// ClassicalSharp copyright 2014-2016 UnknownShadow200 | Licensed under MIT using System; using System.Collections.Generic; using OpenTK; namespace ClassicalSharp.Selections { internal class SelectionBoxComparer : IComparer { public int Compare( SelectionBox a, SelectionBox b ) { // Reversed comparison order because we need to render back to front for alpha blending. return a.MinDist == b.MinDist ? b.MaxDist.CompareTo( a.MaxDist ) : b.MinDist.CompareTo( a.MinDist ); } internal void Intersect( SelectionBox box, Vector3 origin ) { Vector3I min = box.Min, max = box.Max; float closest = float.PositiveInfinity, furthest = float.NegativeInfinity; // Bottom corners UpdateDist( origin, min.X, min.Y, min.Z, ref closest, ref furthest ); UpdateDist( origin, max.X, min.Y, min.Z, ref closest, ref furthest ); UpdateDist( origin, max.X, min.Y, max.Z, ref closest, ref furthest ); UpdateDist( origin, min.X, min.Y, max.Z, ref closest, ref furthest ); // Top corners UpdateDist( origin, min.X, max.Y, min.Z, ref closest, ref furthest ); UpdateDist( origin, max.X, max.Y, min.Z, ref closest, ref furthest ); UpdateDist( origin, max.X, max.Y, max.Z, ref closest, ref furthest ); UpdateDist( origin, min.X, max.Y, max.Z, ref closest, ref furthest ); box.MinDist = closest; box.MaxDist = furthest; } static void UpdateDist( Vector3 p, float x2, float y2, float z2, ref float closest, ref float furthest ) { float dist = Utils.DistanceSquared( p.X, p.Y, p.Z, x2, y2, z2 ); if( dist < closest ) closest = dist; if( dist > furthest ) furthest = dist; } } }