#pragma once // 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 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) {} #ifdef TOLUA_EXPOSITION // tolua isn't aware of implicitly generated copy constructors cCuboid(const cCuboid & a_Cuboid); #endif // DEPRECATED, use cCuboid(Vector3i, Vector3i) instead 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) { LOGWARNING("cCuboid(int, int, int, int, int, int) constructor is deprecated, use cCuboid(Vector3i, Vector3i) constructor instead."); } void Assign(int a_X1, int a_Y1, int a_Z1, int a_X2, int a_Y2, int a_Z2); void Assign(const cCuboid & a_SrcCuboid) { *this = a_SrcCuboid; } 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 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. Assumes both cuboids are sorted. */ inline bool DoesIntersect(const cCuboid & a_Other) const { ASSERT(IsSorted()); ASSERT(a_Other.IsSorted()); // 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 IsInside(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(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). Assumes both cuboids are sorted. */ 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); /** 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 when using negative amounts. */ 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); /** 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; /** If needed, expands the cuboid so that it contains the specified point. Assumes sorted. Doesn't contract. */ void Engulf(Vector3i a_Point); private: /** Returns true if the two specified intervals have a non-empty union */ inline static bool DoIntervalsIntersect(int a_Min1, int a_Max1, int a_Min2, int a_Max2) { ASSERT(a_Min1 <= a_Max1); ASSERT(a_Min2 <= a_Max2); return ((a_Min1 <= a_Max2) && (a_Max1 >= a_Min2)); } } ; // tolua_end