100 lines
2.9 KiB
C++
100 lines
2.9 KiB
C++
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#pragma once
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#include "Vector3.h"
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// tolua_begin
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class cCuboid
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{
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public:
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// p1 is expected to have the smaller of the coords; Sort() swaps coords to match this
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Vector3i p1, p2;
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cCuboid(void) {}
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cCuboid(const cCuboid & a_Cuboid ) : p1(a_Cuboid.p1), p2(a_Cuboid.p2) {}
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cCuboid(const Vector3i & a_p1, const Vector3i & a_p2) : p1(a_p1), p2(a_p2) {}
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cCuboid(int a_X1, int a_Y1, int a_Z1) : p1(a_X1, a_Y1, a_Z1), p2(a_X1, a_Y1, a_Z1) {}
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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) {}
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void Assign(int a_X1, int a_Y1, int a_Z1, int a_X2, int a_Y2, int a_Z2);
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void Assign(const cCuboid & a_SrcCuboid);
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void Sort(void);
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int DifX(void) const { return p2.x - p1.x; }
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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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/** 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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Assumes both cuboids are sorted. */
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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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{
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return (
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(v.x >= p1.x) && (v.x <= p2.x) &&
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(v.y >= p1.y) && (v.y <= p2.y) &&
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(v.z >= p1.z) && (v.z <= p2.z)
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);
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}
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bool IsInside(int a_X, int a_Y, int a_Z) const
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{
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return (
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(a_X >= p1.x) && (a_X <= p2.x) &&
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(a_Y >= p1.y) && (a_Y <= p2.y) &&
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(a_Z >= p1.z) && (a_Z <= p2.z)
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);
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}
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bool IsInside( const Vector3d & v ) const
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{
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return (
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(v.x >= p1.x) && (v.x <= p2.x) &&
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(v.y >= p1.y) && (v.y <= p2.y) &&
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(v.z >= p1.z) && (v.z <= p2.z)
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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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Assumes both cuboids are sorted. */
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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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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 when using negative amounts. */
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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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/** 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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/** If needed, expands the cuboid so that it contains the specified point. Assumes sorted. Doesn't contract. */
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void Engulf(const Vector3i & a_Point);
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} ;
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// tolua_end
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