mirror of
https://github.com/FWGS/xash3d-fwgs
synced 2024-11-25 19:30:08 +01:00
public: make simple bbox functions inline
This commit is contained in:
parent
40c9a2fb82
commit
89f9b3df68
@ -384,18 +384,6 @@ void VectorsAngles( const vec3_t forward, const vec3_t right, const vec3_t up, v
|
||||
//
|
||||
// bounds operations
|
||||
//
|
||||
/*
|
||||
=================
|
||||
ClearBounds
|
||||
=================
|
||||
*/
|
||||
void ClearBounds( vec3_t mins, vec3_t maxs )
|
||||
{
|
||||
// make bogus range
|
||||
mins[0] = mins[1] = mins[2] = 999999.0f;
|
||||
maxs[0] = maxs[1] = maxs[2] = -999999.0f;
|
||||
}
|
||||
|
||||
/*
|
||||
=================
|
||||
AddPointToBounds
|
||||
@ -416,7 +404,7 @@ void AddPointToBounds( const vec3_t v, vec3_t mins, vec3_t maxs )
|
||||
|
||||
/*
|
||||
=================
|
||||
ExpandBounds
|
||||
ExpandBounds (not used anywhere?)
|
||||
=================
|
||||
*/
|
||||
void ExpandBounds( vec3_t mins, vec3_t maxs, float offset )
|
||||
@ -429,34 +417,6 @@ void ExpandBounds( vec3_t mins, vec3_t maxs, float offset )
|
||||
maxs[2] += offset;
|
||||
}
|
||||
|
||||
/*
|
||||
=================
|
||||
BoundsIntersect
|
||||
=================
|
||||
*/
|
||||
qboolean BoundsIntersect( const vec3_t mins1, const vec3_t maxs1, const vec3_t mins2, const vec3_t maxs2 )
|
||||
{
|
||||
if( mins1[0] > maxs2[0] || mins1[1] > maxs2[1] || mins1[2] > maxs2[2] )
|
||||
return false;
|
||||
if( maxs1[0] < mins2[0] || maxs1[1] < mins2[1] || maxs1[2] < mins2[2] )
|
||||
return false;
|
||||
return true;
|
||||
}
|
||||
|
||||
/*
|
||||
=================
|
||||
BoundsAndSphereIntersect
|
||||
=================
|
||||
*/
|
||||
qboolean BoundsAndSphereIntersect( const vec3_t mins, const vec3_t maxs, const vec3_t origin, float radius )
|
||||
{
|
||||
if( mins[0] > origin[0] + radius || mins[1] > origin[1] + radius || mins[2] > origin[2] + radius )
|
||||
return false;
|
||||
if( maxs[0] < origin[0] - radius || maxs[1] < origin[1] - radius || maxs[2] < origin[2] - radius )
|
||||
return false;
|
||||
return true;
|
||||
}
|
||||
|
||||
/*
|
||||
=================
|
||||
SphereIntersect
|
||||
|
@ -195,10 +195,32 @@ void AngleVectors( const vec3_t angles, vec3_t forward, vec3_t right, vec3_t up
|
||||
void VectorsAngles( const vec3_t forward, const vec3_t right, const vec3_t up, vec3_t angles );
|
||||
void PlaneIntersect( const struct mplane_s *plane, const vec3_t p0, const vec3_t p1, vec3_t out );
|
||||
|
||||
void ClearBounds( vec3_t mins, vec3_t maxs );
|
||||
static inline void ClearBounds( vec3_t mins, vec3_t maxs )
|
||||
{
|
||||
// make bogus range
|
||||
mins[0] = mins[1] = mins[2] = 999999.0f;
|
||||
maxs[0] = maxs[1] = maxs[2] = -999999.0f;
|
||||
}
|
||||
|
||||
static inline qboolean BoundsIntersect( const vec3_t mins1, const vec3_t maxs1, const vec3_t mins2, const vec3_t maxs2 )
|
||||
{
|
||||
if( mins1[0] > maxs2[0] || mins1[1] > maxs2[1] || mins1[2] > maxs2[2] )
|
||||
return false;
|
||||
if( maxs1[0] < mins2[0] || maxs1[1] < mins2[1] || maxs1[2] < mins2[2] )
|
||||
return false;
|
||||
return true;
|
||||
}
|
||||
|
||||
static inline qboolean BoundsAndSphereIntersect( const vec3_t mins, const vec3_t maxs, const vec3_t origin, float radius )
|
||||
{
|
||||
if( mins[0] > origin[0] + radius || mins[1] > origin[1] + radius || mins[2] > origin[2] + radius )
|
||||
return false;
|
||||
if( maxs[0] < origin[0] - radius || maxs[1] < origin[1] - radius || maxs[2] < origin[2] - radius )
|
||||
return false;
|
||||
return true;
|
||||
}
|
||||
|
||||
void AddPointToBounds( const vec3_t v, vec3_t mins, vec3_t maxs );
|
||||
qboolean BoundsIntersect( const vec3_t mins1, const vec3_t maxs1, const vec3_t mins2, const vec3_t maxs2 );
|
||||
qboolean BoundsAndSphereIntersect( const vec3_t mins, const vec3_t maxs, const vec3_t origin, float radius );
|
||||
qboolean SphereIntersect( const vec3_t vSphereCenter, float fSphereRadiusSquared, const vec3_t vLinePt, const vec3_t vLineDir );
|
||||
float RadiusFromBounds( const vec3_t mins, const vec3_t maxs );
|
||||
void ExpandBounds( vec3_t mins, vec3_t maxs, float offset );
|
||||
|
Loading…
Reference in New Issue
Block a user