#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules #include "Cuboid.h" //////////////////////////////////////////////////////////////////////////////// // 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); } } 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()); 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; } 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 ( (p1.x <= p2.x) && (p1.y <= p2.y) && (p1.z <= p2.z) ); } void cCuboid::Engulf(Vector3i a_Point) { 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; } }