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+
+// BoundingBox.h
+
+// Declares the cBoundingBox class representing an axis-aligned bounding box with floatingpoint coords
+
+
+
+
+#pragma once
+
+#include "Vector3d.h"
+
+
+
+
+
+// tolua_begin
+
+/** Represents two sets of coords, minimum and maximum for each direction.
+All the coords within those limits (inclusive the edges) are considered "inside" the box.
+For intersection purposes, though, if the intersection is "sharp" in any coord (i. e. zero volume),
+the boxes are considered non-intersecting.
+*/
+class cBoundingBox
+{
+public:
+ cBoundingBox(double a_MinX, double a_MaxX, double a_MinY, double a_MaxY, double a_MinZ, double a_MaxZ);
+ cBoundingBox(const Vector3d & a_Min, const Vector3d & a_Max);
+ cBoundingBox(const Vector3d & a_Pos, double a_Radius, double a_Height);
+ cBoundingBox(const cBoundingBox & a_Orig);
+
+ /// Moves the entire boundingbox by the specified offset
+ void Move(double a_OffX, double a_OffY, double a_OffZ);
+
+ /// Moves the entire boundingbox by the specified offset
+ void Move(const Vector3d & a_Off);
+
+ /// Expands the bounding box by the specified amount in each direction (so the box becomes larger by 2 * Expand in each direction)
+ void Expand(double a_ExpandX, double a_ExpandY, double a_ExpandZ);
+
+ /// Returns true if the two bounding boxes intersect
+ bool DoesIntersect(const cBoundingBox & a_Other);
+
+ /// Returns the union of the two bounding boxes
+ cBoundingBox Union(const cBoundingBox & a_Other);
+
+ /// Returns true if the point is inside the bounding box
+ bool IsInside(const Vector3d & a_Point);
+
+ /// Returns true if the point is inside the bounding box
+ bool IsInside(double a_X, double a_Y,double a_Z);
+
+ /// Returns true if a_Other is inside this bounding box
+ bool IsInside(cBoundingBox & a_Other);
+
+ /// Returns true if a boundingbox specified by a_Min and a_Max is inside this bounding box
+ bool IsInside(const Vector3d & a_Min, const Vector3d & a_Max);
+
+ /// Returns true if the specified point is inside the bounding box specified by its min/max corners
+ static bool IsInside(const Vector3d & a_Min, const Vector3d & a_Max, const Vector3d & a_Point);
+
+ /// Returns true if the specified point is inside the bounding box specified by its min/max corners
+ static bool IsInside(const Vector3d & a_Min, const Vector3d & a_Max, double a_X, double a_Y, double a_Z);
+
+ /** Returns true if this bounding box is intersected by the line specified by its two points
+ Also calculates the distance along the line in which the intersection occurs (0 .. 1)
+ Only forward collisions (a_LineCoeff >= 0) are returned.
+ */
+ bool CalcLineIntersection(const Vector3d & a_Line1, const Vector3d & a_Line2, double & a_LineCoeff, char & a_Face);
+
+ /** Returns true if the specified bounding box is intersected by the line specified by its two points
+ Also calculates the distance along the line in which the intersection occurs (0 .. 1) and the face hit (BLOCK_FACE_ constants)
+ Only forward collisions (a_LineCoeff >= 0) are returned.
+ */
+ static bool CalcLineIntersection(const Vector3d & a_Min, const Vector3d & a_Max, const Vector3d & a_Line1, const Vector3d & a_Line2, double & a_LineCoeff, char & a_Face);
+
+ // tolua_end
+
+ /// Calculates the intersection of the two bounding boxes; returns true if nonempty
+ bool Intersect(const cBoundingBox & a_Other, cBoundingBox & a_Intersection);
+
+protected:
+ Vector3d m_Min;
+ Vector3d m_Max;
+
+} ; // tolua_export
+
+
+
+