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- /*
- ===========================================================================
- Doom 3 GPL Source Code
- Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
- This file is part of the Doom 3 GPL Source Code (?Doom 3 Source Code?).
- Doom 3 Source Code 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 3 of the License, or
- (at your option) any later version.
- Doom 3 Source Code 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 Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
- In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below.
- If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
- ===========================================================================
- */
- #ifndef IDRECTANGLE_H_
- #define IDRECTANGLE_H_
- //
- // simple rectangle
- //
- extern void RotateVector(idVec3 &v, idVec3 origin, float a, float c, float s);
- class idRectangle {
- public:
- float x; // horiz position
- float y; // vert position
- float w; // width
- float h; // height;
- idRectangle() { x = y = w= h = 0.0; }
- idRectangle(float ix, float iy, float iw, float ih) { x = ix; y = iy; w = iw; h = ih; }
- float Bottom() const { return y + h; }
- float Right() const { return x + w; }
- void Offset (float x, float y) {
- this->x += x;
- this->y += y;
- }
- bool Contains(float xt, float yt) {
- if (w == 0.0 && h == 0.0) {
- return false;
- }
- if (xt >= x && xt <= Right() && yt >= y && yt <= Bottom()) {
- return true;
- }
- return false;
- }
- void Empty() { x = y = w = h = 0.0; };
- void ClipAgainst(idRectangle r, bool sizeOnly) {
- if (!sizeOnly) {
- if (x < r.x) {
- x = r.x;
- }
- if (y < r.y) {
- y = r.y;
- }
- }
- if (x + w > r.x + r.w) {
- w = (r.x + r.w) - x;
- }
- if (y + h > r.y + r.h) {
- h = (r.y + r.h) - y;
- }
- }
- void Rotate(float a, idRectangle &out) {
- idVec3 p1, p2, p3, p4, p5;
- float c, s;
- idVec3 center;
- center.Set((x + w) / 2.0, (y + h) / 2.0, 0);
- p1.Set(x, y, 0);
- p2.Set(Right(), y, 0);
- p4.Set(x, Bottom(), 0);
- if (a) {
- s = sin( DEG2RAD( a ) );
- c = cos( DEG2RAD( a ) );
- }
- else {
- s = c = 0;
- }
- RotateVector(p1, center, a, c, s);
- RotateVector(p2, center, a, c, s);
- RotateVector(p4, center, a, c, s);
- out.x = p1.x;
- out.y = p1.y;
- out.w = (p2 - p1).Length();
- out.h = (p4 - p1).Length();
- }
- idRectangle & operator+=( const idRectangle &a );
- idRectangle & operator-=( const idRectangle &a );
- idRectangle & operator/=( const idRectangle &a );
- idRectangle & operator/=( const float a );
- idRectangle & operator*=( const float a );
- idRectangle & operator=( const idVec4 v );
- int operator==(const idRectangle &a) const;
- float & operator[]( const int index );
- char * String( void ) const;
- const idVec4& ToVec4() const;
- };
- ID_INLINE const idVec4 &idRectangle::ToVec4() const {
- return *reinterpret_cast<const idVec4 *>(&x);
- }
- ID_INLINE idRectangle &idRectangle::operator+=( const idRectangle &a ) {
- x += a.x;
- y += a.y;
- w += a.w;
- h += a.h;
- return *this;
- }
- ID_INLINE idRectangle &idRectangle::operator/=( const idRectangle &a ) {
- x /= a.x;
- y /= a.y;
- w /= a.w;
- h /= a.h;
- return *this;
- }
- ID_INLINE idRectangle &idRectangle::operator/=( const float a ) {
- float inva = 1.0f / a;
- x *= inva;
- y *= inva;
- w *= inva;
- h *= inva;
- return *this;
- }
- ID_INLINE idRectangle &idRectangle::operator-=( const idRectangle &a ) {
- x -= a.x;
- y -= a.y;
- w -= a.w;
- h -= a.h;
- return *this;
- }
- ID_INLINE idRectangle &idRectangle::operator*=( const float a ) {
- x *= a;
- y *= a;
- w *= a;
- h *= a;
- return *this;
- }
- ID_INLINE idRectangle &idRectangle::operator=( const idVec4 v ) {
- x = v.x;
- y = v.y;
- w = v.z;
- h = v.w;
- return *this;
- }
- ID_INLINE int idRectangle::operator==( const idRectangle &a ) const {
- return (x == a.x && y == a.y && w == a.w && a.h);
- }
- ID_INLINE float& idRectangle::operator[]( int index ) {
- return ( &x )[ index ];
- }
- class idRegion {
- public:
- idRegion() { };
- void Empty() {
- rects.Clear();
- }
- bool Contains(float xt, float yt) {
- int c = rects.Num();
- for (int i = 0; i < c; i++) {
- if (rects[i].Contains(xt, yt)) {
- return true;
- }
- }
- return false;
- }
- void AddRect(float x, float y, float w, float h) {
- rects.Append(idRectangle(x, y, w, h));
- }
- int GetRectCount() {
- return rects.Num();
- }
- idRectangle *GetRect(int index) {
- if (index >= 0 && index < rects.Num()) {
- return &rects[index];
- }
- return NULL;
- }
- protected:
- idList<idRectangle> rects;
- };
- #endif
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