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-rw-r--r--src/Cuboid.h36
1 files changed, 30 insertions, 6 deletions
diff --git a/src/Cuboid.h b/src/Cuboid.h
index 44db7b98e..3239c54fc 100644
--- a/src/Cuboid.h
+++ b/src/Cuboid.h
@@ -1,8 +1,7 @@
#pragma once
-#include "Vector3i.h"
-#include "Vector3d.h"
+#include "Vector3.h"
@@ -22,6 +21,7 @@ public:
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) {}
void Assign(int a_X1, int a_Y1, int a_Z1, int a_X2, int a_Y2, int a_Z2);
+ void Assign(const cCuboid & a_SrcCuboid);
void Sort(void);
@@ -29,7 +29,13 @@ public:
int DifY(void) const { return p2.y - p1.y; }
int DifZ(void) const { return p2.z - p1.z; }
- /// Returns true if the cuboids have at least one voxel in common. Both coords are considered inclusive.
+ /** Returns the volume of the cuboid, in blocks.
+ Note that the volume considers both coords inclusive.
+ Works on unsorted cuboids, too. */
+ int GetVolume(void) const;
+
+ /** Returns true if the cuboids have at least one voxel in common. Both coords are considered inclusive.
+ Assumes both cuboids are sorted. */
bool DoesIntersect(const cCuboid & a_Other) const;
bool IsInside(const Vector3i & v) const
@@ -59,14 +65,32 @@ public:
);
}
- /// Returns true if this cuboid is completely inside the specifie cuboid (in all 6 coords)
+ /** Returns true if this cuboid is completely inside the specifie cuboid (in all 6 coords).
+ Assumes both cuboids are sorted. */
bool IsCompletelyInside(const cCuboid & a_Outer) const;
- /// Moves the cuboid by the specified offsets in each direction
+ /** Moves the cuboid by the specified offsets in each direction */
void Move(int a_OfsX, int a_OfsY, int a_OfsZ);
+
+ /** Expands the cuboid by the specified amount in each direction.
+ Works on unsorted cuboids as well.
+ Note that this function doesn't check for underflows when using negative amounts. */
+ void Expand(int a_SubMinX, int a_AddMaxX, int a_SubMinY, int a_AddMaxY, int a_SubMinZ, int a_AddMaxZ);
+
+ /** Clamps both X coords to the specified range. Works on unsorted cuboids, too. */
+ void ClampX(int a_MinX, int a_MaxX);
- /// Returns true if the coords are properly sorted (lesser in p1, greater in p2)
+ /** Clamps both Y coords to the specified range. Works on unsorted cuboids, too. */
+ void ClampY(int a_MinY, int a_MaxY);
+
+ /** Clamps both Z coords to the specified range. Works on unsorted cuboids, too. */
+ void ClampZ(int a_MinZ, int a_MaxZ);
+
+ /** Returns true if the coords are properly sorted (lesser in p1, greater in p2) */
bool IsSorted(void) const;
+
+ /** If needed, expands the cuboid so that it contains the specified point. Assumes sorted. Doesn't contract. */
+ void Engulf(const Vector3i & a_Point);
} ;
// tolua_end