diff options
Diffstat (limited to '')
-rw-r--r-- | src/Cuboid.h | 36 |
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 |