text: 
  #include "Globals.h"  // NOTE: MSVC stupidness requires this to be the same across all modules
  
  #include "Cuboid.h"
  
  
  
  
  
  ////////////////////////////////////////////////////////////////////////////////
  // cCuboid:
  
  void cCuboid::Assign(int a_X1, int a_Y1, int a_Z1, int a_X2, int a_Y2, int a_Z2)
  {
  	p1.x = a_X1;
  	p1.y = a_Y1;
  	p1.z = a_Z1;
  	p2.x = a_X2;
  	p2.y = a_Y2;
  	p2.z = a_Z2;
  }
  
  
  
  
  
  void cCuboid::Sort(void)
  {
  	if (p1.x > p2.x)
  	{
  		std::swap(p1.x, p2.x);
  	}
  	if (p1.y > p2.y)
  	{
  		std::swap(p1.y, p2.y);
  	}
  	if (p1.z > p2.z)
  	{
  		std::swap(p1.z, p2.z);
  	}
  }
  
  
  
  
  
  int cCuboid::GetVolume(void) const
  {
  	int DifX = abs(p2.x - p1.x) + 1;
  	int DifY = abs(p2.y - p1.y) + 1;
  	int DifZ = abs(p2.z - p1.z) + 1;
  	return DifX * DifY * DifZ;
  }
  
  
  
  
  
  bool cCuboid::IsCompletelyInside(const cCuboid & a_Outer) const
  {
  	ASSERT(IsSorted());
  	ASSERT(a_Outer.IsSorted());
  
  	return (
  		(p1.x >= a_Outer.p1.x) &&
  		(p2.x <= a_Outer.p2.x) &&
  		(p1.y >= a_Outer.p1.y) &&
  		(p2.y <= a_Outer.p2.y) &&
  		(p1.z >= a_Outer.p1.z) &&
  		(p2.z <= a_Outer.p2.z)
  	);
  }
  
  
  
  
  
  void cCuboid::Move(int a_OfsX, int a_OfsY, int a_OfsZ)
  {
  	p1.x += a_OfsX;
  	p1.y += a_OfsY;
  	p1.z += a_OfsZ;
  	p2.x += a_OfsX;
  	p2.y += a_OfsY;
  	p2.z += a_OfsZ;
  }
  
  
  
  
  
  void cCuboid::Expand(int a_SubMinX, int a_AddMaxX, int a_SubMinY, int a_AddMaxY, int a_SubMinZ, int a_AddMaxZ)
  {
  	if (p1.x < p2.x)
  	{
  		p1.x -= a_SubMinX;
  		p2.x += a_AddMaxX;
  	}
  	else
  	{
  		p2.x -= a_SubMinX;
  		p1.x += a_AddMaxX;
  	}
  
  	if (p1.y < p2.y)
  	{
  		p1.y -= a_SubMinY;
  		p2.y += a_AddMaxY;
  	}
  	else
  	{
  		p2.y -= a_SubMinY;
  		p1.y += a_AddMaxY;
  	}
  
  	if (p1.z < p2.z)
  	{
  		p1.z -= a_SubMinZ;
  		p2.z += a_AddMaxZ;
  	}
  	else
  	{
  		p2.z -= a_SubMinZ;
  		p1.z += a_AddMaxZ;
  	}
  }
  
  
  
  
  
  void cCuboid::ClampX(int a_MinX, int a_MaxX)
  {
  	p1.x = Clamp(p1.x, a_MinX, a_MaxX);
  	p2.x = Clamp(p2.x, a_MinX, a_MaxX);
  }
  
  
  
  
  
  void cCuboid::ClampY(int a_MinY, int a_MaxY)
  {
  	p1.y = Clamp(p1.y, a_MinY, a_MaxY);
  	p2.y = Clamp(p2.y, a_MinY, a_MaxY);
  }
  
  
  
  
  
  void cCuboid::ClampZ(int a_MinZ, int a_MaxZ)
  {
  	p1.z = Clamp(p1.z, a_MinZ, a_MaxZ);
  	p2.z = Clamp(p2.z, a_MinZ, a_MaxZ);
  }
  
  
  
  
  
  bool cCuboid::IsSorted(void) const
  {
  	return (
  		(p1.x <= p2.x) &&
  		(p1.y <= p2.y) &&
  		(p1.z <= p2.z)
  	);
  }
  
  
  
  
  
  void cCuboid::Engulf(Vector3i a_Point)
  {
  	if (a_Point.x < p1.x)
  	{
  		p1.x = a_Point.x;
  	}
  	else if (a_Point.x > p2.x)
  	{
  		p2.x = a_Point.x;
  	}
  
  	if (a_Point.y < p1.y)
  	{
  		p1.y = a_Point.y;
  	}
  	else if (a_Point.y > p2.y)
  	{
  		p2.y = a_Point.y;
  	}
  
  	if (a_Point.z < p1.z)
  	{
  		p1.z = a_Point.z;
  	}
  	else if (a_Point.z > p2.z)
  	{
  		p2.z = a_Point.z;
  	}
  }
  
  
  
  
  