/* ScummVM - Graphic Adventure Engine * * ScummVM is the legal property of its developers, whose names * are too numerous to list here. Please refer to the COPYRIGHT * file distributed with this source distribution. * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * */ #include "bladerunner/boundingbox.h" #include "bladerunner/savefile.h" namespace BladeRunner { // TO VERIFY // First vertex is typically the bottom left point (x0, y0, z0) // and second vertex is the top right (x1, y1, z1) // Hence, we also assume that x0 < x1, y0 < y1 and z0 < z1 (ie. see how the inside() method makes its calculation) // TODO Maybe add a check here to catch any exceptions? BoundingBox::BoundingBox(float x0, float y0, float z0, float x1, float y1, float z1) { _vertices[0].x = x0; _vertices[0].y = y0; _vertices[0].z = z0; _vertices[1].x = x1; _vertices[1].y = y1; _vertices[1].z = z1; } void BoundingBox::expand(float x0, float y0, float z0, float x1, float y1, float z1) { _vertices[0].x += x0; _vertices[0].y += y0; _vertices[0].z += z0; _vertices[1].x += x1; _vertices[1].y += y1; _vertices[1].z += z1; } bool BoundingBox::inside(float x, float y, float z) const { return x >= _vertices[0].x && x <= _vertices[1].x && y >= _vertices[0].y && y <= _vertices[1].y && z >= _vertices[0].z && z <= _vertices[1].z; } bool BoundingBox::inside(Vector3 &position) const { return inside(position.x, position.y, position.z); } void BoundingBox::setXYZ(float x0, float y0, float z0, float x1, float y1, float z1) { _vertices[0].x = x0; _vertices[0].y = y0; _vertices[0].z = z0; _vertices[1].x = x1; _vertices[1].y = y1; _vertices[1].z = z1; } void BoundingBox::getXYZ(float *x0, float *y0, float *z0, float *x1, float *y1, float *z1) const { *x0 = _vertices[0].x; *y0 = _vertices[0].y; *z0 = _vertices[0].z; *x1 = _vertices[1].x; *y1 = _vertices[1].y; *z1 = _vertices[1].z; } float BoundingBox::getZ0() const { return _vertices[0].z; } float BoundingBox::getZ1() const { return _vertices[1].z; } } // End of namespace BladeRunner