mcserver/source/Cuboid.cpp

118 lines
2.0 KiB
C++

#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
#include "Cuboid.h"
/// Returns true if the two specified intervals have a non-empty union
static bool DoIntervalsIntersect(int a_Min1, int a_Max1, int a_Min2, int a_Max2)
{
return (
((a_Min1 >= a_Min2) && (a_Min1 <= a_Max2)) || // Start of first interval is within the second interval
((a_Max1 >= a_Min2) && (a_Max1 <= a_Max2)) || // End of first interval is within the second interval
((a_Min2 >= a_Min1) && (a_Min2 <= a_Max1)) // Start of second interval is within the first interval
);
}
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// cCuboid:
void cCuboid::Assign(int a_X1, int a_Y1, int a_Z1, int a_X2, int a_Y2, int a_Z2)
{
p1.x = a_X1;
p1.y = a_Y1;
p1.z = a_Z1;
p2.x = a_X2;
p2.y = a_Y2;
p2.z = a_Z2;
}
void cCuboid::Sort(void)
{
if (p1.x > p2.x)
{
std::swap(p1.x, p2.x);
}
if (p1.y > p2.y)
{
std::swap(p1.y, p2.y);
}
if (p1.z > p2.z)
{
std::swap(p1.z, p2.z);
}
}
bool cCuboid::DoesIntersect(const cCuboid & a_Other) const
{
// 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)
);
}
bool cCuboid::IsCompletelyInside(const cCuboid & a_Outer) const
{
return (
(p1.x >= a_Outer.p1.x) &&
(p2.x <= a_Outer.p2.x) &&
(p1.y >= a_Outer.p1.y) &&
(p2.y <= a_Outer.p2.y) &&
(p1.z >= a_Outer.p1.z) &&
(p2.z <= a_Outer.p2.z)
);
}
void cCuboid::Move(int a_OfsX, int a_OfsY, int a_OfsZ)
{
p1.x += a_OfsX;
p1.y += a_OfsY;
p1.z += a_OfsZ;
p2.x += a_OfsX;
p2.y += a_OfsY;
p2.z += a_OfsZ;
}
bool cCuboid::IsSorted(void) const
{
return (
(p1.x <= p2.x) &&
(p1.y <= p2.y) &&
(p1.z <= p2.z)
);
}