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92 lines
3.0 KiB
C#
92 lines
3.0 KiB
C#
// ClassicalSharp copyright 2014-2016 UnknownShadow200 | Licensed under MIT
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using System;
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using OpenTK;
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namespace ClassicalSharp {
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public struct AABB {
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public Vector3 Min;
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public Vector3 Max;
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public float Width { get { return Max.X - Min.X; } }
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public float Height { get { return Max.Y - Min.Y; } }
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public float Length { get { return Max.Z - Min.Z; } }
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public AABB( float x1, float y1, float z1, float x2, float y2, float z2 ) {
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Min = new Vector3( x1, y1, z1 );
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Max = new Vector3( x2, y2, z2 );
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}
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public AABB( Vector3 min, Vector3 max ) {
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Min = min;
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Max = max;
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}
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/// <summary> Returns a new bounding box, with the minimum and maximum coordinates
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/// of the original bounding box translated by the given vector. </summary>
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public AABB Offset( Vector3 amount ) {
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return new AABB( Min + amount, Max + amount );
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}
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/// <summary> Returns a new bounding box, with the minimum and maximum coordinates
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/// of the original bounding box expanded away from origin the given vector. </summary>
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public AABB Expand( Vector3 amount ) {
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return new AABB( Min - amount, Max + amount );
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}
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/// <summary> Returns a new bounding box, with the minimum and maximum coordinates
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/// of the original bounding box scaled away from origin the given value. </summary>
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public AABB Scale( float scale ) {
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return new AABB( Min * scale, Max * scale );
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}
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/// <summary> Determines whether this bounding box intersects
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/// the given bounding box on any axes. </summary>
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public bool Intersects( AABB other ) {
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if( Max.X >= other.Min.X && Min.X <= other.Max.X ) {
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if( Max.Y < other.Min.Y || Min.Y > other.Max.Y ) {
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return false;
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}
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return Max.Z >= other.Min.Z && Min.Z <= other.Max.Z;
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}
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return false;
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}
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/// <summary> Determines whether this bounding box entirely contains
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/// the given bounding box on all axes. </summary>
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public bool Contains( AABB other ) {
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return other.Min.X >= Min.X && other.Min.Y >= Min.Y && other.Min.Z >= Min.Z &&
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other.Max.X <= Max.X && other.Max.Y <= Max.Y && other.Max.Z <= Max.Z;
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}
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/// <summary> Determines whether this bounding box entirely contains
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/// the coordinates on all axes. </summary>
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public bool Contains( Vector3 P ) {
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return P.X >= Min.X && P.Y >= Min.Y && P.Z >= Min.Z &&
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P.X <= Max.X && P.Y <= Max.Y && P.Z <= Max.Z;
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}
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/// <summary> Determines whether this bounding box intersects
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/// the given bounding box on the X axis. </summary>
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public bool XIntersects( AABB box ) {
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return Max.X >= box.Min.X && Min.X <= box.Max.X;
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}
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/// <summary> Determines whether this bounding box intersects
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/// the given bounding box on the Y axis. </summary>
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public bool YIntersects( AABB box ) {
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return Max.Y >= box.Min.Y && Min.Y <= box.Max.Y;
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}
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/// <summary> Determines whether this bounding box intersects
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/// the given bounding box on the Z axis. </summary>
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public bool ZIntersects( AABB box ) {
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return Max.Z >= box.Min.Z && Min.Z <= box.Max.Z;
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}
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public override string ToString() {
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return Min + " : " + Max;
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}
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}
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} |