#ifndef RECT3I_H #define RECT3I_H #include "vector3i.h" #include // TODO Could be renamed to something more sensical, like Box3i class Rect3i { public: Vector3i pos; Vector3i size; Rect3i() {} Rect3i(Vector3i p_pos, Vector3i p_size) : pos(p_pos), size(p_size) {} Rect3i(int ox, int oy, int oz, int sx, int sy, int sz) : pos(ox, oy, oz), size(sz, sy, sz) {} 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 from_min_max(Vector3i p_min, Vector3i p_max) { return Rect3i(p_min, p_max - p_min); } 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())); } bool intersects(Rect3i other) const { if (pos.x > other.pos.x + other.size.x) { return false; } if (pos.y > other.pos.y + other.size.y) { return false; } if (pos.z > other.pos.z + other.size.z) { return false; } if (other.pos.x > pos.x + size.x) { return false; } if (other.pos.y > pos.y + size.y) { return false; } if (other.pos.z > pos.z + size.z) { return false; } return true; } struct NoAction { inline void operator()(const Vector3i pos) {} }; template inline void for_each_cell(A a) const { Vector3i max = pos + size; Vector3i p; for (p.z = pos.z; p.z < max.z; ++p.z) { for (p.y = pos.y; p.y < max.y; ++p.y) { for (p.x = pos.x; p.x < max.x; ++p.x) { a(p); } } } } template inline bool all_cells_match(A a) const { Vector3i max = pos + size; Vector3i p; for (p.z = pos.z; p.z < max.z; ++p.z) { for (p.y = pos.y; p.y < max.y; ++p.y) { for (p.x = pos.x; p.x < max.x; ++p.x) { if (!a(p)) { return false; } } } } return true; } template void difference(const Rect3i &b, A action) const { if (!intersects(b)) { action(*this); return; } Rect3i a = *this; Vector3i a_min = a.pos; Vector3i b_min = b.pos; Vector3i a_max = a.pos + a.size; Vector3i b_max = b.pos + b.size; if (a_min.x < b_min.x) { Vector3i a_rect_size(b_min.x - a_min.x, a.size.y, a.size.z); action(Rect3i(a_min, a_rect_size)); a_min.x = b_min.x; a.pos.x = b.pos.x; a.size.x = a_max.x - a_min.x; } if (a_min.y < b_min.y) { Vector3i a_rect_size(a.size.x, b_min.y - a_min.y, a.size.z); action(Rect3i(a_min, a_rect_size)); a_min.y = b_min.y; a.pos.y = b.pos.y; a.size.y = a_max.y - a_min.y; } if (a_min.z < b_min.z) { Vector3i a_rect_size(a.size.x, a.size.y, b_min.z - a_min.z); action(Rect3i(a_min, a_rect_size)); a_min.z = b_min.z; a.pos.z = b.pos.z; a.size.z = a_max.z - a_min.z; } if (a_max.x > b_max.x) { Vector3i a_rect_pos(b_max.x, a_min.y, a_min.z); Vector3i a_rect_size(a_max.x - b_max.x, a.size.y, a.size.z); action(Rect3i(a_rect_pos, a_rect_size)); a_max.x = b_max.x; a.size.x = a_max.x - a_min.x; } if (a_max.y > b_max.y) { Vector3i a_rect_pos(a_min.x, b_max.y, a_min.z); Vector3i a_rect_size(a.size.x, a_max.y - b_max.y, a.size.z); action(Rect3i(a_rect_pos, a_rect_size)); a_max.y = b_max.y; a.size.y = a_max.y - a_min.y; } if (a_max.z > b_max.z) { Vector3i a_rect_pos(a_min.x, a_min.y, b_max.z); Vector3i a_rect_size(a.size.x, a.size.y, a_max.z - b_max.z); action(Rect3i(a_rect_pos, a_rect_size)); } } inline Rect3i padded(int m) const { return Rect3i( pos.x - m, pos.y - m, pos.z - m, size.x + 2 * m, size.y + 2 * m, size.z + 2 * m); } inline Rect3i downscaled(int step_size) const { Rect3i o; o.pos = pos.udiv(step_size); Vector3i max_pos = (pos + size - Vector3i(1)).udiv(step_size); o.size = max_pos - o.pos + Vector3i(1); return o; } inline void clip(const Rect3i lim) { const Vector3i max_pos = lim.pos + lim.size; pos.clamp_to(lim.pos, max_pos); size = Vector3i::min(size, max_pos - pos); } }; inline bool operator!=(const Rect3i &a, const Rect3i &b) { return a.pos != b.pos || a.size != b.size; } #endif // RECT3I_H