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Add VoxelArea::intersect()
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@ -38,6 +38,7 @@ public:
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void test_equal();
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void test_plus();
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void test_minor();
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void test_intersect();
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void test_index_xyz_all_pos();
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void test_index_xyz_x_neg();
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void test_index_xyz_y_neg();
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@ -74,6 +75,7 @@ void TestVoxelArea::runTests(IGameDef *gamedef)
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TEST(test_equal);
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TEST(test_plus);
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TEST(test_minor);
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TEST(test_intersect);
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TEST(test_index_xyz_all_pos);
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TEST(test_index_xyz_x_neg);
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TEST(test_index_xyz_y_neg);
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@ -210,6 +212,20 @@ void TestVoxelArea::test_minor()
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VoxelArea(v3s16(-10, -10, -45), v3s16(100, 100, 65)));
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}
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void TestVoxelArea::test_intersect()
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{
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VoxelArea v1({-10, -10, -10}, {10, 10, 10});
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VoxelArea v2({1, 2, 3}, {4, 5, 6});
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VoxelArea v3({11, 11, 11}, {11, 11, 11});
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VoxelArea v4({-11, -2, -10}, {10, 2, 11});
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UASSERT(v2.intersect(v1) == v2);
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UASSERT(v1.intersect(v2) == v2.intersect(v1));
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UASSERT(v1.intersect(v3).hasEmptyExtent());
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UASSERT(v3.intersect(v1) == v1.intersect(v3));
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UASSERT(v1.intersect(v4) ==
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VoxelArea({-10, -2, -10}, {10, 2, 10}));
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}
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void TestVoxelArea::test_index_xyz_all_pos()
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{
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VoxelArea v1;
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25
src/voxel.h
25
src/voxel.h
@ -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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