159 lines
4.3 KiB
C++
159 lines
4.3 KiB
C++
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#pragma once
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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(Vector3i a_p1, 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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#ifdef TOLUA_EXPOSITION // tolua isn't aware of implicitly generated copy constructors
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cCuboid(const cCuboid & a_Cuboid);
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#endif
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// tolua_end
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// Exported in ManualBindings.cpp to support the old deprecated coord-based overload.
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void Assign(Vector3i a_Point1, Vector3i a_Point2);
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void Assign(const cCuboid & a_SrcCuboid) { *this = a_SrcCuboid; }
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// tolua_begin
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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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inline bool DoesIntersect(const cCuboid & a_Other) const
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{
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ASSERT(IsSorted());
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ASSERT(a_Other.IsSorted());
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// In order for cuboids to intersect, each of their coord intervals need to intersect
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return (
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DoIntervalsIntersect(p1.x, p2.x, a_Other.p1.x, a_Other.p2.x) &&
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DoIntervalsIntersect(p1.y, p2.y, a_Other.p1.y, a_Other.p2.y) &&
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DoIntervalsIntersect(p1.z, p2.z, a_Other.p1.z, a_Other.p2.z)
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);
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}
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// tolua_end
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// Exported in ManualBindings.cpp to support the old deprecated coord-based overload.
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bool IsInside(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(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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// tolua_begin
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/** Returns true if this cuboid is completely inside the specified 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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// tolua_end
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/** Moves the cuboid by the specified offset.
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Exported in ManualBindings to support the old deprecated coord-based overload. */
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void Move(Vector3i a_Offset);
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// tolua_begin
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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 this cuboid, so that it doesn't reach outside of a_Limits in any direction.
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Assumes both this and a_Limits are sorted. */
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void Clamp(const cCuboid & a_Limits);
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/** Clamps this cuboid's p2 so that the cuboid's size doesn't exceed the specified max size.
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Assumes this cuboid is sorted. */
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void ClampSize(Vector3i a_MaxSize);
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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(Vector3i a_Point);
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// tolua_end
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/** Checks the two cuboids for equality. */
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bool operator == (const cCuboid & aOther) const
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{
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return (
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(p1.x == aOther.p1.x) &&
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(p1.y == aOther.p1.y) &&
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(p1.z == aOther.p1.z) &&
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(p2.x == aOther.p2.x) &&
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(p2.y == aOther.p2.y) &&
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(p2.z == aOther.p2.z)
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);
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}
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bool operator != (const cCuboid & aOther) const
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{
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return !operator ==(aOther);
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}
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// tolua_begin
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private:
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/** Returns true if the two specified intervals have a non-empty union */
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inline static bool DoIntervalsIntersect(int a_Min1, int a_Max1, int a_Min2, int a_Max2)
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{
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ASSERT(a_Min1 <= a_Max1);
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ASSERT(a_Min2 <= a_Max2);
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return ((a_Min1 <= a_Max2) && (a_Max1 >= a_Min2));
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}
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} ;
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// tolua_end
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