// Ryzom - MMORPG Framework
// Copyright (C) 2010 Winch Gate Property Limited
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero General Public License as
// published by the Free Software Foundation, either version 3 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 Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program. If not, see .
#ifndef RY_AREA_GEOMETRY_H
#define RY_AREA_GEOMETRY_H
template
struct CAreaCoords
{
CAreaCoords(){}
CAreaCoords(T x, T y)
:X(x),Y(y){}
T X;
T Y;
CAreaCoords &operator*=(float scalar)
{
X = T ( scalar * X);
Y = T ( scalar * Y);
return *this;
}
};
template
class CAreaQuad
{
public:
bool contains( CAreaCoords point )const
{
uint32 nNbIntersection = 0;
for (uint i = 0; i < 4; ++i)
{
const CAreaCoords &p1 = Vertices[i];
const CAreaCoords &p2 = Vertices[(i+1)%4];
if ( p1.Y - point.Y < T(0) && p2.Y-point.Y < T(0) )
continue;
if ( p1.Y-point.Y > T(0) && p2.Y-point.Y > T(0) )
continue;
T xinter = (sint32)( p1.X + (p2.X-p1.X) * ( double(point.Y - p1.Y) / double( p2.Y - p1.Y ) ) );
if (xinter > point.X)
++nNbIntersection;
}
if ((nNbIntersection&1) == 1) // odd intersections so the vertex is inside
return true;
else
return false;
}
CAreaCoords Vertices [4];
};
template
class CAreaRect
{
public:
///from a quad : build the bounding rect
CAreaRect( const CAreaQuad & quad )
{
Point.X = quad.Vertices[0].X;
Point.Y = quad.Vertices[0].Y;
CAreaCoords topRight(quad.Vertices[0].X,quad.Vertices[0].Y);
for ( uint i = 1; i < 3; i++ )
{
if ( Point.X > quad.Vertices[i].X )
Point.X = quad.Vertices[i].X;
else if ( topRight.X < quad.Vertices[i].X )
topRight.X = quad.Vertices[i].X;
if ( Point.Y > quad.Vertices[i].Y )
Point.Y = quad.Vertices[i].Y;
else if ( topRight.Y < quad.Vertices[i].Y )
topRight.Y = quad.Vertices[i].Y;
}
Width = topRight.X - Point.X;
Height = topRight.Y - Point.Y;
}
CAreaCoords center()
{
return CAreaCoords ( Point.X + Width / 2, Point.Y + Height / 2 );
}
/// bottom left point
CAreaCoords Point;
///width
T Width;
T Height;
};
#endif // RY_AREA_GEOMETRY_H
/* End of area_geometry.h */