1.x >= a_Outer.p1.x) &&
(p2.x <= a_Outer.p2.x) &&
(p1.y >= a_Outer.p1.y) &&
(p2.y <= a_Outer.p2.y) &&
(p1.z >= a_Outer.p1.z) &&
(p2.z <= a_Outer.p2.z)
);
}
void cCuboid::Move(Vector3i a_Offset)
{
p1.Move(a_Offset);
p2.Move(a_Offset);
}
void cCuboid::Expand(int a_SubMinX, int a_AddMaxX, int a_SubMinY, int a_AddMaxY, int a_SubMinZ, int a_AddMaxZ)
{
if (p1.x < p2.x)
{
p1.x -= a_SubMinX;
p2.x += a_AddMaxX;
}
else
{
p2.x -= a_SubMinX;
p1.x += a_AddMaxX;
}
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if (p1.y < p2.y)
{
p1.y -= a_SubMinY;
p2.y += a_AddMaxY;
}
else
{
p2.y -= a_SubMinY;
p1.y += a_AddMaxY;
}
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if (p1.z < p2.z)
{
p1.z -= a_SubMinZ;
p2.z += a_AddMaxZ;
}
else
{
p2.z -= a_SubMinZ;
p1.z += a_AddMaxZ;
}
}
void cCuboid::ClampX(int a_MinX, int a_MaxX)
{
p1.x = Clamp(p1.x, a_MinX, a_MaxX);
p2.x = Clamp(p2.x, a_MinX, a_MaxX);
}
void cCuboid::ClampY(int a_MinY, int a_MaxY)
{
p1.y = Clamp(p1.y, a_MinY, a_MaxY);
p2.y = Clamp(p2.y, a_MinY, a_MaxY);
}
void cCuboid::ClampZ(int a_MinZ, int a_MaxZ)
{
p1.z = Clamp(p1.z, a_MinZ, a_MaxZ);
p2.z = Clamp(p2.z, a_MinZ, a_MaxZ);
}
bool cCuboid::IsSorted(void) const
{
return (
(p1.x <= p2.x) &&
(p1.y <= p2.y) &&
(p1.z <= p2.z)
);
}
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void cCuboid::Engulf(Vector3i a_Point)
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{
if (a_Point.x < p1.x)
{
p1.x = a_Point.x;
}
else if (a_Point.x > p2.x)
{
p2.x = a_Point.x;
}
if (a_Point.y < p1.y)
{
p1.y = a_Point.y;
}
else if (a_Point.y > p2.y)
{
p2.y = a_Point.y;
}
if (a_Point.z < p1.z)
{
p1.z = a_Point.z;
}
else if (a_Point.z > p2.z)
{
p2.z = a_Point.z;
}
}