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Add VoxelArea::intersect()
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25
src/voxel.h
25
src/voxel.h
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@ -183,6 +183,31 @@ public:
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return {MinEdge-off, MaxEdge-off};
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}
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/*
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Returns the intersection of this area and `a`.
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*/
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VoxelArea intersect(const VoxelArea &a) const
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{
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// This is an example of an operation that would be simpler with
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// non-inclusive edges, but oh well.
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VoxelArea ret;
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if (a.MaxEdge.X < MinEdge.X || a.MinEdge.X > MaxEdge.X)
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return VoxelArea();
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if (a.MaxEdge.Y < MinEdge.Y || a.MinEdge.Y > MaxEdge.Y)
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return VoxelArea();
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if (a.MaxEdge.Z < MinEdge.Z || a.MinEdge.Z > MaxEdge.Z)
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return VoxelArea();
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ret.MinEdge.X = std::max(a.MinEdge.X, MinEdge.X);
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ret.MaxEdge.X = std::min(a.MaxEdge.X, MaxEdge.X);
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ret.MinEdge.Y = std::max(a.MinEdge.Y, MinEdge.Y);
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ret.MaxEdge.Y = std::min(a.MaxEdge.Y, MaxEdge.Y);
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ret.MinEdge.Z = std::max(a.MinEdge.Z, MinEdge.Z);
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ret.MaxEdge.Z = std::min(a.MaxEdge.Z, MaxEdge.Z);
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return ret;
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}
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/*
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Returns 0-6 non-overlapping areas that can be added to
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a to make up this area.
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