2013-03-29 09:45:00 -07:00
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2012-06-14 06:06:06 -07:00
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#pragma once
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#include "Vector3i.h"
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#include "Vector3d.h"
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2013-03-29 09:45:00 -07:00
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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(const cCuboid & a_Cuboid ) : p1(a_Cuboid.p1), p2(a_Cuboid.p2) {}
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cCuboid(const Vector3i & a_p1, const Vector3i & a_p2) : p1(a_p1), p2(a_p2) {}
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2013-03-29 12:45:42 -07:00
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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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cCuboid(int a_X1, int a_Y1, int a_Z1, int a_X2, int a_Y2, int a_Z2) : p1(a_X1, a_Y1, a_Z1), p2(a_X2, a_Y2, a_Z2) {}
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2013-03-29 09:45:00 -07:00
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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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2013-03-29 12:45:42 -07:00
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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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bool DoesIntersect(const cCuboid & a_Other) const;
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2013-03-29 09:45:00 -07:00
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bool IsInside(const 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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2013-03-29 12:45:42 -07:00
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bool IsInside(int a_X, int a_Y, int a_Z) const
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{
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return (
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(a_X >= p1.x) && (a_X <= p2.x) &&
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(a_Y >= p1.y) && (a_Y <= p2.y) &&
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(a_Z >= p1.z) && (a_Z <= p2.z)
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);
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}
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2013-03-29 09:45:00 -07:00
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bool IsInside( const 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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2013-03-29 12:45:42 -07:00
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/// Moves the cuboid by the specified offsets in each direction
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void Move(int a_OfsX, int a_OfsY, int a_OfsZ);
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2013-03-29 09:45:00 -07:00
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2013-03-29 13:50:32 -07:00
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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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2013-03-29 09:45:00 -07:00
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} ;
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// tolua_end
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