UltimateZoneBuilder/Source/Core/GZBuilder/Data/BoundingBox.cs

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using CodeImp.DoomBuilder.Geometry;
using CodeImp.DoomBuilder.Rendering;
namespace CodeImp.DoomBuilder.GZBuilder.Data
{
public struct BoundingBoxSizes
{
public int MinX;
public int MaxX;
public int MinY;
public int MaxY;
public int MinZ;
public int MaxZ;
//we need some reference here
public BoundingBoxSizes(WorldVertex v)
{
MinX = MaxX = (int)v.x;
MinY = MaxY = (int)v.y;
MinZ = MaxZ = (int)v.z;
}
}
public static class BoundingBoxTools
{
public static Vector3D[] CalculateBoundingPlane(BoundingBoxSizes bbs)
{
//mxd. looks like I need only these 2 points, so...
//center
Vector3D v0 = new Vector3D(bbs.MinX + (bbs.MaxX - bbs.MinX) / 2, bbs.MinY + (bbs.MaxY - bbs.MinY) / 2, bbs.MinZ + (bbs.MaxZ - bbs.MinZ) / 2);
Vector3D v1 = new Vector3D(bbs.MinX, bbs.MinY, bbs.MinZ);
return new[] { v0, v1 };
}
public static void UpdateBoundingBoxSizes(ref BoundingBoxSizes bbs, WorldVertex v)
{
if(v.x < bbs.MinX) bbs.MinX = (int)v.x;
else if(v.x > bbs.MaxX) bbs.MaxX = (int)v.x;
if(v.z < bbs.MinZ) bbs.MinZ = (int)v.z;
else if(v.z > bbs.MaxZ) bbs.MaxZ = (int)v.z;
if(v.y < bbs.MinY) bbs.MinY = (int)v.y;
else if(v.y > bbs.MaxY) bbs.MaxY = (int)v.y;
}
}
}