This code was not tested and breaks in Release builds, reverting to restore
functionality of the nightly. All in-game menus do not work and generating
a world crashes.
This reverts commit a9be52c41a.
189 lines
4.5 KiB
C++
189 lines
4.5 KiB
C++
#include "stdafx.h"
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#include "BoundingBox.h"
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#include "Direction.h"
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#include "JavaMath.h"
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BoundingBox::BoundingBox()
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{
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// 4J added initialisers
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x0 = 0;
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y0 = 0;
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z0 = 0;
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x1 = 0;
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y1 = 0;
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z1 = 0;
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}
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BoundingBox::BoundingBox(intArray sourceData)
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{
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if (sourceData.length == 6)
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{
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x0 = sourceData[0];
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y0 = sourceData[1];
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z0 = sourceData[2];
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x1 = sourceData[3];
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y1 = sourceData[4];
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z1 = sourceData[5];
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}
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}
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BoundingBox *BoundingBox::getUnknownBox()
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{
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return new BoundingBox(INT_MAX, INT_MAX, INT_MAX, INT_MIN, INT_MIN, INT_MIN );
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}
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BoundingBox *BoundingBox::orientBox(int footX, int footY, int footZ, int offX, int offY, int offZ, int width, int height, int depth, int orientation)
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{
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switch (orientation)
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{
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default:
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return new BoundingBox(footX + offX, footY + offY, footZ + offZ, footX + width - 1 + offX, footY + height - 1 + offY, footZ + depth - 1 + offZ);
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case Direction::NORTH:
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// foot is at x0, y0, z1
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return new BoundingBox(footX + offX, footY + offY, footZ - depth + 1 + offZ, footX + width - 1 + offX, footY + height - 1 + offY, footZ + offZ);
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case Direction::SOUTH:
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// foot is at x0, y0, z0
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return new BoundingBox(footX + offX, footY + offY, footZ + offZ, footX + width - 1 + offX, footY + height - 1 + offY, footZ + depth - 1 + offZ);
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case Direction::WEST:
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// foot is at x1, y0, z0, but width and depth are flipped
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return new BoundingBox(footX - depth + 1 + offZ, footY + offY, footZ + offX, footX + offZ, footY + height - 1 + offY, footZ + width - 1 + offX);
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case Direction::EAST:
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// foot is at x0, y0, z0, but width and depth are flipped
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return new BoundingBox(footX + offZ, footY + offY, footZ + offX, footX + depth - 1 + offZ, footY + height - 1 + offY, footZ + width - 1 + offX);
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}
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}
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BoundingBox::BoundingBox(BoundingBox *other)
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{
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x0 = other->x0;
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y0 = other->y0;
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z0 = other->z0;
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x1 = other->x1;
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y1 = other->y1;
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z1 = other->z1;
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}
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BoundingBox::BoundingBox(int x0, int y0, int z0, int x1, int y1, int z1)
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{
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this->x0 = x0;
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this->y0 = y0;
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this->z0 = z0;
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this->x1 = x1;
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this->y1 = y1;
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this->z1 = z1;
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}
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BoundingBox::BoundingBox(int x0, int z0, int x1, int z1)
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{
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this->x0 = x0;
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this->z0 = z0;
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this->x1 = x1;
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this->z1 = z1;
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// the bounding box for this constructor is limited to world size,
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// excluding bedrock level
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y0 = 1;
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y1 = 512;
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}
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bool BoundingBox::intersects(BoundingBox *other)
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{
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return !(this->x1 < other->x0 || this->x0 > other->x1 || this->z1 < other->z0 || this->z0 > other->z1 || this->y1 < other->y0 || this->y0 > other->y1);
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}
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bool BoundingBox::intersects(int x0, int y0, int z0, int x1, int y1, int z1)
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{
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return !(this->x1 < x0 || this->x0 > x1 || this->z1 < z0 || this->z0 > z1 || this->y1 < y0 || this->y0 > y1);
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}
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bool BoundingBox::intersects(int x0, int z0, int x1, int z1)
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{
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return !(this->x1 < x0 || this->x0 > x1 || this->z1 < z0 || this->z0 > z1);
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}
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void BoundingBox::expand(BoundingBox *other)
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{
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x0 = Math::_min(x0, other->x0);
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y0 = Math::_min(y0, other->y0);
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z0 = Math::_min(z0, other->z0);
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x1 = Math::_max(x1, other->x1);
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y1 = Math::_max(y1, other->y1);
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z1 = Math::_max(z1, other->z1);
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}
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BoundingBox *BoundingBox::getIntersection(BoundingBox *other)
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{
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if (!intersects(other))
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{
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return NULL;
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}
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BoundingBox *result = new BoundingBox();
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result->x0 = Math::_max(x0, other->x0);
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result->y0 = Math::_max(y0, other->y0);
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result->z0 = Math::_max(z0, other->z0);
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result->x1 = Math::_min(x1, other->x1);
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result->y1 = Math::_min(y1, other->y1);
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result->z1 = Math::_min(z1, other->z1);
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return result;
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}
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void BoundingBox::move(int dx, int dy, int dz)
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{
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x0 += dx;
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y0 += dy;
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z0 += dz;
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x1 += dx;
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y1 += dy;
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z1 += dz;
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}
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bool BoundingBox::isInside(int x, int y, int z)
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{
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return (x >= x0 && x <= x1 && z >= z0 && z <= z1 && y >= y0 && y <= y1);
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}
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int BoundingBox::getXSpan()
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{
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return x1 - x0 + 1;
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}
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int BoundingBox::getYSpan()
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{
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return y1 - y0 + 1;
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}
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int BoundingBox::getZSpan()
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{
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return z1 - z0 + 1;
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}
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int BoundingBox::getXCenter()
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{
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return x0 + (x1 - x0 + 1) / 2;
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}
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int BoundingBox::getYCenter()
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{
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return y0 + (y1 - y0 + 1) / 2;
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}
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int BoundingBox::getZCenter()
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{
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return z0 + (z1 - z0 + 1) / 2;
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}
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wstring BoundingBox::toString()
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{
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return L"(" + std::to_wstring(x0) + L", " + std::to_wstring(y0) + L", " + std::to_wstring(z0) + L"; " + std::to_wstring(x1) + L", " + std::to_wstring(y1) + L", " + std::to_wstring(z1) + L")";
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}
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IntArrayTag *BoundingBox::createTag(const wstring &name)
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{
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// 4J-JEV: If somebody knows a better way to do this, please tell me.
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int *data = new int[6]();
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data[0] = x0; data[1] = y0; data[2] = z0;
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data[3] = x1; data[4] = y1; data[5] = z1;
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return new IntArrayTag( name, intArray(data,6) );
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} |