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engines/bladerunner/boundingbox.cpp
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91
engines/bladerunner/boundingbox.cpp
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#include "bladerunner/boundingbox.h"
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#include "bladerunner/savefile.h"
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namespace BladeRunner {
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// TO VERIFY
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// First vertex is typically the bottom left point (x0, y0, z0)
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// and second vertex is the top right (x1, y1, z1)
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// Hence, we also assume that x0 < x1, y0 < y1 and z0 < z1 (ie. see how the inside() method makes its calculation)
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// TODO Maybe add a check here to catch any exceptions?
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BoundingBox::BoundingBox(float x0, float y0, float z0, float x1, float y1, float z1) {
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_vertices[0].x = x0;
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_vertices[0].y = y0;
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_vertices[0].z = z0;
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_vertices[1].x = x1;
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_vertices[1].y = y1;
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_vertices[1].z = z1;
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}
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void BoundingBox::expand(float x0, float y0, float z0, float x1, float y1, float z1) {
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_vertices[0].x += x0;
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_vertices[0].y += y0;
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_vertices[0].z += z0;
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_vertices[1].x += x1;
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_vertices[1].y += y1;
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_vertices[1].z += z1;
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}
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bool BoundingBox::inside(float x, float y, float z) const {
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return x >= _vertices[0].x && x <= _vertices[1].x
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&& y >= _vertices[0].y && y <= _vertices[1].y
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&& z >= _vertices[0].z && z <= _vertices[1].z;
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}
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bool BoundingBox::inside(Vector3 &position) const {
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return inside(position.x, position.y, position.z);
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}
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void BoundingBox::setXYZ(float x0, float y0, float z0, float x1, float y1, float z1) {
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_vertices[0].x = x0;
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_vertices[0].y = y0;
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_vertices[0].z = z0;
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_vertices[1].x = x1;
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_vertices[1].y = y1;
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_vertices[1].z = z1;
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}
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void BoundingBox::getXYZ(float *x0, float *y0, float *z0, float *x1, float *y1, float *z1) const {
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*x0 = _vertices[0].x;
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*y0 = _vertices[0].y;
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*z0 = _vertices[0].z;
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*x1 = _vertices[1].x;
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*y1 = _vertices[1].y;
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*z1 = _vertices[1].z;
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}
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float BoundingBox::getZ0() const {
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return _vertices[0].z;
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}
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float BoundingBox::getZ1() const {
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return _vertices[1].z;
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}
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} // End of namespace BladeRunner
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