Files
daoge b3feddfef3 feat: TU19 (Dec 2014) Features & Content (#155)
* try to resolve merge conflict

* feat: TU19 (Dec 2014) Features & Content (#32)

* December 2014 files

* Working release build

* Fix compilation issues

* Add sound to Windows64Media

* Add DLC content and force Tutorial DLC

* Revert "Add DLC content and force Tutorial DLC"

This reverts commit 97a4399472.

* Disable broken light packing

* Disable breakpoint during DLC texture map load

Allows DLC loading but the DLC textures are still broken

* Fix post build not working

* ...

* fix vs2022 build

* fix cmake build

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Co-authored-by: Loki <lokirautio@gmail.com>
2026-03-03 03:04:10 +08:00

66 lines
1.9 KiB
C++

#pragma once
#include "Vec3.h"
#include "Definitions.h"
class HitResult;
using namespace std;
class AABB
{
// 4J added so we can have separate pools for different threads
class ThreadStorage
{
public:
static const int POOL_SIZE = 1024;
AABB *pool;
unsigned int poolPointer;
ThreadStorage();
~ThreadStorage();
};
static DWORD tlsIdx;
static ThreadStorage *tlsDefault;
public:
// Each new thread that needs to use Vec3 pools will need to call one of the following 2 functions, to either create its own
// local storage, or share the default storage already allocated by the main thread
static void CreateNewThreadStorage();
static void UseDefaultThreadStorage();
static void ReleaseThreadStorage();
static AABB *newPermanent(double x0, double y0, double z0, double x1, double y1, double z1);
static void clearPool();
static void resetPool();
static AABB *newTemp(double x0, double y0, double z0, double x1, double y1, double z1);
double x0, y0, z0;
double x1, y1, z1;
private:
AABB(double x0, double y0, double z0, double x1, double y1, double z1);
AABB() {}
public:
AABB *set(double x0, double y0, double z0, double x1, double y1, double z1);
AABB *expand(double xa, double ya, double za);
AABB *grow(double xa, double ya, double za);
AABB *minmax(AABB *other);
AABB *cloneMove(double xa, double ya, double za);
double clipXCollide(AABB *c, double xa);
double clipYCollide(AABB *c, double ya);
double clipZCollide(AABB *c, double za);
bool intersects(AABB *c);
bool intersectsInner(AABB *c);
AABB *move(double xa, double ya, double za);
bool intersects(double x02, double y02, double z02, double x12, double y12, double z12);
bool contains(Vec3 *p);
bool containsIncludingLowerBound(Vec3 *p); // 4J Added
double getSize();
AABB *shrink(double xa, double ya, double za);
AABB *copy();
HitResult *clip(Vec3 *a, Vec3 *b);
bool containsX(Vec3 *v);
bool containsY(Vec3 *v);
bool containsZ(Vec3 *v);
void set(AABB *b);
wstring toString();
};