4jcraft/Minecraft.World/Util/BoundingBox.cpp
2026-03-13 17:06:56 -05:00

155 lines
5.2 KiB
C++

#include "../Platform/stdafx.h"
#include "BoundingBox.h"
#include "Direction.h"
#include "JavaMath.h"
BoundingBox::BoundingBox() {
// 4J added initialisers
x0 = 0;
y0 = 0;
z0 = 0;
x1 = 0;
y1 = 0;
z1 = 0;
}
BoundingBox* BoundingBox::getUnknownBox() {
return new BoundingBox(INT_MAX, INT_MAX, INT_MAX, INT_MIN, INT_MIN,
INT_MIN);
}
BoundingBox* BoundingBox::orientBox(int footX, int footY, int footZ, int offX,
int offY, int offZ, int width, int height,
int depth, int orientation) {
switch (orientation) {
default:
return new BoundingBox(footX + offX, footY + offY, footZ + offZ,
footX + width - 1 + offX,
footY + height - 1 + offY,
footZ + depth - 1 + offZ);
case Direction::NORTH:
// foot is at x0, y0, z1
return new BoundingBox(footX + offX, footY + offY,
footZ - depth + 1 + offZ,
footX + width - 1 + offX,
footY + height - 1 + offY, footZ + offZ);
case Direction::SOUTH:
// foot is at x0, y0, z0
return new BoundingBox(footX + offX, footY + offY, footZ + offZ,
footX + width - 1 + offX,
footY + height - 1 + offY,
footZ + depth - 1 + offZ);
case Direction::WEST:
// foot is at x1, y0, z0, but width and depth are flipped
return new BoundingBox(footX - depth + 1 + offZ, footY + offY,
footZ + offX, footX + offZ,
footY + height - 1 + offY,
footZ + width - 1 + offX);
case Direction::EAST:
// foot is at x0, y0, z0, but width and depth are flipped
return new BoundingBox(footX + offZ, footY + offY, footZ + offX,
footX + depth - 1 + offZ,
footY + height - 1 + offY,
footZ + width - 1 + offX);
}
}
BoundingBox::BoundingBox(BoundingBox* other) {
this->x0 = other->x0;
this->y0 = other->y0;
this->z0 = other->z0;
this->x1 = other->x1;
this->y1 = other->y1;
this->z1 = other->z1;
}
BoundingBox::BoundingBox(int x0, int y0, int z0, int x1, int y1, int z1) {
this->x0 = x0;
this->y0 = y0;
this->z0 = z0;
this->x1 = x1;
this->y1 = y1;
this->z1 = z1;
}
BoundingBox::BoundingBox(int x0, int z0, int x1, int z1) {
this->x0 = x0;
this->z0 = z0;
this->x1 = x1;
this->z1 = z1;
// the bounding box for this constructor is limited to world size,
// excluding bedrock level
this->y0 = 1;
this->y1 = 512;
}
bool BoundingBox::intersects(BoundingBox* other) {
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);
}
bool BoundingBox::intersects(int x0, int y0, int z0, int x1, int y1, int z1) {
return !(this->x1 < x0 || this->x0 > x1 || this->z1 < z0 || this->z0 > z1 ||
this->y1 < y0 || this->y0 > y1);
}
bool BoundingBox::intersects(int x0, int z0, int x1, int z1) {
return !(this->x1 < x0 || this->x0 > x1 || this->z1 < z0 || this->z0 > z1);
}
void BoundingBox::expand(BoundingBox* other) {
this->x0 = Math::_min(this->x0, other->x0);
this->y0 = Math::_min(this->y0, other->y0);
this->z0 = Math::_min(this->z0, other->z0);
this->x1 = Math::_max(this->x1, other->x1);
this->y1 = Math::_max(this->y1, other->y1);
this->z1 = Math::_max(this->z1, other->z1);
}
BoundingBox* BoundingBox::getIntersection(BoundingBox* other) {
if (!intersects(other)) {
return NULL;
}
BoundingBox* result = new BoundingBox();
result->x0 = Math::_max(this->x0, other->x0);
result->y0 = Math::_max(this->y0, other->y0);
result->z0 = Math::_max(this->z0, other->z0);
result->x1 = Math::_min(this->x1, other->x1);
result->y1 = Math::_min(this->y1, other->y1);
result->z1 = Math::_min(this->z1, other->z1);
return result;
}
void BoundingBox::move(int dx, int dy, int dz) {
x0 += dx;
y0 += dy;
z0 += dz;
x1 += dx;
y1 += dy;
z1 += dz;
}
bool BoundingBox::isInside(int x, int y, int z) {
return (x >= x0 && x <= x1 && z >= z0 && z <= z1 && y >= y0 && y <= y1);
}
int BoundingBox::getXSpan() { return x1 - x0 + 1; }
int BoundingBox::getYSpan() { return y1 - y0 + 1; }
int BoundingBox::getZSpan() { return z1 - z0 + 1; }
int BoundingBox::getXCenter() { return x0 + (x1 - x0 + 1) / 2; }
int BoundingBox::getYCenter() { return y0 + (y1 - y0 + 1) / 2; }
int BoundingBox::getZCenter() { return z0 + (z1 - z0 + 1) / 2; }
std::wstring BoundingBox::toString() {
return L"(" + _toString<int>(x0) + L", " + _toString<int>(y0) + L", " +
_toString<int>(z0) + L"; " + _toString<int>(x1) + L", " +
_toString<int>(y1) + L", " + _toString<int>(z1) + L")";
}