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- #include "Area.h"
- Framework::Vec3<int> getDirection(Directions dir)
- {
- Framework::Vec3<int> result(0, 0, 0);
- if ((dir | NORTH) == dir) --result.y;
- if ((dir | EAST) == dir) ++result.x;
- if ((dir | SOUTH) == dir) ++result.y;
- if ((dir | WEST) == dir) --result.x;
- if ((dir | TOP) == dir) ++result.z;
- if ((dir | BOTTOM) == dir) --result.z;
- return result;
- }
- int getDirectionIndex(Direction dir)
- {
- if (dir == NORTH) return 0;
- if (dir == EAST) return 1;
- if (dir == SOUTH) return 2;
- if (dir == WEST) return 3;
- if (dir == TOP) return 4;
- if (dir == BOTTOM) return 5;
- assert(false);
- return -1;
- }
- Direction getOppositeDirection(Direction dir)
- {
- if (dir == NORTH) return SOUTH;
- if (dir == EAST) return WEST;
- if (dir == SOUTH) return NORTH;
- if (dir == WEST) return EAST;
- if (dir == TOP) return BOTTOM;
- if (dir == BOTTOM) return TOP;
- assert(false);
- return NO_DIRECTION;
- }
- Direction getDirectionFromIndex(int index)
- {
- return (Direction)(1 << index);
- }
- Directions getDirectionsFromVector(Framework::Vec3<float> dir)
- {
- Directions dirs = NO_DIRECTION;
- if (dir.y < 0)
- dirs |= NORTH;
- else if (dir.y > 0)
- dirs |= SOUTH;
- if (dir.x < 0)
- dirs |= WEST;
- else if (dir.x > 0)
- dirs |= EAST;
- if (dir.z < 0)
- dirs |= BOTTOM;
- else if (dir.z > 0)
- dirs |= TOP;
- return dirs;
- }
- Framework::Vec3<float> getRotation(Direction source, Direction target)
- {
- switch (source)
- {
- case NORTH:
- switch (target)
- {
- case EAST:
- return Framework::Vec3<float>(0.f, 0.f, (float)PI / 2.f);
- case SOUTH:
- return Framework::Vec3<float>(0.f, 0.f, (float)PI);
- case WEST:
- return Framework::Vec3<float>(0.f, 0.f, -(float)PI / 2.f);
- case TOP:
- return Framework::Vec3<float>(-(float)PI / 2.f, 0.f, 0.f);
- case BOTTOM:
- return Framework::Vec3<float>((float)PI / 2.f, 0.f, 0.f);
- default:
- break;
- }
- break;
- case EAST:
- switch (target)
- {
- case SOUTH:
- return Framework::Vec3<float>(0.f, 0.f, (float)PI / 2.f);
- case WEST:
- return Framework::Vec3<float>(0.f, 0.f, (float)PI);
- case NORTH:
- return Framework::Vec3<float>(0.f, 0.f, -(float)PI / 2.f);
- case TOP:
- return Framework::Vec3<float>(
- -(float)PI / 2.f, 0.f, (float)PI / 2.f);
- case BOTTOM:
- return Framework::Vec3<float>(
- (float)PI / 2.f, 0.f, (float)PI / 2.f);
- default:
- break;
- }
- break;
- case SOUTH:
- switch (target)
- {
- case WEST:
- return Framework::Vec3<float>(0.f, 0.f, (float)PI / 2.f);
- case NORTH:
- return Framework::Vec3<float>(0.f, 0.f, (float)PI);
- case EAST:
- return Framework::Vec3<float>(0.f, 0.f, -(float)PI / 2.f);
- case TOP:
- return Framework::Vec3<float>(-(float)PI / 2.f, 0.f, (float)PI);
- case BOTTOM:
- return Framework::Vec3<float>((float)PI / 2.f, 0.f, (float)PI);
- default:
- break;
- }
- break;
- case WEST:
- switch (target)
- {
- case NORTH:
- return Framework::Vec3<float>(0.f, 0.f, (float)PI / 2.f);
- case EAST:
- return Framework::Vec3<float>(0.f, 0.f, (float)PI);
- case SOUTH:
- return Framework::Vec3<float>(0.f, 0.f, -(float)PI / 2.f);
- case TOP:
- return Framework::Vec3<float>(
- -(float)PI / 2.f, 0.f, -(float)PI / 2.f);
- case BOTTOM:
- return Framework::Vec3<float>(
- (float)PI / 2.f, 0.f, -(float)PI / 2.f);
- default:
- break;
- }
- break;
- case TOP:
- switch (target)
- {
- case NORTH:
- return Framework::Vec3<float>(-(float)PI / 2.f, 0.f, 0.f);
- case EAST:
- return Framework::Vec3<float>(
- -(float)PI / 2.f, 0.f, (float)PI / 2.f);
- case SOUTH:
- return Framework::Vec3<float>(-(float)PI / 2.f, 0.f, (float)PI);
- case WEST:
- return Framework::Vec3<float>(
- -(float)PI / 2.f, 0.f, -(float)PI / 2.f);
- default:
- break;
- }
- break;
- case BOTTOM:
- switch (target)
- {
- case NORTH:
- return Framework::Vec3<float>((float)PI / 2.f, 0.f, 0.f);
- case EAST:
- return Framework::Vec3<float>(
- (float)PI / 2.f, 0.f, (float)PI / 2.f);
- case SOUTH:
- return Framework::Vec3<float>((float)PI / 2.f, 0.f, (float)PI);
- case WEST:
- return Framework::Vec3<float>(
- (float)PI / 2.f, 0.f, -(float)PI / 2.f);
- default:
- break;
- }
- break;
- }
- return Framework::Vec3<float>(0.f, 0.f, 0.f);
- }
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