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/* ResidualVM - A 3D game interpreter
*
* ResidualVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#include "common/scummsys.h"
#include "common/textconsole.h"
#include "math/rect2d.h"
namespace Math {
Rect2d::Rect2d() {
}
Rect2d::Rect2d(const Vector2d &topLeft, const Vector2d &bottomRight) {
float left = (topLeft.getX() <= bottomRight.getX() ? topLeft.getX() : bottomRight.getX());
float right = (topLeft.getX() <= bottomRight.getX() ? bottomRight.getX() : topLeft.getX());
float top = (topLeft.getY() <= bottomRight.getY() ? topLeft.getY() : bottomRight.getY());
float bottom = (topLeft.getY() <= bottomRight.getY() ? bottomRight.getY() : topLeft.getY());
_topLeft = Vector2d(left, top);
_topRight = Vector2d(right, top);
_bottomLeft = Vector2d(left, bottom);
_bottomRight = Vector2d(right, bottom);
}
Rect2d::Rect2d(const Vector2d &topLeft, const Vector2d &topRight,
const Vector2d &bottomLeft, const Vector2d &bottomRight) :
_topLeft(topLeft), _topRight(topRight),
_bottomLeft(bottomLeft), _bottomRight(bottomRight) {
}
void Rect2d::rotateAround(const Vector2d &point, const Angle &angle) {
_topLeft.rotateAround(point, angle);
_topRight.rotateAround(point, angle);
_bottomLeft.rotateAround(point, angle);
_bottomRight.rotateAround(point, angle);
}
void Rect2d::rotateAroundCenter(const Angle &angle) {
Vector2d center = getCenter();
rotateAround(center, angle);
}
void Rect2d::moveCenterTo(const Vector2d &pos) {
Vector2d vec(pos - getCenter());
translate(vec);
}
void Rect2d::scale(float amount) {
Vector2d c = getCenter();
moveCenterTo(Vector2d(0, 0));
_topLeft *= amount;
_topRight *= amount;
_bottomLeft *= amount;
_bottomRight *= amount;
moveCenterTo(c);
}
void Rect2d::translate(const Vector2d &vec) {
_topLeft += vec;
_topRight += vec;
_bottomLeft += vec;
_bottomRight += vec;
}
bool Rect2d::intersectsRect(const Rect2d &rect) const {
// TODO: implement this;
error("Rect2d::intersectsRect not implemented");
return false;
}
bool Rect2d::intersectsCircle(const Vector2d ¢er, float radius) const {
Vector2d c = getCenter();
float w = getWidth();
float h = getHeight();
Math::Angle angle = (_topRight - _topLeft).getAngle();
if (angle == 0) {
Vector2d circleDistance(fabs(center.getX() - c.getX()), fabs(center.getY() - c.getY()));
if (circleDistance.getX() > (w / 2.f + radius)) {
return false;
}
if (circleDistance.getY() > (h / 2.f + radius)) {
return false;
}
if (circleDistance.getX() <= (w / 2.f)) {
return true;
}
if (circleDistance.getY() <= (h / 2.f)) {
return true;
}
float cornerDistance_sq = pow(circleDistance.getX() - w / 2.f, 2.f) +
pow(circleDistance.getY() - h / 2.f, 2.f);
return (cornerDistance_sq <= radius * radius);
} else { //The rectangle was rotated
Rect2d r(_topLeft, _topRight, _bottomLeft, _bottomRight);
r.rotateAroundCenter(-angle);
Vector2d circle(center);
circle.rotateAround(r.getCenter(), -angle);
return r.intersectsCircle(circle, radius);
}
}
inline bool le(float a, float b) {
return (a < b || (fabsf(a - b) < 0.0001f));
}
inline bool ge(float a, float b) {
return (a > b || (fabsf(a - b) < 0.0001f));
}
bool Rect2d::containsPoint(const Vector2d &point) const {
return ge(point.getX(), _topLeft.getX()) && le(point.getX(), _bottomRight.getX()) &&
ge(point.getY(), _topLeft.getY()) && le(point.getY(), _bottomRight.getY());
}
Vector2d Rect2d::getCenter() const {
Vector2d sum = _topLeft + _topRight + _bottomLeft + _bottomRight;
sum /= 4;
return sum;
}
Vector2d Rect2d::getTopLeft() const {
return _topLeft;
}
Vector2d Rect2d::getTopRight() const {
return _topRight;
}
Vector2d Rect2d::getBottomLeft() const {
return _bottomLeft;
}
Vector2d Rect2d::getBottomRight() const {
return _bottomRight;
}
float Rect2d::getWidth() const {
float x = _topRight.getX() - _topLeft.getX();
float y = _topRight.getY() - _topLeft.getY();
return sqrt(x * x + y * y);
}
float Rect2d::getHeight() const {
float x = _bottomLeft.getX() - _topLeft.getX();
float y = _bottomLeft.getY() - _topLeft.getY();
return sqrt(x * x + y * y);
}
Vector2d Rect2d::getIntersection(const Vector2d &start, const Vector2d &dir, Segment2d *edge) const {
float w = getWidth();
float h = getHeight();
float d = sqrt(w * w + h * h);
Segment2d line(start, start + dir.getNormalized() * 2*d);
Vector2d intersection;
Segment2d l(_topLeft, _topRight);
if (line.intersectsSegment(l, &intersection)) {
if (edge) {
*edge = l;
}
return intersection;
}
l = Segment2d(_topRight, _bottomRight);
if (line.intersectsSegment(l, &intersection)) {
if (edge) {
*edge = l;
}
return intersection;
}
l = Segment2d(_bottomRight, _bottomLeft);
if (line.intersectsSegment(l, &intersection)) {
if (edge) {
*edge = l;
}
return intersection;
}
l = Segment2d(_bottomLeft, _topLeft);
if (line.intersectsSegment(l, &intersection)) {
if (edge) {
*edge = l;
}
return intersection;
}
return intersection;
}
}
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