Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: An axis aligned bounding box class.
//
// $NoKeywords: $
//=============================================================================//
#ifndef BOUNDBOX_H
#define BOUNDBOX_H
#ifdef _WIN32
#pragma once
#endif
#include "mathlib/vector.h"
class BoundBox
{
public:
BoundBox(void);
BoundBox(const Vector &mins, const Vector &maxs);
void ResetBounds(void);
inline void SetBounds(const Vector &mins, const Vector &maxs);
void UpdateBounds(const Vector& bmins, const Vector& bmaxs);
void UpdateBounds(const Vector& pt);
void UpdateBounds(const BoundBox *pBox);
void GetBoundsCenter(Vector& ptdest);
inline void GetBounds(Vector& Mins, Vector& Maxs);
virtual bool IsIntersectingBox(const Vector& pfMins, const Vector& pfMaxs) const;
bool IsInsideBox(const Vector& pfMins, const Vector& pfMaxs) const;
bool ContainsPoint(const Vector& pt) const;
bool IsValidBox(void) const;
void GetBoundsSize(Vector& size);
void SnapToGrid(int iGridSize);
void Rotate90(int axis);
Vector bmins;
Vector bmaxs;
};
//-----------------------------------------------------------------------------
// Purpose: Gets the bounding box as two vectors, a min and a max.
// Input : Mins - Receives the box's minima.
// Maxs - Receives the box's maxima.
//-----------------------------------------------------------------------------
void BoundBox::GetBounds(Vector &Mins, Vector &Maxs)
{
Mins = bmins;
Maxs = bmaxs;
}
//-----------------------------------------------------------------------------
// Purpose: Sets the box outright, equivalent to ResetBounds + UpdateBounds.
// Input : mins - Minima to set.
// maxs - Maxima to set.
//-----------------------------------------------------------------------------
void BoundBox::SetBounds(const Vector &mins, const Vector &maxs)
{
bmins = mins;
bmaxs = maxs;
}
#endif // BOUNDBOX_H