#pragma once #include "Vector3i.h" #include "Vector3d.h" // tolua_begin class cCuboid { public: // p1 is expected to have the smaller of the coords; Sort() swaps coords to match this Vector3i p1, p2; cCuboid(void) {} cCuboid(const cCuboid & a_Cuboid ) : p1(a_Cuboid.p1), p2(a_Cuboid.p2) {} cCuboid(const Vector3i & a_p1, const Vector3i & a_p2) : p1(a_p1), p2(a_p2) {} cCuboid(int a_X1, int a_Y1, int a_Z1) : p1(a_X1, a_Y1, a_Z1), p2(a_X1, a_Y1, a_Z1) {} cCuboid(int a_X1, int a_Y1, int a_Z1, int a_X2, int a_Y2, int a_Z2) : p1(a_X1, a_Y1, a_Z1), p2(a_X2, a_Y2, a_Z2) {} void Assign(int a_X1, int a_Y1, int a_Z1, int a_X2, int a_Y2, int a_Z2); void Sort(void); int DifX(void) const { return p2.x - p1.x; } 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. bool DoesIntersect(const cCuboid & a_Other) const; bool IsInside(const Vector3i & v) const { return ( (v.x >= p1.x) && (v.x <= p2.x) && (v.y >= p1.y) && (v.y <= p2.y) && (v.z >= p1.z) && (v.z <= p2.z) ); } bool IsInside(int a_X, int a_Y, int a_Z) const { return ( (a_X >= p1.x) && (a_X <= p2.x) && (a_Y >= p1.y) && (a_Y <= p2.y) && (a_Z >= p1.z) && (a_Z <= p2.z) ); } bool IsInside( const Vector3d & v ) const { return ( (v.x >= p1.x) && (v.x <= p2.x) && (v.y >= p1.y) && (v.y <= p2.y) && (v.z >= p1.z) && (v.z <= p2.z) ); } /// 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 void Move(int a_OfsX, int a_OfsY, int a_OfsZ); /// Returns true if the coords are properly sorted (lesser in p1, greater in p2) bool IsSorted(void) const; } ; // tolua_end