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Diffstat (limited to 'source/BoundingBox.h')
-rw-r--r-- | source/BoundingBox.h | 90 |
1 files changed, 90 insertions, 0 deletions
diff --git a/source/BoundingBox.h b/source/BoundingBox.h new file mode 100644 index 000000000..ff9963989 --- /dev/null +++ b/source/BoundingBox.h @@ -0,0 +1,90 @@ + +// 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 + + + + |