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65
Minecraft.World/AABB.h
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65
Minecraft.World/AABB.h
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#pragma once
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#include "Vec3.h"
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#include "Definitions.h"
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class HitResult;
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using namespace std;
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class AABB
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{
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// 4J added so we can have separate pools for different threads
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class ThreadStorage
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{
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public:
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static const int POOL_SIZE = 1024;
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AABB *pool;
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unsigned int poolPointer;
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ThreadStorage();
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~ThreadStorage();
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};
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static DWORD tlsIdx;
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static ThreadStorage *tlsDefault;
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public:
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// Each new thread that needs to use Vec3 pools will need to call one of the following 2 functions, to either create its own
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// local storage, or share the default storage already allocated by the main thread
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static void CreateNewThreadStorage();
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static void UseDefaultThreadStorage();
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static void ReleaseThreadStorage();
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static AABB *newPermanent(double x0, double y0, double z0, double x1, double y1, double z1);
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static void clearPool();
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static void resetPool();
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static AABB *newTemp(double x0, double y0, double z0, double x1, double y1, double z1);
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double x0, y0, z0;
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double x1, y1, z1;
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private:
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AABB(double x0, double y0, double z0, double x1, double y1, double z1);
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AABB() {}
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public:
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AABB *set(double x0, double y0, double z0, double x1, double y1, double z1);
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AABB *expand(double xa, double ya, double za);
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AABB *grow(double xa, double ya, double za);
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public:
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AABB *cloneMove(double xa, double ya, double za);
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double clipXCollide(AABB *c, double xa);
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double clipYCollide(AABB *c, double ya);
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double clipZCollide(AABB *c, double za);
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bool intersects(AABB *c);
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bool intersectsInner(AABB *c);
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AABB *move(double xa, double ya, double za);
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bool intersects(double x02, double y02, double z02, double x12, double y12, double z12);
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bool contains(Vec3 *p);
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bool containsIncludingLowerBound(Vec3 *p); // 4J Added
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double getSize();
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AABB *shrink(double xa, double ya, double za);
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AABB *copy();
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HitResult *clip(Vec3 *a, Vec3 *b);
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bool containsX(Vec3 *v);
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bool containsY(Vec3 *v);
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bool containsZ(Vec3 *v);
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void set(AABB *b);
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wstring toString();
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};
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