Core/Object: Range check, Needs tested.
Port From (https://github.com/TrinityCore/TrinityCore/commit/b717603a9b3a676e800fc401f4544735287791a9)
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/*
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* Copyright (C) 2012-2020 CypherCore <http://github.com/CypherCore>
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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using System;
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using System.Numerics;
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namespace Framework.GameMath
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{
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public class Box
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{
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public Vector3[] _edgeVector = new Vector3[3];
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public Vector3 _center;
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public float _area;
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public float _volume;
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public Box(Vector3 min, Vector3 max)
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{
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Vector3 bounds = new Vector3(max.X - min.X, max.Y - min.Y, max.Z - min.Z);
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_edgeVector[0] = new Vector3(bounds.X, 0, 0);
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_edgeVector[1] = new Vector3(0, bounds.Y, 0);
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_edgeVector[2] = new Vector3(0, 0, bounds.Z);
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bool finiteExtent = true;
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for (int i = 0; i < 3; ++i)
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{
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if (!float.IsInfinity(_edgeVector[i].Length()))
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{
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finiteExtent = false;
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// If the extent is infinite along an axis, make the center zero to avoid NaNs
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_center.SetAt(0.0f, i);
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}
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}
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if (finiteExtent)
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{
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_volume = bounds.X * bounds.Y * bounds.Z;
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}
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else
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{
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_volume = float.PositiveInfinity;
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}
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_area = 2 *
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(bounds.X * bounds.Y +
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bounds.Y * bounds.Z +
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bounds.Z * bounds.X);
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}
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public bool Contains(Vector3 point)
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{
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Vector3 u = _edgeVector[2];
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Vector3 v = _edgeVector[1];
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Vector3 w = _edgeVector[0];
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Matrix4x4 M = new(u.X, v.X, w.X, 0.0f, u.Y, v.Y, w.Y, 0.0f, u.Z, v.Z, w.Z, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f);
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// M^-1 * (point - _corner[0]) = point in unit cube's object space
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// compute the inverse of M
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Matrix4x4.Invert(M, out M);
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Vector3 osPoint = Vector3.Transform(point - Corner(0), M);
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return (osPoint.X >= 0) && (osPoint.Y >= 0) && (osPoint.Z >= 0) &&
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(osPoint.X <= 1) && (osPoint.Y <= 1) && (osPoint.Z <= 1);
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}
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Vector3 Corner(int i)
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{
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switch (i)
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{
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case 0: return _center + (0.5f * (-_edgeVector[0] - _edgeVector[1] - _edgeVector[2]));
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case 1: return _center + (0.5f * (_edgeVector[0] - _edgeVector[1] - _edgeVector[2]));
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case 2: return _center + (0.5f * (-_edgeVector[0] + _edgeVector[1] - _edgeVector[2]));
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case 3: return _center + (0.5f * (_edgeVector[0] + _edgeVector[1] - _edgeVector[2]));
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case 4: return _center + (0.5f * (-_edgeVector[0] - _edgeVector[1] + _edgeVector[2]));
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case 5: return _center + (0.5f * (_edgeVector[0] - _edgeVector[1] + _edgeVector[2]));
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case 6: return _center + (0.5f * (-_edgeVector[0] + _edgeVector[1] + _edgeVector[2]));
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default: return _center + (0.5f * (_edgeVector[0] + _edgeVector[1] + _edgeVector[2]));//case 7
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}
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}
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public bool isFinite()
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{
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return float.IsInfinity(_volume);
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}
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}
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}
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