100 lines
3.8 KiB
C++
100 lines
3.8 KiB
C++
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// BoundingBox.h
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// Declares the cBoundingBox class representing an axis-aligned bounding box with floatingpoint coords
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#pragma once
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#include "Vector3.h"
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#include "Defines.h"
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// tolua_begin
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/** Represents two sets of coords, minimum and maximum for each direction.
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All the coords within those limits (inclusive the edges) are considered "inside" the box.
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For intersection purposes, though, if the intersection is "sharp" in any coord (i. e. zero volume),
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the boxes are considered non-intersecting. */
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class cBoundingBox
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{
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public:
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cBoundingBox(double a_MinX, double a_MaxX, double a_MinY, double a_MaxY, double a_MinZ, double a_MaxZ);
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cBoundingBox(const Vector3d & a_Min, const Vector3d & a_Max);
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cBoundingBox(const Vector3d & a_Pos, double a_Radius, double a_Height);
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cBoundingBox(const cBoundingBox & a_Orig);
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/** Moves the entire boundingbox by the specified offset */
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void Move(double a_OffX, double a_OffY, double a_OffZ);
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/** Moves the entire boundingbox by the specified offset */
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void Move(const Vector3d & a_Off);
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/** Expands the bounding box by the specified amount in each direction (so the box becomes larger by 2 * Expand in each direction) */
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void Expand(double a_ExpandX, double a_ExpandY, double a_ExpandZ);
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/** Returns true if the two bounding boxes intersect */
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bool DoesIntersect(const cBoundingBox & a_Other);
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/** Returns the union of the two bounding boxes */
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cBoundingBox Union(const cBoundingBox & a_Other);
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/** Returns true if the point is inside the bounding box */
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bool IsInside(const Vector3d & a_Point);
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/** Returns true if the point is inside the bounding box */
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bool IsInside(double a_X, double a_Y, double a_Z);
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/** Returns true if a_Other is inside this bounding box */
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bool IsInside(cBoundingBox & a_Other);
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/** Returns true if a boundingbox specified by a_Min and a_Max is inside this bounding box */
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bool IsInside(const Vector3d & a_Min, const Vector3d & a_Max);
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/** Returns true if the specified point is inside the bounding box specified by its min / max corners */
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static bool IsInside(const Vector3d & a_Min, const Vector3d & a_Max, const Vector3d & a_Point);
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/** Returns true if the specified point is inside the bounding box specified by its min / max corners */
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static bool IsInside(const Vector3d & a_Min, const Vector3d & a_Max, double a_X, double a_Y, double a_Z);
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/** Returns true if this bounding box is intersected by the line specified by its two points
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Also calculates the distance along the line in which the intersection occurs (0 .. 1)
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Only forward collisions (a_LineCoeff >= 0) are returned. */
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bool CalcLineIntersection(const Vector3d & a_Line1, const Vector3d & a_Line2, double & a_LineCoeff, eBlockFace & a_Face);
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/** Returns true if the specified bounding box is intersected by the line specified by its two points
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Also calculates the distance along the line in which the intersection occurs (0 .. 1) and the face hit (BLOCK_FACE_ constants)
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Only forward collisions (a_LineCoeff >= 0) are returned. */
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static bool CalcLineIntersection(const Vector3d & a_Min, const Vector3d & a_Max, const Vector3d & a_Line1, const Vector3d & a_Line2, double & a_LineCoeff, eBlockFace & a_Face);
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// tolua_end
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/** Calculates the intersection of the two bounding boxes; returns true if nonempty */
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bool Intersect(const cBoundingBox & a_Other, cBoundingBox & a_Intersection);
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double GetMinX(void) const { return m_Min.x; }
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double GetMinY(void) const { return m_Min.y; }
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double GetMinZ(void) const { return m_Min.z; }
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double GetMaxX(void) const { return m_Max.x; }
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double GetMaxY(void) const { return m_Max.y; }
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double GetMaxZ(void) const { return m_Max.z; }
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const Vector3d & GetMin(void) const { return m_Min; }
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const Vector3d & GetMax(void) const { return m_Max; }
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protected:
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Vector3d m_Min;
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Vector3d m_Max;
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} ; // tolua_export
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