#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules #include "Cuboid.h" /// Returns true if the two specified intervals have a non-empty union static bool DoIntervalsIntersect(int a_Min1, int a_Max1, int a_Min2, int a_Max2) { return ( ((a_Min1 >= a_Min2) && (a_Min1 <= a_Max2)) || // Start of first interval is within the second interval ((a_Max1 >= a_Min2) && (a_Max1 <= a_Max2)) || // End of first interval is within the second interval ((a_Min2 >= a_Min1) && (a_Min2 <= a_Max1)) // Start of second interval is within the first interval ); } /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // cCuboid: void cCuboid::Assign(int a_X1, int a_Y1, int a_Z1, int a_X2, int a_Y2, int a_Z2) { p1.x = a_X1; p1.y = a_Y1; p1.z = a_Z1; p2.x = a_X2; p2.y = a_Y2; p2.z = a_Z2; } 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); } } bool cCuboid::DoesIntersect(const cCuboid & a_Other) const { // In order for cuboids to intersect, each of their coord intervals need to intersect return ( DoIntervalsIntersect(p1.x, p2.x, a_Other.p1.x, a_Other.p2.x) && DoIntervalsIntersect(p1.y, p2.y, a_Other.p1.y, a_Other.p2.y) && DoIntervalsIntersect(p1.z, p2.z, a_Other.p1.z, a_Other.p2.z) ); } bool cCuboid::IsCompletelyInside(const cCuboid & a_Outer) const { 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(int a_OfsX, int a_OfsY, int a_OfsZ) { p1.x += a_OfsX; p1.y += a_OfsY; p1.z += a_OfsZ; p2.x += a_OfsX; p2.y += a_OfsY; p2.z += a_OfsZ; } bool cCuboid::IsSorted(void) const { return ( (p1.x <= p2.x) && (p1.y <= p2.y) && (p1.z <= p2.z) ); }