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100 lines
2.8 KiB
C++
100 lines
2.8 KiB
C++
/**
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*
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* Voxel Tools for Godot Engine
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*
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* Copyright(c) 2016 Marc Gilleron
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation
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* files(the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy,
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* modify, merge, publish, distribute, sublicense, and / or sell copies of the Software, and to permit persons to whom the Software
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* is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE
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* WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
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* HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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*
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*/
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#ifndef RECT3I_H
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#define RECT3I_H
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#include "vector3i.h"
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#include <core/variant.h>
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class Rect3i {
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public:
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Vector3i pos;
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Vector3i size;
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Rect3i() {}
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Rect3i(Vector3i p_pos, Vector3i p_size) :
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pos(p_pos),
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size(p_size) {}
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Rect3i(const Rect3i &other) :
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pos(other.pos),
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size(other.size) {}
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static inline Rect3i from_center_extents(Vector3i center, Vector3i extents) {
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return Rect3i(center - extents, 2 * extents);
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}
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static inline Rect3i get_bounding_box(Rect3i a, Rect3i b) {
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Rect3i box;
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box.pos.x = MIN(a.pos.x, b.pos.x);
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box.pos.y = MIN(a.pos.y, b.pos.y);
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box.pos.z = MIN(a.pos.z, b.pos.z);
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Vector3i max_a = a.pos + a.size;
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Vector3i max_b = b.pos + b.size;
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box.size.x = MAX(max_a.x, max_b.x) - box.pos.x;
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box.size.y = MAX(max_a.y, max_b.y) - box.pos.y;
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box.size.z = MAX(max_a.z, max_b.z) - box.pos.z;
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return box;
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}
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bool inline contains(Vector3i p_pos) const {
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Vector3i end = pos + size;
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return p_pos.x >= pos.x &&
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p_pos.y >= pos.y &&
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p_pos.z >= pos.z &&
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p_pos.x < end.x &&
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p_pos.y < end.y &&
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p_pos.z < end.z;
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}
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String to_string() const {
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return String("(o:{0}, s:{1})").format(varray(pos.to_vec3(), size.to_vec3()));
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}
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bool intersects(Rect3i other) {
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if (pos.x > other.pos.x + other.size.x)
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return false;
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if (pos.y > other.pos.y + other.size.y)
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return false;
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if (pos.z > other.pos.z + other.size.z)
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return false;
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if (other.pos.x > pos.x + size.x)
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return false;
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if (other.pos.y > pos.y + size.y)
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return false;
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if (other.pos.z > pos.z + size.z)
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return false;
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return true;
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}
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};
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inline bool operator!=(const Rect3i &a, const Rect3i &b) {
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return a.pos != b.pos || a.size != b.size;
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}
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#endif // RECT3I_H
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