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/*
** ClanLib SDK
** Copyright (c) 1997-2005 The ClanLib Team
**
** This software is provided 'as-is', without any express or implied
** warranty. In no event will the authors be held liable for any damages
** arising from the use of this software.
**
** Permission is granted to anyone to use this software for any purpose,
** including commercial applications, and to alter it and redistribute it
** freely, subject to the following restrictions:
**
** 1. The origin of this software must not be misrepresented; you must not
** claim that you wrote the original software. If you use this software
** in a product, an acknowledgment in the product documentation would be
** appreciated but is not required.
** 2. Altered source versions must be plainly marked as such, and must not be
** misrepresented as being the original software.
** 3. This notice may not be removed or altered from any source distribution.
**
** Note: Some of the libraries ClanLib may link to may have additional
** requirements or restrictions.
**
** File Author(s):
**
** Magnus Norddahl
** (if your name is missing here, please add it)
*/
#include "Core/precomp.h"
#include "API/Core/Math/quad.h"
#include <cmath>
#define cl_min(a,b) ((a < b) ? a : b)
#define cl_max(a,b) ((a > b) ? a : b)
int CL_Quad::get_width() const
{
return cl_max(cl_max(cl_max(x1, x2), x3), x4)
- cl_min(cl_min(cl_min(x1, x2), x3), x4);
}
int CL_Quad::get_height() const
{
return cl_max(cl_max(cl_max(y1, y2), y3), y4)
- cl_min(cl_min(cl_min(y1, y2), y3), y4);
}
CL_Rect CL_Quad::get_bounds() const
{ return CL_Rect(
cl_min(cl_min(cl_min(x1, x2), x3), x4),
cl_min(cl_min(cl_min(y1, y2), y3), y4),
cl_max(cl_max(cl_max(x1, x2), x3), x4),
cl_max(cl_max(cl_max(y1, y2), y3), y4));
}
void CL_Quad::rotate(const CL_Point &hotspot, float angle)
{
//Find the rotated positions of each corner
CL_Point p1 = CL_Point(x1, y1).rotate(hotspot, angle);
CL_Point p2 = CL_Point(x2, y2).rotate(hotspot, angle);
CL_Point p3 = CL_Point(x3, y3).rotate(hotspot, angle);
CL_Point p4 = CL_Point(x4, y4).rotate(hotspot, angle);
x1 = p1.x; y1 = p1.y;
x2 = p2.x; y2 = p2.y;
x3 = p3.x; y3 = p3.y;
x4 = p4.x; y4 = p4.y;
}
void CL_Quad::scale(const CL_Point &hotspot, float sx, float sy)
{
x1 = (int)((x1-hotspot.x)*sx+hotspot.x); y1 = (int)((y1-hotspot.y)*sy+hotspot.y);
x2 = (int)((x2-hotspot.x)*sx+hotspot.x); y2 = (int)((y2-hotspot.y)*sy+hotspot.y);
x3 = (int)((x3-hotspot.x)*sx+hotspot.x); y3 = (int)((y3-hotspot.y)*sy+hotspot.y);
x4 = (int)((x4-hotspot.x)*sx+hotspot.x); y4 = (int)((y4-hotspot.y)*sy+hotspot.y);
}
void CL_Quad::scale(float sx, float sy)
{
x1 = (int)(x1*sx); y1 = (int)(y1*sy);
x2 = (int)(x2*sx); y2 = (int)(y2*sy);
x3 = (int)(x3*sx); y3 = (int)(y3*sy);
x4 = (int)(x4*sx); y4 = (int)(y4*sy);
}
CL_Point CL_Quad::center() const
{
CL_Rect r = get_bounds();
return CL_Point((r.left+r.right)/2, (r.top+r.bottom)/2);
}
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