Added more utility functions to cCuboid.
GetVolume(), Expand(), ClampX(), ClampY(), ClampZ()
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@ -58,6 +58,18 @@ void cCuboid::Sort(void)
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int cCuboid::GetVolume(void) const
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{
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int DifX = abs(p2.x - p1.x) + 1;
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int DifY = abs(p2.y - p1.y) + 1;
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int DifZ = abs(p2.z - p1.z) + 1;
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return DifX * DifY * DifZ;
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}
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bool cCuboid::DoesIntersect(const cCuboid & a_Other) const
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bool cCuboid::DoesIntersect(const cCuboid & a_Other) const
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{
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{
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// In order for cuboids to intersect, each of their coord intervals need to intersect
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// In order for cuboids to intersect, each of their coord intervals need to intersect
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@ -103,6 +115,76 @@ void cCuboid::Move(int a_OfsX, int a_OfsY, int a_OfsZ)
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void cCuboid::Expand(int a_SubMinX, int a_AddMaxX, int a_SubMinY, int a_AddMaxY, int a_SubMinZ, int a_AddMaxZ)
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{
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if (p1.x < p2.x)
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{
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p1.x -= a_SubMinX;
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p2.x += a_AddMaxX;
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}
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else
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{
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p2.x -= a_SubMinX;
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p1.x += a_AddMaxX;
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}
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if (p1.y < p2.y)
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{
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p1.y -= a_SubMinY;
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p2.y += a_AddMaxY;
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}
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else
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{
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p2.y -= a_SubMinY;
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p1.y += a_AddMaxY;
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}
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if (p1.z < p2.z)
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{
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p1.z -= a_SubMinZ;
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p2.z += a_AddMaxZ;
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}
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else
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{
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p2.z -= a_SubMinZ;
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p1.z += a_AddMaxZ;
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}
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}
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void cCuboid::ClampX(int a_MinX, int a_MaxX)
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{
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p1.x = Clamp(p1.x, a_MinX, a_MaxX);
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p2.x = Clamp(p2.x, a_MinX, a_MaxX);
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}
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void cCuboid::ClampY(int a_MinY, int a_MaxY)
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{
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p1.y = Clamp(p1.y, a_MinY, a_MaxY);
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p2.y = Clamp(p2.y, a_MinY, a_MaxY);
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}
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void cCuboid::ClampZ(int a_MinZ, int a_MaxZ)
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{
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p1.z = Clamp(p1.z, a_MinZ, a_MaxZ);
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p2.z = Clamp(p2.z, a_MinZ, a_MaxZ);
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}
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bool cCuboid::IsSorted(void) const
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bool cCuboid::IsSorted(void) const
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{
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{
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return (
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return (
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27
src/Cuboid.h
27
src/Cuboid.h
@ -29,7 +29,12 @@ public:
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int DifY(void) const { return p2.y - p1.y; }
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int DifY(void) const { return p2.y - p1.y; }
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int DifZ(void) const { return p2.z - p1.z; }
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int DifZ(void) const { return p2.z - p1.z; }
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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 the volume of the cuboid, in blocks.
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Note that the volume considers both coords inclusive.
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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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bool DoesIntersect(const cCuboid & a_Other) const;
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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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bool IsInside(const Vector3i & v) const
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@ -59,13 +64,27 @@ public:
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);
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);
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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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bool IsCompletelyInside(const cCuboid & a_Outer) const;
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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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/** Moves the cuboid by the specified offsets in each direction */
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void Move(int a_OfsX, int a_OfsY, int a_OfsZ);
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void Move(int a_OfsX, int a_OfsY, int a_OfsZ);
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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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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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void ClampX(int a_MinX, int a_MaxX);
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/// Returns true if the coords are properly sorted (lesser in p1, greater in p2)
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/** Clamps both Y coords to the specified range. Works on unsorted cuboids, too. */
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void ClampY(int a_MinY, int a_MaxY);
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/** Clamps both Z coords to the specified range. Works on unsorted cuboids, too. */
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void ClampZ(int a_MinZ, int a_MaxZ);
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/** Returns true if the coords are properly sorted (lesser in p1, greater in p2) */
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bool IsSorted(void) const;
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bool IsSorted(void) const;
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} ;
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} ;
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// tolua_end
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// tolua_end
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