godot_voxel/rect3i.h

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#ifndef RECT3I_H
#define RECT3I_H
#include "vector3i.h"
//#include <math_funcs.h>
class Rect3i {
public:
Vector3i pos;
Vector3i size;
Rect3i() {}
Rect3i(Vector3i p_pos, Vector3i p_size) : pos(p_pos), size(p_size) {}
Rect3i(const Rect3i &other) : pos(other.pos), size(other.size) {}
static inline Rect3i from_center_extents(Vector3i center, Vector3i extents) {
return Rect3i(center - extents, 2*extents);
}
static inline Rect3i get_bounding_box(Rect3i a, Rect3i b) {
Rect3i box;
box.pos.x = MIN(a.pos.x, b.pos.x);
box.pos.y = MIN(a.pos.y, b.pos.y);
box.pos.z = MIN(a.pos.z, b.pos.z);
Vector3i max_a = a.pos + a.size;
Vector3i max_b = b.pos + b.size;
box.size.x = MAX(max_a.x, max_b.x) - box.pos.x;
box.size.y = MAX(max_a.y, max_b.y) - box.pos.y;
box.size.z = MAX(max_a.z, max_b.z) - box.pos.z;
return box;
}
bool inline contains(Vector3i p_pos) const {
Vector3i end = pos + size;
return p_pos.x >= pos.x
&& p_pos.y >= pos.y
&& p_pos.z >= pos.z
&& p_pos.x < end.x
&& p_pos.y < end.y
&& p_pos.z < end.z;
}
String to_string() const {
return String("(o:{0}, s:{1})").format(varray(pos.to_vec3(), size.to_vec3()));
}
};
inline bool operator!=(const Rect3i & a, const Rect3i & b) {
return a.pos != b.pos || a.size != b.size;
}
#endif // RECT3I_H