#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(Vector3i a_p1, 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 // tolua_end // Exported in ManualBindings.cpp to support the old deprecated coord-based overload. void Assign(Vector3i a_Point1, Vector3i a_Point2); void Assign(const cCuboid & a_SrcCuboid) { *this = a_SrcCuboid; } // tolua_begin 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) ); } // tolua_end // Exported in ManualBindings.cpp to support the old deprecated coord-based overload. 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(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)); } // tolua_begin /** Returns true if this cuboid is completely inside the specified cuboid (in all 6 coords). Assumes both cuboids are sorted. */ bool IsCompletelyInside(const cCuboid & a_Outer) const; // tolua_end /** Moves the cuboid by the specified offset. Exported in ManualBindings to support the old deprecated coord-based overload. */ void Move(Vector3i a_Offset); // tolua_begin /** 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 this cuboid, so that it doesn't reach outside of a_Limits in any direction. Assumes both this and a_Limits are sorted. */ void Clamp(const cCuboid & a_Limits); /** Clamps this cuboid's p2 so that the cuboid's size doesn't exceed the specified max size. Assumes this cuboid is sorted. */ void ClampSize(Vector3i a_MaxSize); /** 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); // tolua_end /** Checks the two cuboids for equality. */ bool operator==(const cCuboid & aOther) const { return ( (p1.x == aOther.p1.x) && (p1.y == aOther.p1.y) && (p1.z == aOther.p1.z) && (p2.x == aOther.p2.x) && (p2.y == aOther.p2.y) && (p2.z == aOther.p2.z) ); } bool operator!=(const cCuboid & aOther) const { return !operator==(aOther); } // tolua_begin 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