diff --git a/src/Cuboid.cpp b/src/Cuboid.cpp index ea6f7c453..782837b23 100644 --- a/src/Cuboid.cpp +++ b/src/Cuboid.cpp @@ -58,6 +58,18 @@ void cCuboid::Sort(void) +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::DoesIntersect(const cCuboid & a_Other) const { // In order for cuboids to intersect, each of their coord intervals need to intersect @@ -103,6 +115,76 @@ void cCuboid::Move(int a_OfsX, int a_OfsY, int a_OfsZ) +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; + } + + if (p1.y < p2.y) + { + p1.y -= a_SubMinY; + p2.y += a_AddMaxY; + } + else + { + p2.y -= a_SubMinY; + p1.y += a_AddMaxY; + } + + 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 ( diff --git a/src/Cuboid.h b/src/Cuboid.h index 44db7b98e..51ccf799b 100644 --- a/src/Cuboid.h +++ b/src/Cuboid.h @@ -29,7 +29,12 @@ public: int DifY(void) const { return p2.y - p1.y; } int DifZ(void) const { return p2.z - p1.z; } - /// Returns true if the cuboids have at least one voxel in common. Both coords are considered inclusive. + /** Returns the volume of the cuboid, in blocks. + Note that the volume considers both coords inclusive. + Works on unsorted cuboids, too. */ + int GetVolume(void) const; + + /** Returns true if the cuboids have at least one voxel in common. Both coords are considered inclusive. */ bool DoesIntersect(const cCuboid & a_Other) const; bool IsInside(const Vector3i & v) const @@ -59,13 +64,27 @@ public: ); } - /// Returns true if this cuboid is completely inside the specifie cuboid (in all 6 coords) + /** Returns true if this cuboid is completely inside the specifie cuboid (in all 6 coords) */ bool IsCompletelyInside(const cCuboid & a_Outer) const; - /// Moves the cuboid by the specified offsets in each direction + /** Moves the cuboid by the specified offsets in each direction */ void Move(int a_OfsX, int a_OfsY, int a_OfsZ); + + /** Expands the cuboid by the specified amount in each direction. + Works on unsorted cuboids as well. + Note that this function doesn't check for underflows. */ + void Expand(int a_SubMinX, int a_AddMaxX, int a_SubMinY, int a_AddMaxY, int a_SubMinZ, int a_AddMaxZ); + + /** Clamps both X coords to the specified range. Works on unsorted cuboids, too. */ + void ClampX(int a_MinX, int a_MaxX); - /// Returns true if the coords are properly sorted (lesser in p1, greater in p2) + /** Clamps both Y coords to the specified range. Works on unsorted cuboids, too. */ + void ClampY(int a_MinY, int a_MaxY); + + /** Clamps both Z coords to the specified range. Works on unsorted cuboids, too. */ + void ClampZ(int a_MinZ, int a_MaxZ); + + /** Returns true if the coords are properly sorted (lesser in p1, greater in p2) */ bool IsSorted(void) const; } ; // tolua_end